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/deepCopier" {
  378. /**
  379. * Class containing a set of static utilities functions for deep copy.
  380. */
  381. export class DeepCopier {
  382. /**
  383. * Tries to copy an object by duplicating every property
  384. * @param source defines the source object
  385. * @param destination defines the target object
  386. * @param doNotCopyList defines a list of properties to avoid
  387. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  388. */
  389. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  390. }
  391. }
  392. declare module "babylonjs/Misc/precisionDate" {
  393. /**
  394. * Class containing a set of static utilities functions for precision date
  395. */
  396. export class PrecisionDate {
  397. /**
  398. * Gets either window.performance.now() if supported or Date.now() else
  399. */
  400. static readonly Now: number;
  401. }
  402. }
  403. declare module "babylonjs/Misc/devTools" {
  404. /** @hidden */
  405. export class _DevTools {
  406. static WarnImport(name: string): string;
  407. }
  408. }
  409. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  410. /**
  411. * Interface used to define the mechanism to get data from the network
  412. */
  413. export interface IWebRequest {
  414. /**
  415. * Returns client's response url
  416. */
  417. responseURL: string;
  418. /**
  419. * Returns client's status
  420. */
  421. status: number;
  422. /**
  423. * Returns client's status as a text
  424. */
  425. statusText: string;
  426. }
  427. }
  428. declare module "babylonjs/Misc/webRequest" {
  429. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  430. import { Nullable } from "babylonjs/types";
  431. /**
  432. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  433. */
  434. export class WebRequest implements IWebRequest {
  435. private _xhr;
  436. /**
  437. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  438. * i.e. when loading files, where the server/service expects an Authorization header
  439. */
  440. static CustomRequestHeaders: {
  441. [key: string]: string;
  442. };
  443. /**
  444. * Add callback functions in this array to update all the requests before they get sent to the network
  445. */
  446. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  447. private _injectCustomRequestHeaders;
  448. /**
  449. * Gets or sets a function to be called when loading progress changes
  450. */
  451. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  452. /**
  453. * Returns client's state
  454. */
  455. readonly readyState: number;
  456. /**
  457. * Returns client's status
  458. */
  459. readonly status: number;
  460. /**
  461. * Returns client's status as a text
  462. */
  463. readonly statusText: string;
  464. /**
  465. * Returns client's response
  466. */
  467. readonly response: any;
  468. /**
  469. * Returns client's response url
  470. */
  471. readonly responseURL: string;
  472. /**
  473. * Returns client's response as text
  474. */
  475. readonly responseText: string;
  476. /**
  477. * Gets or sets the expected response type
  478. */
  479. responseType: XMLHttpRequestResponseType;
  480. /** @hidden */
  481. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  482. /** @hidden */
  483. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  484. /**
  485. * Cancels any network activity
  486. */
  487. abort(): void;
  488. /**
  489. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  490. * @param body defines an optional request body
  491. */
  492. send(body?: Document | BodyInit | null): void;
  493. /**
  494. * Sets the request method, request URL
  495. * @param method defines the method to use (GET, POST, etc..)
  496. * @param url defines the url to connect with
  497. */
  498. open(method: string, url: string): void;
  499. /**
  500. * Sets the value of a request header.
  501. * @param name The name of the header whose value is to be set
  502. * @param value The value to set as the body of the header
  503. */
  504. setRequestHeader(name: string, value: string): void;
  505. /**
  506. * Get the string containing the text of a particular header's value.
  507. * @param name The name of the header
  508. * @returns The string containing the text of the given header name
  509. */
  510. getResponseHeader(name: string): Nullable<string>;
  511. }
  512. }
  513. declare module "babylonjs/Misc/fileRequest" {
  514. import { Observable } from "babylonjs/Misc/observable";
  515. /**
  516. * File request interface
  517. */
  518. export interface IFileRequest {
  519. /**
  520. * Raised when the request is complete (success or error).
  521. */
  522. onCompleteObservable: Observable<IFileRequest>;
  523. /**
  524. * Aborts the request for a file.
  525. */
  526. abort: () => void;
  527. }
  528. }
  529. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  530. /**
  531. * Define options used to create a render target texture
  532. */
  533. export class RenderTargetCreationOptions {
  534. /**
  535. * Specifies is mipmaps must be generated
  536. */
  537. generateMipMaps?: boolean;
  538. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  539. generateDepthBuffer?: boolean;
  540. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  541. generateStencilBuffer?: boolean;
  542. /** Defines texture type (int by default) */
  543. type?: number;
  544. /** Defines sampling mode (trilinear by default) */
  545. samplingMode?: number;
  546. /** Defines format (RGBA by default) */
  547. format?: number;
  548. }
  549. }
  550. declare module "babylonjs/Instrumentation/timeToken" {
  551. import { Nullable } from "babylonjs/types";
  552. /**
  553. * @hidden
  554. **/
  555. export class _TimeToken {
  556. _startTimeQuery: Nullable<WebGLQuery>;
  557. _endTimeQuery: Nullable<WebGLQuery>;
  558. _timeElapsedQuery: Nullable<WebGLQuery>;
  559. _timeElapsedQueryEnded: boolean;
  560. }
  561. }
  562. declare module "babylonjs/Engines/constants" {
  563. /** Defines the cross module used constants to avoid circular dependncies */
  564. export class Constants {
  565. /** Defines that alpha blending is disabled */
  566. static readonly ALPHA_DISABLE: number;
  567. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  568. static readonly ALPHA_ADD: number;
  569. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  570. static readonly ALPHA_COMBINE: number;
  571. /** Defines that alpha blending to DEST - SRC * DEST */
  572. static readonly ALPHA_SUBTRACT: number;
  573. /** Defines that alpha blending to SRC * DEST */
  574. static readonly ALPHA_MULTIPLY: number;
  575. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  576. static readonly ALPHA_MAXIMIZED: number;
  577. /** Defines that alpha blending to SRC + DEST */
  578. static readonly ALPHA_ONEONE: number;
  579. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  580. static readonly ALPHA_PREMULTIPLIED: number;
  581. /**
  582. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  583. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  584. */
  585. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  586. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  587. static readonly ALPHA_INTERPOLATE: number;
  588. /**
  589. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  590. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  591. */
  592. static readonly ALPHA_SCREENMODE: number;
  593. /**
  594. * Defines that alpha blending to SRC + DST
  595. * Alpha will be set to SRC ALPHA + DST ALPHA
  596. */
  597. static readonly ALPHA_ONEONE_ONEONE: number;
  598. /**
  599. * Defines that alpha blending to SRC * DST ALPHA + DST
  600. * Alpha will be set to 0
  601. */
  602. static readonly ALPHA_ALPHATOCOLOR: number;
  603. /**
  604. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  605. */
  606. static readonly ALPHA_REVERSEONEMINUS: number;
  607. /**
  608. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  609. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  610. */
  611. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  612. /**
  613. * Defines that alpha blending to SRC + DST
  614. * Alpha will be set to SRC ALPHA
  615. */
  616. static readonly ALPHA_ONEONE_ONEZERO: number;
  617. /** Defines that alpha blending equation a SUM */
  618. static readonly ALPHA_EQUATION_ADD: number;
  619. /** Defines that alpha blending equation a SUBSTRACTION */
  620. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  621. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  622. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  623. /** Defines that alpha blending equation a MAX operation */
  624. static readonly ALPHA_EQUATION_MAX: number;
  625. /** Defines that alpha blending equation a MIN operation */
  626. static readonly ALPHA_EQUATION_MIN: number;
  627. /**
  628. * Defines that alpha blending equation a DARKEN operation:
  629. * It takes the min of the src and sums the alpha channels.
  630. */
  631. static readonly ALPHA_EQUATION_DARKEN: number;
  632. /** Defines that the ressource is not delayed*/
  633. static readonly DELAYLOADSTATE_NONE: number;
  634. /** Defines that the ressource was successfully delay loaded */
  635. static readonly DELAYLOADSTATE_LOADED: number;
  636. /** Defines that the ressource is currently delay loading */
  637. static readonly DELAYLOADSTATE_LOADING: number;
  638. /** Defines that the ressource is delayed and has not started loading */
  639. static readonly DELAYLOADSTATE_NOTLOADED: number;
  640. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  641. static readonly NEVER: number;
  642. /** 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 */
  643. static readonly ALWAYS: number;
  644. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  645. static readonly LESS: number;
  646. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  647. static readonly EQUAL: number;
  648. /** 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 */
  649. static readonly LEQUAL: number;
  650. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  651. static readonly GREATER: number;
  652. /** 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 */
  653. static readonly GEQUAL: number;
  654. /** 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 */
  655. static readonly NOTEQUAL: number;
  656. /** Passed to stencilOperation to specify that stencil value must be kept */
  657. static readonly KEEP: number;
  658. /** Passed to stencilOperation to specify that stencil value must be replaced */
  659. static readonly REPLACE: number;
  660. /** Passed to stencilOperation to specify that stencil value must be incremented */
  661. static readonly INCR: number;
  662. /** Passed to stencilOperation to specify that stencil value must be decremented */
  663. static readonly DECR: number;
  664. /** Passed to stencilOperation to specify that stencil value must be inverted */
  665. static readonly INVERT: number;
  666. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  667. static readonly INCR_WRAP: number;
  668. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  669. static readonly DECR_WRAP: number;
  670. /** Texture is not repeating outside of 0..1 UVs */
  671. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  672. /** Texture is repeating outside of 0..1 UVs */
  673. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  674. /** Texture is repeating and mirrored */
  675. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  676. /** ALPHA */
  677. static readonly TEXTUREFORMAT_ALPHA: number;
  678. /** LUMINANCE */
  679. static readonly TEXTUREFORMAT_LUMINANCE: number;
  680. /** LUMINANCE_ALPHA */
  681. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  682. /** RGB */
  683. static readonly TEXTUREFORMAT_RGB: number;
  684. /** RGBA */
  685. static readonly TEXTUREFORMAT_RGBA: number;
  686. /** RED */
  687. static readonly TEXTUREFORMAT_RED: number;
  688. /** RED (2nd reference) */
  689. static readonly TEXTUREFORMAT_R: number;
  690. /** RG */
  691. static readonly TEXTUREFORMAT_RG: number;
  692. /** RED_INTEGER */
  693. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  694. /** RED_INTEGER (2nd reference) */
  695. static readonly TEXTUREFORMAT_R_INTEGER: number;
  696. /** RG_INTEGER */
  697. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  698. /** RGB_INTEGER */
  699. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  700. /** RGBA_INTEGER */
  701. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  702. /** UNSIGNED_BYTE */
  703. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  704. /** UNSIGNED_BYTE (2nd reference) */
  705. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  706. /** FLOAT */
  707. static readonly TEXTURETYPE_FLOAT: number;
  708. /** HALF_FLOAT */
  709. static readonly TEXTURETYPE_HALF_FLOAT: number;
  710. /** BYTE */
  711. static readonly TEXTURETYPE_BYTE: number;
  712. /** SHORT */
  713. static readonly TEXTURETYPE_SHORT: number;
  714. /** UNSIGNED_SHORT */
  715. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  716. /** INT */
  717. static readonly TEXTURETYPE_INT: number;
  718. /** UNSIGNED_INT */
  719. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  720. /** UNSIGNED_SHORT_4_4_4_4 */
  721. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  722. /** UNSIGNED_SHORT_5_5_5_1 */
  723. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  724. /** UNSIGNED_SHORT_5_6_5 */
  725. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  726. /** UNSIGNED_INT_2_10_10_10_REV */
  727. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  728. /** UNSIGNED_INT_24_8 */
  729. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  730. /** UNSIGNED_INT_10F_11F_11F_REV */
  731. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  732. /** UNSIGNED_INT_5_9_9_9_REV */
  733. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  734. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  735. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  736. /** nearest is mag = nearest and min = nearest and mip = linear */
  737. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  738. /** Bilinear is mag = linear and min = linear and mip = nearest */
  739. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  740. /** Trilinear is mag = linear and min = linear and mip = linear */
  741. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  742. /** nearest is mag = nearest and min = nearest and mip = linear */
  743. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  744. /** Bilinear is mag = linear and min = linear and mip = nearest */
  745. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  746. /** Trilinear is mag = linear and min = linear and mip = linear */
  747. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  748. /** mag = nearest and min = nearest and mip = nearest */
  749. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  750. /** mag = nearest and min = linear and mip = nearest */
  751. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  752. /** mag = nearest and min = linear and mip = linear */
  753. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  754. /** mag = nearest and min = linear and mip = none */
  755. static readonly TEXTURE_NEAREST_LINEAR: number;
  756. /** mag = nearest and min = nearest and mip = none */
  757. static readonly TEXTURE_NEAREST_NEAREST: number;
  758. /** mag = linear and min = nearest and mip = nearest */
  759. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  760. /** mag = linear and min = nearest and mip = linear */
  761. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  762. /** mag = linear and min = linear and mip = none */
  763. static readonly TEXTURE_LINEAR_LINEAR: number;
  764. /** mag = linear and min = nearest and mip = none */
  765. static readonly TEXTURE_LINEAR_NEAREST: number;
  766. /** Explicit coordinates mode */
  767. static readonly TEXTURE_EXPLICIT_MODE: number;
  768. /** Spherical coordinates mode */
  769. static readonly TEXTURE_SPHERICAL_MODE: number;
  770. /** Planar coordinates mode */
  771. static readonly TEXTURE_PLANAR_MODE: number;
  772. /** Cubic coordinates mode */
  773. static readonly TEXTURE_CUBIC_MODE: number;
  774. /** Projection coordinates mode */
  775. static readonly TEXTURE_PROJECTION_MODE: number;
  776. /** Skybox coordinates mode */
  777. static readonly TEXTURE_SKYBOX_MODE: number;
  778. /** Inverse Cubic coordinates mode */
  779. static readonly TEXTURE_INVCUBIC_MODE: number;
  780. /** Equirectangular coordinates mode */
  781. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  782. /** Equirectangular Fixed coordinates mode */
  783. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  784. /** Equirectangular Fixed Mirrored coordinates mode */
  785. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  786. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  787. static readonly SCALEMODE_FLOOR: number;
  788. /** Defines that texture rescaling will look for the nearest power of 2 size */
  789. static readonly SCALEMODE_NEAREST: number;
  790. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  791. static readonly SCALEMODE_CEILING: number;
  792. /**
  793. * The dirty texture flag value
  794. */
  795. static readonly MATERIAL_TextureDirtyFlag: number;
  796. /**
  797. * The dirty light flag value
  798. */
  799. static readonly MATERIAL_LightDirtyFlag: number;
  800. /**
  801. * The dirty fresnel flag value
  802. */
  803. static readonly MATERIAL_FresnelDirtyFlag: number;
  804. /**
  805. * The dirty attribute flag value
  806. */
  807. static readonly MATERIAL_AttributesDirtyFlag: number;
  808. /**
  809. * The dirty misc flag value
  810. */
  811. static readonly MATERIAL_MiscDirtyFlag: number;
  812. /**
  813. * The all dirty flag value
  814. */
  815. static readonly MATERIAL_AllDirtyFlag: number;
  816. /**
  817. * Returns the triangle fill mode
  818. */
  819. static readonly MATERIAL_TriangleFillMode: number;
  820. /**
  821. * Returns the wireframe mode
  822. */
  823. static readonly MATERIAL_WireFrameFillMode: number;
  824. /**
  825. * Returns the point fill mode
  826. */
  827. static readonly MATERIAL_PointFillMode: number;
  828. /**
  829. * Returns the point list draw mode
  830. */
  831. static readonly MATERIAL_PointListDrawMode: number;
  832. /**
  833. * Returns the line list draw mode
  834. */
  835. static readonly MATERIAL_LineListDrawMode: number;
  836. /**
  837. * Returns the line loop draw mode
  838. */
  839. static readonly MATERIAL_LineLoopDrawMode: number;
  840. /**
  841. * Returns the line strip draw mode
  842. */
  843. static readonly MATERIAL_LineStripDrawMode: number;
  844. /**
  845. * Returns the triangle strip draw mode
  846. */
  847. static readonly MATERIAL_TriangleStripDrawMode: number;
  848. /**
  849. * Returns the triangle fan draw mode
  850. */
  851. static readonly MATERIAL_TriangleFanDrawMode: number;
  852. /**
  853. * Stores the clock-wise side orientation
  854. */
  855. static readonly MATERIAL_ClockWiseSideOrientation: number;
  856. /**
  857. * Stores the counter clock-wise side orientation
  858. */
  859. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  860. /**
  861. * Nothing
  862. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  863. */
  864. static readonly ACTION_NothingTrigger: number;
  865. /**
  866. * On pick
  867. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  868. */
  869. static readonly ACTION_OnPickTrigger: number;
  870. /**
  871. * On left pick
  872. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  873. */
  874. static readonly ACTION_OnLeftPickTrigger: number;
  875. /**
  876. * On right pick
  877. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  878. */
  879. static readonly ACTION_OnRightPickTrigger: number;
  880. /**
  881. * On center pick
  882. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  883. */
  884. static readonly ACTION_OnCenterPickTrigger: number;
  885. /**
  886. * On pick down
  887. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  888. */
  889. static readonly ACTION_OnPickDownTrigger: number;
  890. /**
  891. * On double pick
  892. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  893. */
  894. static readonly ACTION_OnDoublePickTrigger: number;
  895. /**
  896. * On pick up
  897. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  898. */
  899. static readonly ACTION_OnPickUpTrigger: number;
  900. /**
  901. * On pick out.
  902. * This trigger will only be raised if you also declared a OnPickDown
  903. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  904. */
  905. static readonly ACTION_OnPickOutTrigger: number;
  906. /**
  907. * On long press
  908. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  909. */
  910. static readonly ACTION_OnLongPressTrigger: number;
  911. /**
  912. * On pointer over
  913. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  914. */
  915. static readonly ACTION_OnPointerOverTrigger: number;
  916. /**
  917. * On pointer out
  918. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  919. */
  920. static readonly ACTION_OnPointerOutTrigger: number;
  921. /**
  922. * On every frame
  923. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  924. */
  925. static readonly ACTION_OnEveryFrameTrigger: number;
  926. /**
  927. * On intersection enter
  928. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  929. */
  930. static readonly ACTION_OnIntersectionEnterTrigger: number;
  931. /**
  932. * On intersection exit
  933. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  934. */
  935. static readonly ACTION_OnIntersectionExitTrigger: number;
  936. /**
  937. * On key down
  938. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  939. */
  940. static readonly ACTION_OnKeyDownTrigger: number;
  941. /**
  942. * On key up
  943. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  944. */
  945. static readonly ACTION_OnKeyUpTrigger: number;
  946. /**
  947. * Billboard mode will only apply to Y axis
  948. */
  949. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  950. /**
  951. * Billboard mode will apply to all axes
  952. */
  953. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  954. /**
  955. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  956. */
  957. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  958. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  959. * Test order :
  960. * Is the bounding sphere outside the frustum ?
  961. * If not, are the bounding box vertices outside the frustum ?
  962. * It not, then the cullable object is in the frustum.
  963. */
  964. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  965. /** Culling strategy : Bounding Sphere Only.
  966. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  967. * It's also less accurate than the standard because some not visible objects can still be selected.
  968. * Test : is the bounding sphere outside the frustum ?
  969. * If not, then the cullable object is in the frustum.
  970. */
  971. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  972. /** Culling strategy : Optimistic Inclusion.
  973. * This in an inclusion test first, then the standard exclusion test.
  974. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  975. * 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.
  976. * Anyway, it's as accurate as the standard strategy.
  977. * Test :
  978. * Is the cullable object bounding sphere center in the frustum ?
  979. * If not, apply the default culling strategy.
  980. */
  981. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  982. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  983. * This in an inclusion test first, then the bounding sphere only exclusion test.
  984. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  985. * 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.
  986. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  987. * Test :
  988. * Is the cullable object bounding sphere center in the frustum ?
  989. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  990. */
  991. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  992. /**
  993. * No logging while loading
  994. */
  995. static readonly SCENELOADER_NO_LOGGING: number;
  996. /**
  997. * Minimal logging while loading
  998. */
  999. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1000. /**
  1001. * Summary logging while loading
  1002. */
  1003. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1004. /**
  1005. * Detailled logging while loading
  1006. */
  1007. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1008. }
  1009. }
  1010. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1011. import { Nullable } from "babylonjs/types";
  1012. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1013. /**
  1014. * This represents the required contract to create a new type of texture loader.
  1015. */
  1016. export interface IInternalTextureLoader {
  1017. /**
  1018. * Defines wether the loader supports cascade loading the different faces.
  1019. */
  1020. supportCascades: boolean;
  1021. /**
  1022. * This returns if the loader support the current file information.
  1023. * @param extension defines the file extension of the file being loaded
  1024. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1025. * @param fallback defines the fallback internal texture if any
  1026. * @param isBase64 defines whether the texture is encoded as a base64
  1027. * @param isBuffer defines whether the texture data are stored as a buffer
  1028. * @returns true if the loader can load the specified file
  1029. */
  1030. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1031. /**
  1032. * Transform the url before loading if required.
  1033. * @param rootUrl the url of the texture
  1034. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1035. * @returns the transformed texture
  1036. */
  1037. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1038. /**
  1039. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1040. * @param rootUrl the url of the texture
  1041. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1042. * @returns the fallback texture
  1043. */
  1044. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1045. /**
  1046. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1047. * @param data contains the texture data
  1048. * @param texture defines the BabylonJS internal texture
  1049. * @param createPolynomials will be true if polynomials have been requested
  1050. * @param onLoad defines the callback to trigger once the texture is ready
  1051. * @param onError defines the callback to trigger in case of error
  1052. */
  1053. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1054. /**
  1055. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1056. * @param data contains the texture data
  1057. * @param texture defines the BabylonJS internal texture
  1058. * @param callback defines the method to call once ready to upload
  1059. */
  1060. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1061. }
  1062. }
  1063. declare module "babylonjs/Engines/IPipelineContext" {
  1064. /**
  1065. * Class used to store and describe the pipeline context associated with an effect
  1066. */
  1067. export interface IPipelineContext {
  1068. /**
  1069. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1070. */
  1071. isAsync: boolean;
  1072. /**
  1073. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1074. */
  1075. isReady: boolean;
  1076. /** @hidden */
  1077. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1078. }
  1079. }
  1080. declare module "babylonjs/Meshes/dataBuffer" {
  1081. /**
  1082. * Class used to store gfx data (like WebGLBuffer)
  1083. */
  1084. export class DataBuffer {
  1085. /**
  1086. * Gets or sets the number of objects referencing this buffer
  1087. */
  1088. references: number;
  1089. /** Gets or sets the size of the underlying buffer */
  1090. capacity: number;
  1091. /**
  1092. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1093. */
  1094. is32Bits: boolean;
  1095. /**
  1096. * Gets the underlying buffer
  1097. */
  1098. readonly underlyingResource: any;
  1099. }
  1100. }
  1101. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1102. /** @hidden */
  1103. export interface IShaderProcessor {
  1104. attributeProcessor?: (attribute: string) => string;
  1105. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1106. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1107. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1108. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1109. lineProcessor?: (line: string, isFragment: boolean) => string;
  1110. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1111. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1112. }
  1113. }
  1114. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1115. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1116. /** @hidden */
  1117. export interface ProcessingOptions {
  1118. defines: string[];
  1119. indexParameters: any;
  1120. isFragment: boolean;
  1121. shouldUseHighPrecisionShader: boolean;
  1122. supportsUniformBuffers: boolean;
  1123. shadersRepository: string;
  1124. includesShadersStore: {
  1125. [key: string]: string;
  1126. };
  1127. processor?: IShaderProcessor;
  1128. version: string;
  1129. platformName: string;
  1130. lookForClosingBracketForUniformBuffer?: boolean;
  1131. }
  1132. }
  1133. declare module "babylonjs/Misc/stringTools" {
  1134. /**
  1135. * Helper to manipulate strings
  1136. */
  1137. export class StringTools {
  1138. /**
  1139. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  1140. * @param str Source string
  1141. * @param suffix Suffix to search for in the source string
  1142. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  1143. */
  1144. static EndsWith(str: string, suffix: string): boolean;
  1145. /**
  1146. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  1147. * @param str Source string
  1148. * @param suffix Suffix to search for in the source string
  1149. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  1150. */
  1151. static StartsWith(str: string, suffix: string): boolean;
  1152. /**
  1153. * Decodes a buffer into a string
  1154. * @param buffer The buffer to decode
  1155. * @returns The decoded string
  1156. */
  1157. static Decode(buffer: Uint8Array | Uint16Array): string;
  1158. /**
  1159. * Encode a buffer to a base64 string
  1160. * @param buffer defines the buffer to encode
  1161. * @returns the encoded string
  1162. */
  1163. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  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. /**
  4784. * new Path3D(path, normal, raw)
  4785. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4786. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4787. * @param path an array of Vector3, the curve axis of the Path3D
  4788. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4789. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4790. */
  4791. constructor(
  4792. /**
  4793. * an array of Vector3, the curve axis of the Path3D
  4794. */
  4795. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  4796. /**
  4797. * Returns the Path3D array of successive Vector3 designing its curve.
  4798. * @returns the Path3D array of successive Vector3 designing its curve.
  4799. */
  4800. getCurve(): Vector3[];
  4801. /**
  4802. * Returns an array populated with tangent vectors on each Path3D curve point.
  4803. * @returns an array populated with tangent vectors on each Path3D curve point.
  4804. */
  4805. getTangents(): Vector3[];
  4806. /**
  4807. * Returns an array populated with normal vectors on each Path3D curve point.
  4808. * @returns an array populated with normal vectors on each Path3D curve point.
  4809. */
  4810. getNormals(): Vector3[];
  4811. /**
  4812. * Returns an array populated with binormal vectors on each Path3D curve point.
  4813. * @returns an array populated with binormal vectors on each Path3D curve point.
  4814. */
  4815. getBinormals(): Vector3[];
  4816. /**
  4817. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4818. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4819. */
  4820. getDistances(): number[];
  4821. /**
  4822. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4823. * @param path path which all values are copied into the curves points
  4824. * @param firstNormal which should be projected onto the curve
  4825. * @returns the same object updated.
  4826. */
  4827. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  4828. private _compute;
  4829. private _getFirstNonNullVector;
  4830. private _getLastNonNullVector;
  4831. private _normalVector;
  4832. }
  4833. /**
  4834. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4835. * A Curve3 is designed from a series of successive Vector3.
  4836. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4837. */
  4838. export class Curve3 {
  4839. private _points;
  4840. private _length;
  4841. /**
  4842. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4843. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4844. * @param v1 (Vector3) the control point
  4845. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4846. * @param nbPoints (integer) the wanted number of points in the curve
  4847. * @returns the created Curve3
  4848. */
  4849. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4850. /**
  4851. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4852. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4853. * @param v1 (Vector3) the first control point
  4854. * @param v2 (Vector3) the second control point
  4855. * @param v3 (Vector3) the end point of the Cubic Bezier
  4856. * @param nbPoints (integer) the wanted number of points in the curve
  4857. * @returns the created Curve3
  4858. */
  4859. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4860. /**
  4861. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4862. * @param p1 (Vector3) the origin point of the Hermite Spline
  4863. * @param t1 (Vector3) the tangent vector at the origin point
  4864. * @param p2 (Vector3) the end point of the Hermite Spline
  4865. * @param t2 (Vector3) the tangent vector at the end point
  4866. * @param nbPoints (integer) the wanted number of points in the curve
  4867. * @returns the created Curve3
  4868. */
  4869. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4870. /**
  4871. * Returns a Curve3 object along a CatmullRom Spline curve :
  4872. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4873. * @param nbPoints (integer) the wanted number of points between each curve control points
  4874. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4875. * @returns the created Curve3
  4876. */
  4877. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4878. /**
  4879. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4880. * A Curve3 is designed from a series of successive Vector3.
  4881. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4882. * @param points points which make up the curve
  4883. */
  4884. constructor(points: Vector3[]);
  4885. /**
  4886. * @returns the Curve3 stored array of successive Vector3
  4887. */
  4888. getPoints(): Vector3[];
  4889. /**
  4890. * @returns the computed length (float) of the curve.
  4891. */
  4892. length(): number;
  4893. /**
  4894. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  4895. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  4896. * curveA and curveB keep unchanged.
  4897. * @param curve the curve to continue from this curve
  4898. * @returns the newly constructed curve
  4899. */
  4900. continue(curve: DeepImmutable<Curve3>): Curve3;
  4901. private _computeLength;
  4902. }
  4903. }
  4904. declare module "babylonjs/Animations/easing" {
  4905. /**
  4906. * This represents the main contract an easing function should follow.
  4907. * Easing functions are used throughout the animation system.
  4908. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4909. */
  4910. export interface IEasingFunction {
  4911. /**
  4912. * Given an input gradient between 0 and 1, this returns the corrseponding value
  4913. * of the easing function.
  4914. * The link below provides some of the most common examples of easing functions.
  4915. * @see https://easings.net/
  4916. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4917. * @returns the corresponding value on the curve defined by the easing function
  4918. */
  4919. ease(gradient: number): number;
  4920. }
  4921. /**
  4922. * Base class used for every default easing function.
  4923. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4924. */
  4925. export class EasingFunction implements IEasingFunction {
  4926. /**
  4927. * Interpolation follows the mathematical formula associated with the easing function.
  4928. */
  4929. static readonly EASINGMODE_EASEIN: number;
  4930. /**
  4931. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  4932. */
  4933. static readonly EASINGMODE_EASEOUT: number;
  4934. /**
  4935. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  4936. */
  4937. static readonly EASINGMODE_EASEINOUT: number;
  4938. private _easingMode;
  4939. /**
  4940. * Sets the easing mode of the current function.
  4941. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  4942. */
  4943. setEasingMode(easingMode: number): void;
  4944. /**
  4945. * Gets the current easing mode.
  4946. * @returns the easing mode
  4947. */
  4948. getEasingMode(): number;
  4949. /**
  4950. * @hidden
  4951. */
  4952. easeInCore(gradient: number): number;
  4953. /**
  4954. * Given an input gradient between 0 and 1, this returns the corresponding value
  4955. * of the easing function.
  4956. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4957. * @returns the corresponding value on the curve defined by the easing function
  4958. */
  4959. ease(gradient: number): number;
  4960. }
  4961. /**
  4962. * Easing function with a circle shape (see link below).
  4963. * @see https://easings.net/#easeInCirc
  4964. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4965. */
  4966. export class CircleEase extends EasingFunction implements IEasingFunction {
  4967. /** @hidden */
  4968. easeInCore(gradient: number): number;
  4969. }
  4970. /**
  4971. * Easing function with a ease back shape (see link below).
  4972. * @see https://easings.net/#easeInBack
  4973. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4974. */
  4975. export class BackEase extends EasingFunction implements IEasingFunction {
  4976. /** Defines the amplitude of the function */
  4977. amplitude: number;
  4978. /**
  4979. * Instantiates a back ease easing
  4980. * @see https://easings.net/#easeInBack
  4981. * @param amplitude Defines the amplitude of the function
  4982. */
  4983. constructor(
  4984. /** Defines the amplitude of the function */
  4985. amplitude?: number);
  4986. /** @hidden */
  4987. easeInCore(gradient: number): number;
  4988. }
  4989. /**
  4990. * Easing function with a bouncing shape (see link below).
  4991. * @see https://easings.net/#easeInBounce
  4992. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4993. */
  4994. export class BounceEase extends EasingFunction implements IEasingFunction {
  4995. /** Defines the number of bounces */
  4996. bounces: number;
  4997. /** Defines the amplitude of the bounce */
  4998. bounciness: number;
  4999. /**
  5000. * Instantiates a bounce easing
  5001. * @see https://easings.net/#easeInBounce
  5002. * @param bounces Defines the number of bounces
  5003. * @param bounciness Defines the amplitude of the bounce
  5004. */
  5005. constructor(
  5006. /** Defines the number of bounces */
  5007. bounces?: number,
  5008. /** Defines the amplitude of the bounce */
  5009. bounciness?: number);
  5010. /** @hidden */
  5011. easeInCore(gradient: number): number;
  5012. }
  5013. /**
  5014. * Easing function with a power of 3 shape (see link below).
  5015. * @see https://easings.net/#easeInCubic
  5016. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5017. */
  5018. export class CubicEase extends EasingFunction implements IEasingFunction {
  5019. /** @hidden */
  5020. easeInCore(gradient: number): number;
  5021. }
  5022. /**
  5023. * Easing function with an elastic shape (see link below).
  5024. * @see https://easings.net/#easeInElastic
  5025. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5026. */
  5027. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5028. /** Defines the number of oscillations*/
  5029. oscillations: number;
  5030. /** Defines the amplitude of the oscillations*/
  5031. springiness: number;
  5032. /**
  5033. * Instantiates an elastic easing function
  5034. * @see https://easings.net/#easeInElastic
  5035. * @param oscillations Defines the number of oscillations
  5036. * @param springiness Defines the amplitude of the oscillations
  5037. */
  5038. constructor(
  5039. /** Defines the number of oscillations*/
  5040. oscillations?: number,
  5041. /** Defines the amplitude of the oscillations*/
  5042. springiness?: number);
  5043. /** @hidden */
  5044. easeInCore(gradient: number): number;
  5045. }
  5046. /**
  5047. * Easing function with an exponential shape (see link below).
  5048. * @see https://easings.net/#easeInExpo
  5049. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5050. */
  5051. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5052. /** Defines the exponent of the function */
  5053. exponent: number;
  5054. /**
  5055. * Instantiates an exponential easing function
  5056. * @see https://easings.net/#easeInExpo
  5057. * @param exponent Defines the exponent of the function
  5058. */
  5059. constructor(
  5060. /** Defines the exponent of the function */
  5061. exponent?: number);
  5062. /** @hidden */
  5063. easeInCore(gradient: number): number;
  5064. }
  5065. /**
  5066. * Easing function with a power shape (see link below).
  5067. * @see https://easings.net/#easeInQuad
  5068. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5069. */
  5070. export class PowerEase extends EasingFunction implements IEasingFunction {
  5071. /** Defines the power of the function */
  5072. power: number;
  5073. /**
  5074. * Instantiates an power base easing function
  5075. * @see https://easings.net/#easeInQuad
  5076. * @param power Defines the power of the function
  5077. */
  5078. constructor(
  5079. /** Defines the power of the function */
  5080. power?: number);
  5081. /** @hidden */
  5082. easeInCore(gradient: number): number;
  5083. }
  5084. /**
  5085. * Easing function with a power of 2 shape (see link below).
  5086. * @see https://easings.net/#easeInQuad
  5087. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5088. */
  5089. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5090. /** @hidden */
  5091. easeInCore(gradient: number): number;
  5092. }
  5093. /**
  5094. * Easing function with a power of 4 shape (see link below).
  5095. * @see https://easings.net/#easeInQuart
  5096. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5097. */
  5098. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5099. /** @hidden */
  5100. easeInCore(gradient: number): number;
  5101. }
  5102. /**
  5103. * Easing function with a power of 5 shape (see link below).
  5104. * @see https://easings.net/#easeInQuint
  5105. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5106. */
  5107. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5108. /** @hidden */
  5109. easeInCore(gradient: number): number;
  5110. }
  5111. /**
  5112. * Easing function with a sin shape (see link below).
  5113. * @see https://easings.net/#easeInSine
  5114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5115. */
  5116. export class SineEase extends EasingFunction implements IEasingFunction {
  5117. /** @hidden */
  5118. easeInCore(gradient: number): number;
  5119. }
  5120. /**
  5121. * Easing function with a bezier shape (see link below).
  5122. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5123. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5124. */
  5125. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5126. /** Defines the x component of the start tangent in the bezier curve */
  5127. x1: number;
  5128. /** Defines the y component of the start tangent in the bezier curve */
  5129. y1: number;
  5130. /** Defines the x component of the end tangent in the bezier curve */
  5131. x2: number;
  5132. /** Defines the y component of the end tangent in the bezier curve */
  5133. y2: number;
  5134. /**
  5135. * Instantiates a bezier function
  5136. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5137. * @param x1 Defines the x component of the start tangent in the bezier curve
  5138. * @param y1 Defines the y component of the start tangent in the bezier curve
  5139. * @param x2 Defines the x component of the end tangent in the bezier curve
  5140. * @param y2 Defines the y component of the end tangent in the bezier curve
  5141. */
  5142. constructor(
  5143. /** Defines the x component of the start tangent in the bezier curve */
  5144. x1?: number,
  5145. /** Defines the y component of the start tangent in the bezier curve */
  5146. y1?: number,
  5147. /** Defines the x component of the end tangent in the bezier curve */
  5148. x2?: number,
  5149. /** Defines the y component of the end tangent in the bezier curve */
  5150. y2?: number);
  5151. /** @hidden */
  5152. easeInCore(gradient: number): number;
  5153. }
  5154. }
  5155. declare module "babylonjs/Maths/math.color" {
  5156. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5157. /**
  5158. * Class used to hold a RBG color
  5159. */
  5160. export class Color3 {
  5161. /**
  5162. * Defines the red component (between 0 and 1, default is 0)
  5163. */
  5164. r: number;
  5165. /**
  5166. * Defines the green component (between 0 and 1, default is 0)
  5167. */
  5168. g: number;
  5169. /**
  5170. * Defines the blue component (between 0 and 1, default is 0)
  5171. */
  5172. b: number;
  5173. /**
  5174. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5175. * @param r defines the red component (between 0 and 1, default is 0)
  5176. * @param g defines the green component (between 0 and 1, default is 0)
  5177. * @param b defines the blue component (between 0 and 1, default is 0)
  5178. */
  5179. constructor(
  5180. /**
  5181. * Defines the red component (between 0 and 1, default is 0)
  5182. */
  5183. r?: number,
  5184. /**
  5185. * Defines the green component (between 0 and 1, default is 0)
  5186. */
  5187. g?: number,
  5188. /**
  5189. * Defines the blue component (between 0 and 1, default is 0)
  5190. */
  5191. b?: number);
  5192. /**
  5193. * Creates a string with the Color3 current values
  5194. * @returns the string representation of the Color3 object
  5195. */
  5196. toString(): string;
  5197. /**
  5198. * Returns the string "Color3"
  5199. * @returns "Color3"
  5200. */
  5201. getClassName(): string;
  5202. /**
  5203. * Compute the Color3 hash code
  5204. * @returns an unique number that can be used to hash Color3 objects
  5205. */
  5206. getHashCode(): number;
  5207. /**
  5208. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5209. * @param array defines the array where to store the r,g,b components
  5210. * @param index defines an optional index in the target array to define where to start storing values
  5211. * @returns the current Color3 object
  5212. */
  5213. toArray(array: FloatArray, index?: number): Color3;
  5214. /**
  5215. * Returns a new Color4 object from the current Color3 and the given alpha
  5216. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5217. * @returns a new Color4 object
  5218. */
  5219. toColor4(alpha?: number): Color4;
  5220. /**
  5221. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5222. * @returns the new array
  5223. */
  5224. asArray(): number[];
  5225. /**
  5226. * Returns the luminance value
  5227. * @returns a float value
  5228. */
  5229. toLuminance(): number;
  5230. /**
  5231. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5232. * @param otherColor defines the second operand
  5233. * @returns the new Color3 object
  5234. */
  5235. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5236. /**
  5237. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5238. * @param otherColor defines the second operand
  5239. * @param result defines the Color3 object where to store the result
  5240. * @returns the current Color3
  5241. */
  5242. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5243. /**
  5244. * Determines equality between Color3 objects
  5245. * @param otherColor defines the second operand
  5246. * @returns true if the rgb values are equal to the given ones
  5247. */
  5248. equals(otherColor: DeepImmutable<Color3>): boolean;
  5249. /**
  5250. * Determines equality between the current Color3 object and a set of r,b,g values
  5251. * @param r defines the red component to check
  5252. * @param g defines the green component to check
  5253. * @param b defines the blue component to check
  5254. * @returns true if the rgb values are equal to the given ones
  5255. */
  5256. equalsFloats(r: number, g: number, b: number): boolean;
  5257. /**
  5258. * Multiplies in place each rgb value by scale
  5259. * @param scale defines the scaling factor
  5260. * @returns the updated Color3
  5261. */
  5262. scale(scale: number): Color3;
  5263. /**
  5264. * Multiplies the rgb values by scale and stores the result into "result"
  5265. * @param scale defines the scaling factor
  5266. * @param result defines the Color3 object where to store the result
  5267. * @returns the unmodified current Color3
  5268. */
  5269. scaleToRef(scale: number, result: Color3): Color3;
  5270. /**
  5271. * Scale the current Color3 values by a factor and add the result to a given Color3
  5272. * @param scale defines the scale factor
  5273. * @param result defines color to store the result into
  5274. * @returns the unmodified current Color3
  5275. */
  5276. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5277. /**
  5278. * Clamps the rgb values by the min and max values and stores the result into "result"
  5279. * @param min defines minimum clamping value (default is 0)
  5280. * @param max defines maximum clamping value (default is 1)
  5281. * @param result defines color to store the result into
  5282. * @returns the original Color3
  5283. */
  5284. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5285. /**
  5286. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5287. * @param otherColor defines the second operand
  5288. * @returns the new Color3
  5289. */
  5290. add(otherColor: DeepImmutable<Color3>): Color3;
  5291. /**
  5292. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5293. * @param otherColor defines the second operand
  5294. * @param result defines Color3 object to store the result into
  5295. * @returns the unmodified current Color3
  5296. */
  5297. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5298. /**
  5299. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5300. * @param otherColor defines the second operand
  5301. * @returns the new Color3
  5302. */
  5303. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5304. /**
  5305. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5306. * @param otherColor defines the second operand
  5307. * @param result defines Color3 object to store the result into
  5308. * @returns the unmodified current Color3
  5309. */
  5310. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5311. /**
  5312. * Copy the current object
  5313. * @returns a new Color3 copied the current one
  5314. */
  5315. clone(): Color3;
  5316. /**
  5317. * Copies the rgb values from the source in the current Color3
  5318. * @param source defines the source Color3 object
  5319. * @returns the updated Color3 object
  5320. */
  5321. copyFrom(source: DeepImmutable<Color3>): Color3;
  5322. /**
  5323. * Updates the Color3 rgb values from the given floats
  5324. * @param r defines the red component to read from
  5325. * @param g defines the green component to read from
  5326. * @param b defines the blue component to read from
  5327. * @returns the current Color3 object
  5328. */
  5329. copyFromFloats(r: number, g: number, b: number): Color3;
  5330. /**
  5331. * Updates the Color3 rgb values from the given floats
  5332. * @param r defines the red component to read from
  5333. * @param g defines the green component to read from
  5334. * @param b defines the blue component to read from
  5335. * @returns the current Color3 object
  5336. */
  5337. set(r: number, g: number, b: number): Color3;
  5338. /**
  5339. * Compute the Color3 hexadecimal code as a string
  5340. * @returns a string containing the hexadecimal representation of the Color3 object
  5341. */
  5342. toHexString(): string;
  5343. /**
  5344. * Computes a new Color3 converted from the current one to linear space
  5345. * @returns a new Color3 object
  5346. */
  5347. toLinearSpace(): Color3;
  5348. /**
  5349. * Converts current color in rgb space to HSV values
  5350. * @returns a new color3 representing the HSV values
  5351. */
  5352. toHSV(): Color3;
  5353. /**
  5354. * Converts current color in rgb space to HSV values
  5355. * @param result defines the Color3 where to store the HSV values
  5356. */
  5357. toHSVToRef(result: Color3): void;
  5358. /**
  5359. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5360. * @param convertedColor defines the Color3 object where to store the linear space version
  5361. * @returns the unmodified Color3
  5362. */
  5363. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5364. /**
  5365. * Computes a new Color3 converted from the current one to gamma space
  5366. * @returns a new Color3 object
  5367. */
  5368. toGammaSpace(): Color3;
  5369. /**
  5370. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5371. * @param convertedColor defines the Color3 object where to store the gamma space version
  5372. * @returns the unmodified Color3
  5373. */
  5374. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5375. private static _BlackReadOnly;
  5376. /**
  5377. * Convert Hue, saturation and value to a Color3 (RGB)
  5378. * @param hue defines the hue
  5379. * @param saturation defines the saturation
  5380. * @param value defines the value
  5381. * @param result defines the Color3 where to store the RGB values
  5382. */
  5383. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5384. /**
  5385. * Creates a new Color3 from the string containing valid hexadecimal values
  5386. * @param hex defines a string containing valid hexadecimal values
  5387. * @returns a new Color3 object
  5388. */
  5389. static FromHexString(hex: string): Color3;
  5390. /**
  5391. * Creates a new Color3 from the starting index of the given array
  5392. * @param array defines the source array
  5393. * @param offset defines an offset in the source array
  5394. * @returns a new Color3 object
  5395. */
  5396. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5397. /**
  5398. * Creates a new Color3 from integer values (< 256)
  5399. * @param r defines the red component to read from (value between 0 and 255)
  5400. * @param g defines the green component to read from (value between 0 and 255)
  5401. * @param b defines the blue component to read from (value between 0 and 255)
  5402. * @returns a new Color3 object
  5403. */
  5404. static FromInts(r: number, g: number, b: number): Color3;
  5405. /**
  5406. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5407. * @param start defines the start Color3 value
  5408. * @param end defines the end Color3 value
  5409. * @param amount defines the gradient value between start and end
  5410. * @returns a new Color3 object
  5411. */
  5412. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5413. /**
  5414. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5415. * @param left defines the start value
  5416. * @param right defines the end value
  5417. * @param amount defines the gradient factor
  5418. * @param result defines the Color3 object where to store the result
  5419. */
  5420. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5421. /**
  5422. * Returns a Color3 value containing a red color
  5423. * @returns a new Color3 object
  5424. */
  5425. static Red(): Color3;
  5426. /**
  5427. * Returns a Color3 value containing a green color
  5428. * @returns a new Color3 object
  5429. */
  5430. static Green(): Color3;
  5431. /**
  5432. * Returns a Color3 value containing a blue color
  5433. * @returns a new Color3 object
  5434. */
  5435. static Blue(): Color3;
  5436. /**
  5437. * Returns a Color3 value containing a black color
  5438. * @returns a new Color3 object
  5439. */
  5440. static Black(): Color3;
  5441. /**
  5442. * Gets a Color3 value containing a black color that must not be updated
  5443. */
  5444. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5445. /**
  5446. * Returns a Color3 value containing a white color
  5447. * @returns a new Color3 object
  5448. */
  5449. static White(): Color3;
  5450. /**
  5451. * Returns a Color3 value containing a purple color
  5452. * @returns a new Color3 object
  5453. */
  5454. static Purple(): Color3;
  5455. /**
  5456. * Returns a Color3 value containing a magenta color
  5457. * @returns a new Color3 object
  5458. */
  5459. static Magenta(): Color3;
  5460. /**
  5461. * Returns a Color3 value containing a yellow color
  5462. * @returns a new Color3 object
  5463. */
  5464. static Yellow(): Color3;
  5465. /**
  5466. * Returns a Color3 value containing a gray color
  5467. * @returns a new Color3 object
  5468. */
  5469. static Gray(): Color3;
  5470. /**
  5471. * Returns a Color3 value containing a teal color
  5472. * @returns a new Color3 object
  5473. */
  5474. static Teal(): Color3;
  5475. /**
  5476. * Returns a Color3 value containing a random color
  5477. * @returns a new Color3 object
  5478. */
  5479. static Random(): Color3;
  5480. }
  5481. /**
  5482. * Class used to hold a RBGA color
  5483. */
  5484. export class Color4 {
  5485. /**
  5486. * Defines the red component (between 0 and 1, default is 0)
  5487. */
  5488. r: number;
  5489. /**
  5490. * Defines the green component (between 0 and 1, default is 0)
  5491. */
  5492. g: number;
  5493. /**
  5494. * Defines the blue component (between 0 and 1, default is 0)
  5495. */
  5496. b: number;
  5497. /**
  5498. * Defines the alpha component (between 0 and 1, default is 1)
  5499. */
  5500. a: number;
  5501. /**
  5502. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5503. * @param r defines the red component (between 0 and 1, default is 0)
  5504. * @param g defines the green component (between 0 and 1, default is 0)
  5505. * @param b defines the blue component (between 0 and 1, default is 0)
  5506. * @param a defines the alpha component (between 0 and 1, default is 1)
  5507. */
  5508. constructor(
  5509. /**
  5510. * Defines the red component (between 0 and 1, default is 0)
  5511. */
  5512. r?: number,
  5513. /**
  5514. * Defines the green component (between 0 and 1, default is 0)
  5515. */
  5516. g?: number,
  5517. /**
  5518. * Defines the blue component (between 0 and 1, default is 0)
  5519. */
  5520. b?: number,
  5521. /**
  5522. * Defines the alpha component (between 0 and 1, default is 1)
  5523. */
  5524. a?: number);
  5525. /**
  5526. * Adds in place the given Color4 values to the current Color4 object
  5527. * @param right defines the second operand
  5528. * @returns the current updated Color4 object
  5529. */
  5530. addInPlace(right: DeepImmutable<Color4>): Color4;
  5531. /**
  5532. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5533. * @returns the new array
  5534. */
  5535. asArray(): number[];
  5536. /**
  5537. * Stores from the starting index in the given array the Color4 successive values
  5538. * @param array defines the array where to store the r,g,b components
  5539. * @param index defines an optional index in the target array to define where to start storing values
  5540. * @returns the current Color4 object
  5541. */
  5542. toArray(array: number[], index?: number): Color4;
  5543. /**
  5544. * Determines equality between Color4 objects
  5545. * @param otherColor defines the second operand
  5546. * @returns true if the rgba values are equal to the given ones
  5547. */
  5548. equals(otherColor: DeepImmutable<Color4>): boolean;
  5549. /**
  5550. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5551. * @param right defines the second operand
  5552. * @returns a new Color4 object
  5553. */
  5554. add(right: DeepImmutable<Color4>): Color4;
  5555. /**
  5556. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5557. * @param right defines the second operand
  5558. * @returns a new Color4 object
  5559. */
  5560. subtract(right: DeepImmutable<Color4>): Color4;
  5561. /**
  5562. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5563. * @param right defines the second operand
  5564. * @param result defines the Color4 object where to store the result
  5565. * @returns the current Color4 object
  5566. */
  5567. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5568. /**
  5569. * Creates a new Color4 with the current Color4 values multiplied by scale
  5570. * @param scale defines the scaling factor to apply
  5571. * @returns a new Color4 object
  5572. */
  5573. scale(scale: number): Color4;
  5574. /**
  5575. * Multiplies the current Color4 values by scale and stores the result in "result"
  5576. * @param scale defines the scaling factor to apply
  5577. * @param result defines the Color4 object where to store the result
  5578. * @returns the current unmodified Color4
  5579. */
  5580. scaleToRef(scale: number, result: Color4): Color4;
  5581. /**
  5582. * Scale the current Color4 values by a factor and add the result to a given Color4
  5583. * @param scale defines the scale factor
  5584. * @param result defines the Color4 object where to store the result
  5585. * @returns the unmodified current Color4
  5586. */
  5587. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5588. /**
  5589. * Clamps the rgb values by the min and max values and stores the result into "result"
  5590. * @param min defines minimum clamping value (default is 0)
  5591. * @param max defines maximum clamping value (default is 1)
  5592. * @param result defines color to store the result into.
  5593. * @returns the cuurent Color4
  5594. */
  5595. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5596. /**
  5597. * Multipy an Color4 value by another and return a new Color4 object
  5598. * @param color defines the Color4 value to multiply by
  5599. * @returns a new Color4 object
  5600. */
  5601. multiply(color: Color4): Color4;
  5602. /**
  5603. * Multipy a Color4 value by another and push the result in a reference value
  5604. * @param color defines the Color4 value to multiply by
  5605. * @param result defines the Color4 to fill the result in
  5606. * @returns the result Color4
  5607. */
  5608. multiplyToRef(color: Color4, result: Color4): Color4;
  5609. /**
  5610. * Creates a string with the Color4 current values
  5611. * @returns the string representation of the Color4 object
  5612. */
  5613. toString(): string;
  5614. /**
  5615. * Returns the string "Color4"
  5616. * @returns "Color4"
  5617. */
  5618. getClassName(): string;
  5619. /**
  5620. * Compute the Color4 hash code
  5621. * @returns an unique number that can be used to hash Color4 objects
  5622. */
  5623. getHashCode(): number;
  5624. /**
  5625. * Creates a new Color4 copied from the current one
  5626. * @returns a new Color4 object
  5627. */
  5628. clone(): Color4;
  5629. /**
  5630. * Copies the given Color4 values into the current one
  5631. * @param source defines the source Color4 object
  5632. * @returns the current updated Color4 object
  5633. */
  5634. copyFrom(source: Color4): Color4;
  5635. /**
  5636. * Copies the given float values into the current one
  5637. * @param r defines the red component to read from
  5638. * @param g defines the green component to read from
  5639. * @param b defines the blue component to read from
  5640. * @param a defines the alpha component to read from
  5641. * @returns the current updated Color4 object
  5642. */
  5643. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5644. /**
  5645. * Copies the given float values into the current one
  5646. * @param r defines the red component to read from
  5647. * @param g defines the green component to read from
  5648. * @param b defines the blue component to read from
  5649. * @param a defines the alpha component to read from
  5650. * @returns the current updated Color4 object
  5651. */
  5652. set(r: number, g: number, b: number, a: number): Color4;
  5653. /**
  5654. * Compute the Color4 hexadecimal code as a string
  5655. * @returns a string containing the hexadecimal representation of the Color4 object
  5656. */
  5657. toHexString(): string;
  5658. /**
  5659. * Computes a new Color4 converted from the current one to linear space
  5660. * @returns a new Color4 object
  5661. */
  5662. toLinearSpace(): Color4;
  5663. /**
  5664. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5665. * @param convertedColor defines the Color4 object where to store the linear space version
  5666. * @returns the unmodified Color4
  5667. */
  5668. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5669. /**
  5670. * Computes a new Color4 converted from the current one to gamma space
  5671. * @returns a new Color4 object
  5672. */
  5673. toGammaSpace(): Color4;
  5674. /**
  5675. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5676. * @param convertedColor defines the Color4 object where to store the gamma space version
  5677. * @returns the unmodified Color4
  5678. */
  5679. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5680. /**
  5681. * Creates a new Color4 from the string containing valid hexadecimal values
  5682. * @param hex defines a string containing valid hexadecimal values
  5683. * @returns a new Color4 object
  5684. */
  5685. static FromHexString(hex: string): Color4;
  5686. /**
  5687. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5688. * @param left defines the start value
  5689. * @param right defines the end value
  5690. * @param amount defines the gradient factor
  5691. * @returns a new Color4 object
  5692. */
  5693. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5694. /**
  5695. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5696. * @param left defines the start value
  5697. * @param right defines the end value
  5698. * @param amount defines the gradient factor
  5699. * @param result defines the Color4 object where to store data
  5700. */
  5701. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5702. /**
  5703. * Creates a new Color4 from a Color3 and an alpha value
  5704. * @param color3 defines the source Color3 to read from
  5705. * @param alpha defines the alpha component (1.0 by default)
  5706. * @returns a new Color4 object
  5707. */
  5708. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5709. /**
  5710. * Creates a new Color4 from the starting index element of the given array
  5711. * @param array defines the source array to read from
  5712. * @param offset defines the offset in the source array
  5713. * @returns a new Color4 object
  5714. */
  5715. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5716. /**
  5717. * Creates a new Color3 from integer values (< 256)
  5718. * @param r defines the red component to read from (value between 0 and 255)
  5719. * @param g defines the green component to read from (value between 0 and 255)
  5720. * @param b defines the blue component to read from (value between 0 and 255)
  5721. * @param a defines the alpha component to read from (value between 0 and 255)
  5722. * @returns a new Color3 object
  5723. */
  5724. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5725. /**
  5726. * Check the content of a given array and convert it to an array containing RGBA data
  5727. * If the original array was already containing count * 4 values then it is returned directly
  5728. * @param colors defines the array to check
  5729. * @param count defines the number of RGBA data to expect
  5730. * @returns an array containing count * 4 values (RGBA)
  5731. */
  5732. static CheckColors4(colors: number[], count: number): number[];
  5733. }
  5734. /**
  5735. * @hidden
  5736. */
  5737. export class TmpColors {
  5738. static Color3: Color3[];
  5739. static Color4: Color4[];
  5740. }
  5741. }
  5742. declare module "babylonjs/Animations/animationKey" {
  5743. /**
  5744. * Defines an interface which represents an animation key frame
  5745. */
  5746. export interface IAnimationKey {
  5747. /**
  5748. * Frame of the key frame
  5749. */
  5750. frame: number;
  5751. /**
  5752. * Value at the specifies key frame
  5753. */
  5754. value: any;
  5755. /**
  5756. * The input tangent for the cubic hermite spline
  5757. */
  5758. inTangent?: any;
  5759. /**
  5760. * The output tangent for the cubic hermite spline
  5761. */
  5762. outTangent?: any;
  5763. /**
  5764. * The animation interpolation type
  5765. */
  5766. interpolation?: AnimationKeyInterpolation;
  5767. }
  5768. /**
  5769. * Enum for the animation key frame interpolation type
  5770. */
  5771. export enum AnimationKeyInterpolation {
  5772. /**
  5773. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5774. */
  5775. STEP = 1
  5776. }
  5777. }
  5778. declare module "babylonjs/Animations/animationRange" {
  5779. /**
  5780. * Represents the range of an animation
  5781. */
  5782. export class AnimationRange {
  5783. /**The name of the animation range**/
  5784. name: string;
  5785. /**The starting frame of the animation */
  5786. from: number;
  5787. /**The ending frame of the animation*/
  5788. to: number;
  5789. /**
  5790. * Initializes the range of an animation
  5791. * @param name The name of the animation range
  5792. * @param from The starting frame of the animation
  5793. * @param to The ending frame of the animation
  5794. */
  5795. constructor(
  5796. /**The name of the animation range**/
  5797. name: string,
  5798. /**The starting frame of the animation */
  5799. from: number,
  5800. /**The ending frame of the animation*/
  5801. to: number);
  5802. /**
  5803. * Makes a copy of the animation range
  5804. * @returns A copy of the animation range
  5805. */
  5806. clone(): AnimationRange;
  5807. }
  5808. }
  5809. declare module "babylonjs/Animations/animationEvent" {
  5810. /**
  5811. * Composed of a frame, and an action function
  5812. */
  5813. export class AnimationEvent {
  5814. /** The frame for which the event is triggered **/
  5815. frame: number;
  5816. /** The event to perform when triggered **/
  5817. action: (currentFrame: number) => void;
  5818. /** Specifies if the event should be triggered only once**/
  5819. onlyOnce?: boolean | undefined;
  5820. /**
  5821. * Specifies if the animation event is done
  5822. */
  5823. isDone: boolean;
  5824. /**
  5825. * Initializes the animation event
  5826. * @param frame The frame for which the event is triggered
  5827. * @param action The event to perform when triggered
  5828. * @param onlyOnce Specifies if the event should be triggered only once
  5829. */
  5830. constructor(
  5831. /** The frame for which the event is triggered **/
  5832. frame: number,
  5833. /** The event to perform when triggered **/
  5834. action: (currentFrame: number) => void,
  5835. /** Specifies if the event should be triggered only once**/
  5836. onlyOnce?: boolean | undefined);
  5837. /** @hidden */
  5838. _clone(): AnimationEvent;
  5839. }
  5840. }
  5841. declare module "babylonjs/Behaviors/behavior" {
  5842. import { Nullable } from "babylonjs/types";
  5843. /**
  5844. * Interface used to define a behavior
  5845. */
  5846. export interface Behavior<T> {
  5847. /** gets or sets behavior's name */
  5848. name: string;
  5849. /**
  5850. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5851. */
  5852. init(): void;
  5853. /**
  5854. * Called when the behavior is attached to a target
  5855. * @param target defines the target where the behavior is attached to
  5856. */
  5857. attach(target: T): void;
  5858. /**
  5859. * Called when the behavior is detached from its target
  5860. */
  5861. detach(): void;
  5862. }
  5863. /**
  5864. * Interface implemented by classes supporting behaviors
  5865. */
  5866. export interface IBehaviorAware<T> {
  5867. /**
  5868. * Attach a behavior
  5869. * @param behavior defines the behavior to attach
  5870. * @returns the current host
  5871. */
  5872. addBehavior(behavior: Behavior<T>): T;
  5873. /**
  5874. * Remove a behavior from the current object
  5875. * @param behavior defines the behavior to detach
  5876. * @returns the current host
  5877. */
  5878. removeBehavior(behavior: Behavior<T>): T;
  5879. /**
  5880. * Gets a behavior using its name to search
  5881. * @param name defines the name to search
  5882. * @returns the behavior or null if not found
  5883. */
  5884. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5885. }
  5886. }
  5887. declare module "babylonjs/Misc/smartArray" {
  5888. /**
  5889. * Defines an array and its length.
  5890. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  5891. */
  5892. export interface ISmartArrayLike<T> {
  5893. /**
  5894. * The data of the array.
  5895. */
  5896. data: Array<T>;
  5897. /**
  5898. * The active length of the array.
  5899. */
  5900. length: number;
  5901. }
  5902. /**
  5903. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5904. */
  5905. export class SmartArray<T> implements ISmartArrayLike<T> {
  5906. /**
  5907. * The full set of data from the array.
  5908. */
  5909. data: Array<T>;
  5910. /**
  5911. * The active length of the array.
  5912. */
  5913. length: number;
  5914. protected _id: number;
  5915. /**
  5916. * Instantiates a Smart Array.
  5917. * @param capacity defines the default capacity of the array.
  5918. */
  5919. constructor(capacity: number);
  5920. /**
  5921. * Pushes a value at the end of the active data.
  5922. * @param value defines the object to push in the array.
  5923. */
  5924. push(value: T): void;
  5925. /**
  5926. * Iterates over the active data and apply the lambda to them.
  5927. * @param func defines the action to apply on each value.
  5928. */
  5929. forEach(func: (content: T) => void): void;
  5930. /**
  5931. * Sorts the full sets of data.
  5932. * @param compareFn defines the comparison function to apply.
  5933. */
  5934. sort(compareFn: (a: T, b: T) => number): void;
  5935. /**
  5936. * Resets the active data to an empty array.
  5937. */
  5938. reset(): void;
  5939. /**
  5940. * Releases all the data from the array as well as the array.
  5941. */
  5942. dispose(): void;
  5943. /**
  5944. * Concats the active data with a given array.
  5945. * @param array defines the data to concatenate with.
  5946. */
  5947. concat(array: any): void;
  5948. /**
  5949. * Returns the position of a value in the active data.
  5950. * @param value defines the value to find the index for
  5951. * @returns the index if found in the active data otherwise -1
  5952. */
  5953. indexOf(value: T): number;
  5954. /**
  5955. * Returns whether an element is part of the active data.
  5956. * @param value defines the value to look for
  5957. * @returns true if found in the active data otherwise false
  5958. */
  5959. contains(value: T): boolean;
  5960. private static _GlobalId;
  5961. }
  5962. /**
  5963. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5964. * The data in this array can only be present once
  5965. */
  5966. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  5967. private _duplicateId;
  5968. /**
  5969. * Pushes a value at the end of the active data.
  5970. * THIS DOES NOT PREVENT DUPPLICATE DATA
  5971. * @param value defines the object to push in the array.
  5972. */
  5973. push(value: T): void;
  5974. /**
  5975. * Pushes a value at the end of the active data.
  5976. * If the data is already present, it won t be added again
  5977. * @param value defines the object to push in the array.
  5978. * @returns true if added false if it was already present
  5979. */
  5980. pushNoDuplicate(value: T): boolean;
  5981. /**
  5982. * Resets the active data to an empty array.
  5983. */
  5984. reset(): void;
  5985. /**
  5986. * Concats the active data with a given array.
  5987. * This ensures no dupplicate will be present in the result.
  5988. * @param array defines the data to concatenate with.
  5989. */
  5990. concatWithNoDuplicate(array: any): void;
  5991. }
  5992. }
  5993. declare module "babylonjs/Cameras/cameraInputsManager" {
  5994. import { Nullable } from "babylonjs/types";
  5995. import { Camera } from "babylonjs/Cameras/camera";
  5996. /**
  5997. * @ignore
  5998. * This is a list of all the different input types that are available in the application.
  5999. * Fo instance: ArcRotateCameraGamepadInput...
  6000. */
  6001. export var CameraInputTypes: {};
  6002. /**
  6003. * This is the contract to implement in order to create a new input class.
  6004. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6005. */
  6006. export interface ICameraInput<TCamera extends Camera> {
  6007. /**
  6008. * Defines the camera the input is attached to.
  6009. */
  6010. camera: Nullable<TCamera>;
  6011. /**
  6012. * Gets the class name of the current intput.
  6013. * @returns the class name
  6014. */
  6015. getClassName(): string;
  6016. /**
  6017. * Get the friendly name associated with the input class.
  6018. * @returns the input friendly name
  6019. */
  6020. getSimpleName(): string;
  6021. /**
  6022. * Attach the input controls to a specific dom element to get the input from.
  6023. * @param element Defines the element the controls should be listened from
  6024. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6025. */
  6026. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6027. /**
  6028. * Detach the current controls from the specified dom element.
  6029. * @param element Defines the element to stop listening the inputs from
  6030. */
  6031. detachControl(element: Nullable<HTMLElement>): void;
  6032. /**
  6033. * Update the current camera state depending on the inputs that have been used this frame.
  6034. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6035. */
  6036. checkInputs?: () => void;
  6037. }
  6038. /**
  6039. * Represents a map of input types to input instance or input index to input instance.
  6040. */
  6041. export interface CameraInputsMap<TCamera extends Camera> {
  6042. /**
  6043. * Accessor to the input by input type.
  6044. */
  6045. [name: string]: ICameraInput<TCamera>;
  6046. /**
  6047. * Accessor to the input by input index.
  6048. */
  6049. [idx: number]: ICameraInput<TCamera>;
  6050. }
  6051. /**
  6052. * This represents the input manager used within a camera.
  6053. * It helps dealing with all the different kind of input attached to a camera.
  6054. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6055. */
  6056. export class CameraInputsManager<TCamera extends Camera> {
  6057. /**
  6058. * Defines the list of inputs attahed to the camera.
  6059. */
  6060. attached: CameraInputsMap<TCamera>;
  6061. /**
  6062. * Defines the dom element the camera is collecting inputs from.
  6063. * This is null if the controls have not been attached.
  6064. */
  6065. attachedElement: Nullable<HTMLElement>;
  6066. /**
  6067. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6068. */
  6069. noPreventDefault: boolean;
  6070. /**
  6071. * Defined the camera the input manager belongs to.
  6072. */
  6073. camera: TCamera;
  6074. /**
  6075. * Update the current camera state depending on the inputs that have been used this frame.
  6076. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6077. */
  6078. checkInputs: () => void;
  6079. /**
  6080. * Instantiate a new Camera Input Manager.
  6081. * @param camera Defines the camera the input manager blongs to
  6082. */
  6083. constructor(camera: TCamera);
  6084. /**
  6085. * Add an input method to a camera
  6086. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6087. * @param input camera input method
  6088. */
  6089. add(input: ICameraInput<TCamera>): void;
  6090. /**
  6091. * Remove a specific input method from a camera
  6092. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6093. * @param inputToRemove camera input method
  6094. */
  6095. remove(inputToRemove: ICameraInput<TCamera>): void;
  6096. /**
  6097. * Remove a specific input type from a camera
  6098. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6099. * @param inputType the type of the input to remove
  6100. */
  6101. removeByType(inputType: string): void;
  6102. private _addCheckInputs;
  6103. /**
  6104. * Attach the input controls to the currently attached dom element to listen the events from.
  6105. * @param input Defines the input to attach
  6106. */
  6107. attachInput(input: ICameraInput<TCamera>): void;
  6108. /**
  6109. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6110. * @param element Defines the dom element to collect the events from
  6111. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6112. */
  6113. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6114. /**
  6115. * Detach the current manager inputs controls from a specific dom element.
  6116. * @param element Defines the dom element to collect the events from
  6117. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6118. */
  6119. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6120. /**
  6121. * Rebuild the dynamic inputCheck function from the current list of
  6122. * defined inputs in the manager.
  6123. */
  6124. rebuildInputCheck(): void;
  6125. /**
  6126. * Remove all attached input methods from a camera
  6127. */
  6128. clear(): void;
  6129. /**
  6130. * Serialize the current input manager attached to a camera.
  6131. * This ensures than once parsed,
  6132. * the input associated to the camera will be identical to the current ones
  6133. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6134. */
  6135. serialize(serializedCamera: any): void;
  6136. /**
  6137. * Parses an input manager serialized JSON to restore the previous list of inputs
  6138. * and states associated to a camera.
  6139. * @param parsedCamera Defines the JSON to parse
  6140. */
  6141. parse(parsedCamera: any): void;
  6142. }
  6143. }
  6144. declare module "babylonjs/Meshes/buffer" {
  6145. import { Nullable, DataArray } from "babylonjs/types";
  6146. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6147. /**
  6148. * Class used to store data that will be store in GPU memory
  6149. */
  6150. export class Buffer {
  6151. private _engine;
  6152. private _buffer;
  6153. /** @hidden */
  6154. _data: Nullable<DataArray>;
  6155. private _updatable;
  6156. private _instanced;
  6157. private _divisor;
  6158. /**
  6159. * Gets the byte stride.
  6160. */
  6161. readonly byteStride: number;
  6162. /**
  6163. * Constructor
  6164. * @param engine the engine
  6165. * @param data the data to use for this buffer
  6166. * @param updatable whether the data is updatable
  6167. * @param stride the stride (optional)
  6168. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6169. * @param instanced whether the buffer is instanced (optional)
  6170. * @param useBytes set to true if the stride in in bytes (optional)
  6171. * @param divisor sets an optional divisor for instances (1 by default)
  6172. */
  6173. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6174. /**
  6175. * Create a new VertexBuffer based on the current buffer
  6176. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6177. * @param offset defines offset in the buffer (0 by default)
  6178. * @param size defines the size in floats of attributes (position is 3 for instance)
  6179. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6180. * @param instanced defines if the vertex buffer contains indexed data
  6181. * @param useBytes defines if the offset and stride are in bytes *
  6182. * @param divisor sets an optional divisor for instances (1 by default)
  6183. * @returns the new vertex buffer
  6184. */
  6185. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6186. /**
  6187. * Gets a boolean indicating if the Buffer is updatable?
  6188. * @returns true if the buffer is updatable
  6189. */
  6190. isUpdatable(): boolean;
  6191. /**
  6192. * Gets current buffer's data
  6193. * @returns a DataArray or null
  6194. */
  6195. getData(): Nullable<DataArray>;
  6196. /**
  6197. * Gets underlying native buffer
  6198. * @returns underlying native buffer
  6199. */
  6200. getBuffer(): Nullable<DataBuffer>;
  6201. /**
  6202. * Gets the stride in float32 units (i.e. byte stride / 4).
  6203. * May not be an integer if the byte stride is not divisible by 4.
  6204. * DEPRECATED. Use byteStride instead.
  6205. * @returns the stride in float32 units
  6206. */
  6207. getStrideSize(): number;
  6208. /**
  6209. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6210. * @param data defines the data to store
  6211. */
  6212. create(data?: Nullable<DataArray>): void;
  6213. /** @hidden */
  6214. _rebuild(): void;
  6215. /**
  6216. * Update current buffer data
  6217. * @param data defines the data to store
  6218. */
  6219. update(data: DataArray): void;
  6220. /**
  6221. * Updates the data directly.
  6222. * @param data the new data
  6223. * @param offset the new offset
  6224. * @param vertexCount the vertex count (optional)
  6225. * @param useBytes set to true if the offset is in bytes
  6226. */
  6227. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6228. /**
  6229. * Release all resources
  6230. */
  6231. dispose(): void;
  6232. }
  6233. /**
  6234. * Specialized buffer used to store vertex data
  6235. */
  6236. export class VertexBuffer {
  6237. /** @hidden */
  6238. _buffer: Buffer;
  6239. private _kind;
  6240. private _size;
  6241. private _ownsBuffer;
  6242. private _instanced;
  6243. private _instanceDivisor;
  6244. /**
  6245. * The byte type.
  6246. */
  6247. static readonly BYTE: number;
  6248. /**
  6249. * The unsigned byte type.
  6250. */
  6251. static readonly UNSIGNED_BYTE: number;
  6252. /**
  6253. * The short type.
  6254. */
  6255. static readonly SHORT: number;
  6256. /**
  6257. * The unsigned short type.
  6258. */
  6259. static readonly UNSIGNED_SHORT: number;
  6260. /**
  6261. * The integer type.
  6262. */
  6263. static readonly INT: number;
  6264. /**
  6265. * The unsigned integer type.
  6266. */
  6267. static readonly UNSIGNED_INT: number;
  6268. /**
  6269. * The float type.
  6270. */
  6271. static readonly FLOAT: number;
  6272. /**
  6273. * Gets or sets the instance divisor when in instanced mode
  6274. */
  6275. instanceDivisor: number;
  6276. /**
  6277. * Gets the byte stride.
  6278. */
  6279. readonly byteStride: number;
  6280. /**
  6281. * Gets the byte offset.
  6282. */
  6283. readonly byteOffset: number;
  6284. /**
  6285. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6286. */
  6287. readonly normalized: boolean;
  6288. /**
  6289. * Gets the data type of each component in the array.
  6290. */
  6291. readonly type: number;
  6292. /**
  6293. * Constructor
  6294. * @param engine the engine
  6295. * @param data the data to use for this vertex buffer
  6296. * @param kind the vertex buffer kind
  6297. * @param updatable whether the data is updatable
  6298. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6299. * @param stride the stride (optional)
  6300. * @param instanced whether the buffer is instanced (optional)
  6301. * @param offset the offset of the data (optional)
  6302. * @param size the number of components (optional)
  6303. * @param type the type of the component (optional)
  6304. * @param normalized whether the data contains normalized data (optional)
  6305. * @param useBytes set to true if stride and offset are in bytes (optional)
  6306. * @param divisor defines the instance divisor to use (1 by default)
  6307. */
  6308. 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);
  6309. /** @hidden */
  6310. _rebuild(): void;
  6311. /**
  6312. * Returns the kind of the VertexBuffer (string)
  6313. * @returns a string
  6314. */
  6315. getKind(): string;
  6316. /**
  6317. * Gets a boolean indicating if the VertexBuffer is updatable?
  6318. * @returns true if the buffer is updatable
  6319. */
  6320. isUpdatable(): boolean;
  6321. /**
  6322. * Gets current buffer's data
  6323. * @returns a DataArray or null
  6324. */
  6325. getData(): Nullable<DataArray>;
  6326. /**
  6327. * Gets underlying native buffer
  6328. * @returns underlying native buffer
  6329. */
  6330. getBuffer(): Nullable<DataBuffer>;
  6331. /**
  6332. * Gets the stride in float32 units (i.e. byte stride / 4).
  6333. * May not be an integer if the byte stride is not divisible by 4.
  6334. * DEPRECATED. Use byteStride instead.
  6335. * @returns the stride in float32 units
  6336. */
  6337. getStrideSize(): number;
  6338. /**
  6339. * Returns the offset as a multiple of the type byte length.
  6340. * DEPRECATED. Use byteOffset instead.
  6341. * @returns the offset in bytes
  6342. */
  6343. getOffset(): number;
  6344. /**
  6345. * Returns the number of components per vertex attribute (integer)
  6346. * @returns the size in float
  6347. */
  6348. getSize(): number;
  6349. /**
  6350. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6351. * @returns true if this buffer is instanced
  6352. */
  6353. getIsInstanced(): boolean;
  6354. /**
  6355. * Returns the instancing divisor, zero for non-instanced (integer).
  6356. * @returns a number
  6357. */
  6358. getInstanceDivisor(): number;
  6359. /**
  6360. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6361. * @param data defines the data to store
  6362. */
  6363. create(data?: DataArray): void;
  6364. /**
  6365. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6366. * This function will create a new buffer if the current one is not updatable
  6367. * @param data defines the data to store
  6368. */
  6369. update(data: DataArray): void;
  6370. /**
  6371. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6372. * Returns the directly updated WebGLBuffer.
  6373. * @param data the new data
  6374. * @param offset the new offset
  6375. * @param useBytes set to true if the offset is in bytes
  6376. */
  6377. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6378. /**
  6379. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6380. */
  6381. dispose(): void;
  6382. /**
  6383. * Enumerates each value of this vertex buffer as numbers.
  6384. * @param count the number of values to enumerate
  6385. * @param callback the callback function called for each value
  6386. */
  6387. forEach(count: number, callback: (value: number, index: number) => void): void;
  6388. /**
  6389. * Positions
  6390. */
  6391. static readonly PositionKind: string;
  6392. /**
  6393. * Normals
  6394. */
  6395. static readonly NormalKind: string;
  6396. /**
  6397. * Tangents
  6398. */
  6399. static readonly TangentKind: string;
  6400. /**
  6401. * Texture coordinates
  6402. */
  6403. static readonly UVKind: string;
  6404. /**
  6405. * Texture coordinates 2
  6406. */
  6407. static readonly UV2Kind: string;
  6408. /**
  6409. * Texture coordinates 3
  6410. */
  6411. static readonly UV3Kind: string;
  6412. /**
  6413. * Texture coordinates 4
  6414. */
  6415. static readonly UV4Kind: string;
  6416. /**
  6417. * Texture coordinates 5
  6418. */
  6419. static readonly UV5Kind: string;
  6420. /**
  6421. * Texture coordinates 6
  6422. */
  6423. static readonly UV6Kind: string;
  6424. /**
  6425. * Colors
  6426. */
  6427. static readonly ColorKind: string;
  6428. /**
  6429. * Matrix indices (for bones)
  6430. */
  6431. static readonly MatricesIndicesKind: string;
  6432. /**
  6433. * Matrix weights (for bones)
  6434. */
  6435. static readonly MatricesWeightsKind: string;
  6436. /**
  6437. * Additional matrix indices (for bones)
  6438. */
  6439. static readonly MatricesIndicesExtraKind: string;
  6440. /**
  6441. * Additional matrix weights (for bones)
  6442. */
  6443. static readonly MatricesWeightsExtraKind: string;
  6444. /**
  6445. * Deduces the stride given a kind.
  6446. * @param kind The kind string to deduce
  6447. * @returns The deduced stride
  6448. */
  6449. static DeduceStride(kind: string): number;
  6450. /**
  6451. * Gets the byte length of the given type.
  6452. * @param type the type
  6453. * @returns the number of bytes
  6454. */
  6455. static GetTypeByteLength(type: number): number;
  6456. /**
  6457. * Enumerates each value of the given parameters as numbers.
  6458. * @param data the data to enumerate
  6459. * @param byteOffset the byte offset of the data
  6460. * @param byteStride the byte stride of the data
  6461. * @param componentCount the number of components per element
  6462. * @param componentType the type of the component
  6463. * @param count the number of values to enumerate
  6464. * @param normalized whether the data is normalized
  6465. * @param callback the callback function called for each value
  6466. */
  6467. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6468. private static _GetFloatValue;
  6469. }
  6470. }
  6471. declare module "babylonjs/Collisions/intersectionInfo" {
  6472. import { Nullable } from "babylonjs/types";
  6473. /**
  6474. * @hidden
  6475. */
  6476. export class IntersectionInfo {
  6477. bu: Nullable<number>;
  6478. bv: Nullable<number>;
  6479. distance: number;
  6480. faceId: number;
  6481. subMeshId: number;
  6482. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6483. }
  6484. }
  6485. declare module "babylonjs/Maths/math.plane" {
  6486. import { DeepImmutable } from "babylonjs/types";
  6487. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6488. /**
  6489. * Represens a plane by the equation ax + by + cz + d = 0
  6490. */
  6491. export class Plane {
  6492. private static _TmpMatrix;
  6493. /**
  6494. * Normal of the plane (a,b,c)
  6495. */
  6496. normal: Vector3;
  6497. /**
  6498. * d component of the plane
  6499. */
  6500. d: number;
  6501. /**
  6502. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6503. * @param a a component of the plane
  6504. * @param b b component of the plane
  6505. * @param c c component of the plane
  6506. * @param d d component of the plane
  6507. */
  6508. constructor(a: number, b: number, c: number, d: number);
  6509. /**
  6510. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6511. */
  6512. asArray(): number[];
  6513. /**
  6514. * @returns a new plane copied from the current Plane.
  6515. */
  6516. clone(): Plane;
  6517. /**
  6518. * @returns the string "Plane".
  6519. */
  6520. getClassName(): string;
  6521. /**
  6522. * @returns the Plane hash code.
  6523. */
  6524. getHashCode(): number;
  6525. /**
  6526. * Normalize the current Plane in place.
  6527. * @returns the updated Plane.
  6528. */
  6529. normalize(): Plane;
  6530. /**
  6531. * Applies a transformation the plane and returns the result
  6532. * @param transformation the transformation matrix to be applied to the plane
  6533. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6534. */
  6535. transform(transformation: DeepImmutable<Matrix>): Plane;
  6536. /**
  6537. * Calcualtte the dot product between the point and the plane normal
  6538. * @param point point to calculate the dot product with
  6539. * @returns the dot product (float) of the point coordinates and the plane normal.
  6540. */
  6541. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6542. /**
  6543. * Updates the current Plane from the plane defined by the three given points.
  6544. * @param point1 one of the points used to contruct the plane
  6545. * @param point2 one of the points used to contruct the plane
  6546. * @param point3 one of the points used to contruct the plane
  6547. * @returns the updated Plane.
  6548. */
  6549. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6550. /**
  6551. * Checks if the plane is facing a given direction
  6552. * @param direction the direction to check if the plane is facing
  6553. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6554. * @returns True is the vector "direction" is the same side than the plane normal.
  6555. */
  6556. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6557. /**
  6558. * Calculates the distance to a point
  6559. * @param point point to calculate distance to
  6560. * @returns the signed distance (float) from the given point to the Plane.
  6561. */
  6562. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6563. /**
  6564. * Creates a plane from an array
  6565. * @param array the array to create a plane from
  6566. * @returns a new Plane from the given array.
  6567. */
  6568. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6569. /**
  6570. * Creates a plane from three points
  6571. * @param point1 point used to create the plane
  6572. * @param point2 point used to create the plane
  6573. * @param point3 point used to create the plane
  6574. * @returns a new Plane defined by the three given points.
  6575. */
  6576. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6577. /**
  6578. * Creates a plane from an origin point and a normal
  6579. * @param origin origin of the plane to be constructed
  6580. * @param normal normal of the plane to be constructed
  6581. * @returns a new Plane the normal vector to this plane at the given origin point.
  6582. * Note : the vector "normal" is updated because normalized.
  6583. */
  6584. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6585. /**
  6586. * Calculates the distance from a plane and a point
  6587. * @param origin origin of the plane to be constructed
  6588. * @param normal normal of the plane to be constructed
  6589. * @param point point to calculate distance to
  6590. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6591. */
  6592. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6593. }
  6594. }
  6595. declare module "babylonjs/Culling/boundingSphere" {
  6596. import { DeepImmutable } from "babylonjs/types";
  6597. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6598. import { Plane } from "babylonjs/Maths/math.plane";
  6599. /**
  6600. * Class used to store bounding sphere information
  6601. */
  6602. export class BoundingSphere {
  6603. /**
  6604. * Gets the center of the bounding sphere in local space
  6605. */
  6606. readonly center: Vector3;
  6607. /**
  6608. * Radius of the bounding sphere in local space
  6609. */
  6610. radius: number;
  6611. /**
  6612. * Gets the center of the bounding sphere in world space
  6613. */
  6614. readonly centerWorld: Vector3;
  6615. /**
  6616. * Radius of the bounding sphere in world space
  6617. */
  6618. radiusWorld: number;
  6619. /**
  6620. * Gets the minimum vector in local space
  6621. */
  6622. readonly minimum: Vector3;
  6623. /**
  6624. * Gets the maximum vector in local space
  6625. */
  6626. readonly maximum: Vector3;
  6627. private _worldMatrix;
  6628. private static readonly TmpVector3;
  6629. /**
  6630. * Creates a new bounding sphere
  6631. * @param min defines the minimum vector (in local space)
  6632. * @param max defines the maximum vector (in local space)
  6633. * @param worldMatrix defines the new world matrix
  6634. */
  6635. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6636. /**
  6637. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6638. * @param min defines the new minimum vector (in local space)
  6639. * @param max defines the new maximum vector (in local space)
  6640. * @param worldMatrix defines the new world matrix
  6641. */
  6642. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6643. /**
  6644. * Scale the current bounding sphere by applying a scale factor
  6645. * @param factor defines the scale factor to apply
  6646. * @returns the current bounding box
  6647. */
  6648. scale(factor: number): BoundingSphere;
  6649. /**
  6650. * Gets the world matrix of the bounding box
  6651. * @returns a matrix
  6652. */
  6653. getWorldMatrix(): DeepImmutable<Matrix>;
  6654. /** @hidden */
  6655. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6656. /**
  6657. * Tests if the bounding sphere is intersecting the frustum planes
  6658. * @param frustumPlanes defines the frustum planes to test
  6659. * @returns true if there is an intersection
  6660. */
  6661. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6662. /**
  6663. * Tests if the bounding sphere center is in between the frustum planes.
  6664. * Used for optimistic fast inclusion.
  6665. * @param frustumPlanes defines the frustum planes to test
  6666. * @returns true if the sphere center is in between the frustum planes
  6667. */
  6668. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6669. /**
  6670. * Tests if a point is inside the bounding sphere
  6671. * @param point defines the point to test
  6672. * @returns true if the point is inside the bounding sphere
  6673. */
  6674. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6675. /**
  6676. * Checks if two sphere intersct
  6677. * @param sphere0 sphere 0
  6678. * @param sphere1 sphere 1
  6679. * @returns true if the speres intersect
  6680. */
  6681. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6682. }
  6683. }
  6684. declare module "babylonjs/Culling/boundingBox" {
  6685. import { DeepImmutable } from "babylonjs/types";
  6686. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6687. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6688. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6689. import { Plane } from "babylonjs/Maths/math.plane";
  6690. /**
  6691. * Class used to store bounding box information
  6692. */
  6693. export class BoundingBox implements ICullable {
  6694. /**
  6695. * Gets the 8 vectors representing the bounding box in local space
  6696. */
  6697. readonly vectors: Vector3[];
  6698. /**
  6699. * Gets the center of the bounding box in local space
  6700. */
  6701. readonly center: Vector3;
  6702. /**
  6703. * Gets the center of the bounding box in world space
  6704. */
  6705. readonly centerWorld: Vector3;
  6706. /**
  6707. * Gets the extend size in local space
  6708. */
  6709. readonly extendSize: Vector3;
  6710. /**
  6711. * Gets the extend size in world space
  6712. */
  6713. readonly extendSizeWorld: Vector3;
  6714. /**
  6715. * Gets the OBB (object bounding box) directions
  6716. */
  6717. readonly directions: Vector3[];
  6718. /**
  6719. * Gets the 8 vectors representing the bounding box in world space
  6720. */
  6721. readonly vectorsWorld: Vector3[];
  6722. /**
  6723. * Gets the minimum vector in world space
  6724. */
  6725. readonly minimumWorld: Vector3;
  6726. /**
  6727. * Gets the maximum vector in world space
  6728. */
  6729. readonly maximumWorld: Vector3;
  6730. /**
  6731. * Gets the minimum vector in local space
  6732. */
  6733. readonly minimum: Vector3;
  6734. /**
  6735. * Gets the maximum vector in local space
  6736. */
  6737. readonly maximum: Vector3;
  6738. private _worldMatrix;
  6739. private static readonly TmpVector3;
  6740. /**
  6741. * @hidden
  6742. */
  6743. _tag: number;
  6744. /**
  6745. * Creates a new bounding box
  6746. * @param min defines the minimum vector (in local space)
  6747. * @param max defines the maximum vector (in local space)
  6748. * @param worldMatrix defines the new world matrix
  6749. */
  6750. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6751. /**
  6752. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6753. * @param min defines the new minimum vector (in local space)
  6754. * @param max defines the new maximum vector (in local space)
  6755. * @param worldMatrix defines the new world matrix
  6756. */
  6757. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6758. /**
  6759. * Scale the current bounding box by applying a scale factor
  6760. * @param factor defines the scale factor to apply
  6761. * @returns the current bounding box
  6762. */
  6763. scale(factor: number): BoundingBox;
  6764. /**
  6765. * Gets the world matrix of the bounding box
  6766. * @returns a matrix
  6767. */
  6768. getWorldMatrix(): DeepImmutable<Matrix>;
  6769. /** @hidden */
  6770. _update(world: DeepImmutable<Matrix>): void;
  6771. /**
  6772. * Tests if the bounding box is intersecting the frustum planes
  6773. * @param frustumPlanes defines the frustum planes to test
  6774. * @returns true if there is an intersection
  6775. */
  6776. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6777. /**
  6778. * Tests if the bounding box is entirely inside the frustum planes
  6779. * @param frustumPlanes defines the frustum planes to test
  6780. * @returns true if there is an inclusion
  6781. */
  6782. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6783. /**
  6784. * Tests if a point is inside the bounding box
  6785. * @param point defines the point to test
  6786. * @returns true if the point is inside the bounding box
  6787. */
  6788. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6789. /**
  6790. * Tests if the bounding box intersects with a bounding sphere
  6791. * @param sphere defines the sphere to test
  6792. * @returns true if there is an intersection
  6793. */
  6794. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6795. /**
  6796. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6797. * @param min defines the min vector to use
  6798. * @param max defines the max vector to use
  6799. * @returns true if there is an intersection
  6800. */
  6801. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6802. /**
  6803. * Tests if two bounding boxes are intersections
  6804. * @param box0 defines the first box to test
  6805. * @param box1 defines the second box to test
  6806. * @returns true if there is an intersection
  6807. */
  6808. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6809. /**
  6810. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6811. * @param minPoint defines the minimum vector of the bounding box
  6812. * @param maxPoint defines the maximum vector of the bounding box
  6813. * @param sphereCenter defines the sphere center
  6814. * @param sphereRadius defines the sphere radius
  6815. * @returns true if there is an intersection
  6816. */
  6817. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6818. /**
  6819. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6820. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6821. * @param frustumPlanes defines the frustum planes to test
  6822. * @return true if there is an inclusion
  6823. */
  6824. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6825. /**
  6826. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6827. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6828. * @param frustumPlanes defines the frustum planes to test
  6829. * @return true if there is an intersection
  6830. */
  6831. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6832. }
  6833. }
  6834. declare module "babylonjs/Collisions/collider" {
  6835. import { Nullable, IndicesArray } from "babylonjs/types";
  6836. import { Vector3 } from "babylonjs/Maths/math.vector";
  6837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6838. import { Plane } from "babylonjs/Maths/math.plane";
  6839. /** @hidden */
  6840. export class Collider {
  6841. /** Define if a collision was found */
  6842. collisionFound: boolean;
  6843. /**
  6844. * Define last intersection point in local space
  6845. */
  6846. intersectionPoint: Vector3;
  6847. /**
  6848. * Define last collided mesh
  6849. */
  6850. collidedMesh: Nullable<AbstractMesh>;
  6851. private _collisionPoint;
  6852. private _planeIntersectionPoint;
  6853. private _tempVector;
  6854. private _tempVector2;
  6855. private _tempVector3;
  6856. private _tempVector4;
  6857. private _edge;
  6858. private _baseToVertex;
  6859. private _destinationPoint;
  6860. private _slidePlaneNormal;
  6861. private _displacementVector;
  6862. /** @hidden */
  6863. _radius: Vector3;
  6864. /** @hidden */
  6865. _retry: number;
  6866. private _velocity;
  6867. private _basePoint;
  6868. private _epsilon;
  6869. /** @hidden */
  6870. _velocityWorldLength: number;
  6871. /** @hidden */
  6872. _basePointWorld: Vector3;
  6873. private _velocityWorld;
  6874. private _normalizedVelocity;
  6875. /** @hidden */
  6876. _initialVelocity: Vector3;
  6877. /** @hidden */
  6878. _initialPosition: Vector3;
  6879. private _nearestDistance;
  6880. private _collisionMask;
  6881. collisionMask: number;
  6882. /**
  6883. * Gets the plane normal used to compute the sliding response (in local space)
  6884. */
  6885. readonly slidePlaneNormal: Vector3;
  6886. /** @hidden */
  6887. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6888. /** @hidden */
  6889. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6890. /** @hidden */
  6891. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  6892. /** @hidden */
  6893. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6894. /** @hidden */
  6895. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6896. /** @hidden */
  6897. _getResponse(pos: Vector3, vel: Vector3): void;
  6898. }
  6899. }
  6900. declare module "babylonjs/Culling/boundingInfo" {
  6901. import { DeepImmutable } from "babylonjs/types";
  6902. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6903. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  6904. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6905. import { Plane } from "babylonjs/Maths/math.plane";
  6906. import { Collider } from "babylonjs/Collisions/collider";
  6907. /**
  6908. * Interface for cullable objects
  6909. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  6910. */
  6911. export interface ICullable {
  6912. /**
  6913. * Checks if the object or part of the object is in the frustum
  6914. * @param frustumPlanes Camera near/planes
  6915. * @returns true if the object is in frustum otherwise false
  6916. */
  6917. isInFrustum(frustumPlanes: Plane[]): boolean;
  6918. /**
  6919. * Checks if a cullable object (mesh...) is in the camera frustum
  6920. * Unlike isInFrustum this cheks the full bounding box
  6921. * @param frustumPlanes Camera near/planes
  6922. * @returns true if the object is in frustum otherwise false
  6923. */
  6924. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  6925. }
  6926. /**
  6927. * Info for a bounding data of a mesh
  6928. */
  6929. export class BoundingInfo implements ICullable {
  6930. /**
  6931. * Bounding box for the mesh
  6932. */
  6933. readonly boundingBox: BoundingBox;
  6934. /**
  6935. * Bounding sphere for the mesh
  6936. */
  6937. readonly boundingSphere: BoundingSphere;
  6938. private _isLocked;
  6939. private static readonly TmpVector3;
  6940. /**
  6941. * Constructs bounding info
  6942. * @param minimum min vector of the bounding box/sphere
  6943. * @param maximum max vector of the bounding box/sphere
  6944. * @param worldMatrix defines the new world matrix
  6945. */
  6946. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6947. /**
  6948. * Recreates the entire bounding info from scratch as if we call the constructor in place
  6949. * @param min defines the new minimum vector (in local space)
  6950. * @param max defines the new maximum vector (in local space)
  6951. * @param worldMatrix defines the new world matrix
  6952. */
  6953. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6954. /**
  6955. * min vector of the bounding box/sphere
  6956. */
  6957. readonly minimum: Vector3;
  6958. /**
  6959. * max vector of the bounding box/sphere
  6960. */
  6961. readonly maximum: Vector3;
  6962. /**
  6963. * If the info is locked and won't be updated to avoid perf overhead
  6964. */
  6965. isLocked: boolean;
  6966. /**
  6967. * Updates the bounding sphere and box
  6968. * @param world world matrix to be used to update
  6969. */
  6970. update(world: DeepImmutable<Matrix>): void;
  6971. /**
  6972. * Recreate the bounding info to be centered around a specific point given a specific extend.
  6973. * @param center New center of the bounding info
  6974. * @param extend New extend of the bounding info
  6975. * @returns the current bounding info
  6976. */
  6977. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  6978. /**
  6979. * Scale the current bounding info by applying a scale factor
  6980. * @param factor defines the scale factor to apply
  6981. * @returns the current bounding info
  6982. */
  6983. scale(factor: number): BoundingInfo;
  6984. /**
  6985. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  6986. * @param frustumPlanes defines the frustum to test
  6987. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  6988. * @returns true if the bounding info is in the frustum planes
  6989. */
  6990. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  6991. /**
  6992. * Gets the world distance between the min and max points of the bounding box
  6993. */
  6994. readonly diagonalLength: number;
  6995. /**
  6996. * Checks if a cullable object (mesh...) is in the camera frustum
  6997. * Unlike isInFrustum this cheks the full bounding box
  6998. * @param frustumPlanes Camera near/planes
  6999. * @returns true if the object is in frustum otherwise false
  7000. */
  7001. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7002. /** @hidden */
  7003. _checkCollision(collider: Collider): boolean;
  7004. /**
  7005. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7006. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7007. * @param point the point to check intersection with
  7008. * @returns if the point intersects
  7009. */
  7010. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7011. /**
  7012. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7013. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7014. * @param boundingInfo the bounding info to check intersection with
  7015. * @param precise if the intersection should be done using OBB
  7016. * @returns if the bounding info intersects
  7017. */
  7018. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7019. }
  7020. }
  7021. declare module "babylonjs/Maths/math.functions" {
  7022. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7023. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7024. /**
  7025. * Extracts minimum and maximum values from a list of indexed positions
  7026. * @param positions defines the positions to use
  7027. * @param indices defines the indices to the positions
  7028. * @param indexStart defines the start index
  7029. * @param indexCount defines the end index
  7030. * @param bias defines bias value to add to the result
  7031. * @return minimum and maximum values
  7032. */
  7033. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7034. minimum: Vector3;
  7035. maximum: Vector3;
  7036. };
  7037. /**
  7038. * Extracts minimum and maximum values from a list of positions
  7039. * @param positions defines the positions to use
  7040. * @param start defines the start index in the positions array
  7041. * @param count defines the number of positions to handle
  7042. * @param bias defines bias value to add to the result
  7043. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7044. * @return minimum and maximum values
  7045. */
  7046. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7047. minimum: Vector3;
  7048. maximum: Vector3;
  7049. };
  7050. }
  7051. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7052. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7053. /** @hidden */
  7054. export class WebGLDataBuffer extends DataBuffer {
  7055. private _buffer;
  7056. constructor(resource: WebGLBuffer);
  7057. readonly underlyingResource: any;
  7058. }
  7059. }
  7060. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7061. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7062. import { Nullable } from "babylonjs/types";
  7063. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7064. /** @hidden */
  7065. export class WebGLPipelineContext implements IPipelineContext {
  7066. engine: ThinEngine;
  7067. program: Nullable<WebGLProgram>;
  7068. context?: WebGLRenderingContext;
  7069. vertexShader?: WebGLShader;
  7070. fragmentShader?: WebGLShader;
  7071. isParallelCompiled: boolean;
  7072. onCompiled?: () => void;
  7073. transformFeedback?: WebGLTransformFeedback | null;
  7074. readonly isAsync: boolean;
  7075. readonly isReady: boolean;
  7076. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7077. }
  7078. }
  7079. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7080. import { FloatArray, Nullable } from "babylonjs/types";
  7081. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7082. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7083. module "babylonjs/Engines/thinEngine" {
  7084. interface ThinEngine {
  7085. /**
  7086. * Create an uniform buffer
  7087. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7088. * @param elements defines the content of the uniform buffer
  7089. * @returns the webGL uniform buffer
  7090. */
  7091. createUniformBuffer(elements: FloatArray): DataBuffer;
  7092. /**
  7093. * Create a dynamic uniform buffer
  7094. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7095. * @param elements defines the content of the uniform buffer
  7096. * @returns the webGL uniform buffer
  7097. */
  7098. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7099. /**
  7100. * Update an existing uniform buffer
  7101. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7102. * @param uniformBuffer defines the target uniform buffer
  7103. * @param elements defines the content to update
  7104. * @param offset defines the offset in the uniform buffer where update should start
  7105. * @param count defines the size of the data to update
  7106. */
  7107. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7108. /**
  7109. * Bind an uniform buffer to the current webGL context
  7110. * @param buffer defines the buffer to bind
  7111. */
  7112. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7113. /**
  7114. * Bind a buffer to the current webGL context at a given location
  7115. * @param buffer defines the buffer to bind
  7116. * @param location defines the index where to bind the buffer
  7117. */
  7118. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7119. /**
  7120. * Bind a specific block at a given index in a specific shader program
  7121. * @param pipelineContext defines the pipeline context to use
  7122. * @param blockName defines the block name
  7123. * @param index defines the index where to bind the block
  7124. */
  7125. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7126. }
  7127. }
  7128. }
  7129. declare module "babylonjs/Materials/uniformBuffer" {
  7130. import { Nullable, FloatArray } from "babylonjs/types";
  7131. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7132. import { Engine } from "babylonjs/Engines/engine";
  7133. import { Effect } from "babylonjs/Materials/effect";
  7134. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7135. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7136. import { Color3 } from "babylonjs/Maths/math.color";
  7137. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7138. /**
  7139. * Uniform buffer objects.
  7140. *
  7141. * Handles blocks of uniform on the GPU.
  7142. *
  7143. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7144. *
  7145. * For more information, please refer to :
  7146. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7147. */
  7148. export class UniformBuffer {
  7149. private _engine;
  7150. private _buffer;
  7151. private _data;
  7152. private _bufferData;
  7153. private _dynamic?;
  7154. private _uniformLocations;
  7155. private _uniformSizes;
  7156. private _uniformLocationPointer;
  7157. private _needSync;
  7158. private _noUBO;
  7159. private _currentEffect;
  7160. /** @hidden */
  7161. _alreadyBound: boolean;
  7162. private static _MAX_UNIFORM_SIZE;
  7163. private static _tempBuffer;
  7164. /**
  7165. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7166. * This is dynamic to allow compat with webgl 1 and 2.
  7167. * You will need to pass the name of the uniform as well as the value.
  7168. */
  7169. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7170. /**
  7171. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7172. * This is dynamic to allow compat with webgl 1 and 2.
  7173. * You will need to pass the name of the uniform as well as the value.
  7174. */
  7175. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7176. /**
  7177. * Lambda to Update a single float in a uniform buffer.
  7178. * This is dynamic to allow compat with webgl 1 and 2.
  7179. * You will need to pass the name of the uniform as well as the value.
  7180. */
  7181. updateFloat: (name: string, x: number) => void;
  7182. /**
  7183. * Lambda to Update a vec2 of float in a uniform buffer.
  7184. * This is dynamic to allow compat with webgl 1 and 2.
  7185. * You will need to pass the name of the uniform as well as the value.
  7186. */
  7187. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7188. /**
  7189. * Lambda to Update a vec3 of float in a uniform buffer.
  7190. * This is dynamic to allow compat with webgl 1 and 2.
  7191. * You will need to pass the name of the uniform as well as the value.
  7192. */
  7193. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7194. /**
  7195. * Lambda to Update a vec4 of float in a uniform buffer.
  7196. * This is dynamic to allow compat with webgl 1 and 2.
  7197. * You will need to pass the name of the uniform as well as the value.
  7198. */
  7199. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7200. /**
  7201. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7202. * This is dynamic to allow compat with webgl 1 and 2.
  7203. * You will need to pass the name of the uniform as well as the value.
  7204. */
  7205. updateMatrix: (name: string, mat: Matrix) => void;
  7206. /**
  7207. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7208. * This is dynamic to allow compat with webgl 1 and 2.
  7209. * You will need to pass the name of the uniform as well as the value.
  7210. */
  7211. updateVector3: (name: string, vector: Vector3) => void;
  7212. /**
  7213. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7214. * This is dynamic to allow compat with webgl 1 and 2.
  7215. * You will need to pass the name of the uniform as well as the value.
  7216. */
  7217. updateVector4: (name: string, vector: Vector4) => void;
  7218. /**
  7219. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7220. * This is dynamic to allow compat with webgl 1 and 2.
  7221. * You will need to pass the name of the uniform as well as the value.
  7222. */
  7223. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7224. /**
  7225. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7226. * This is dynamic to allow compat with webgl 1 and 2.
  7227. * You will need to pass the name of the uniform as well as the value.
  7228. */
  7229. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7230. /**
  7231. * Instantiates a new Uniform buffer objects.
  7232. *
  7233. * Handles blocks of uniform on the GPU.
  7234. *
  7235. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7236. *
  7237. * For more information, please refer to :
  7238. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7239. * @param engine Define the engine the buffer is associated with
  7240. * @param data Define the data contained in the buffer
  7241. * @param dynamic Define if the buffer is updatable
  7242. */
  7243. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7244. /**
  7245. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7246. * or just falling back on setUniformXXX calls.
  7247. */
  7248. readonly useUbo: boolean;
  7249. /**
  7250. * Indicates if the WebGL underlying uniform buffer is in sync
  7251. * with the javascript cache data.
  7252. */
  7253. readonly isSync: boolean;
  7254. /**
  7255. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7256. * Also, a dynamic UniformBuffer will disable cache verification and always
  7257. * update the underlying WebGL uniform buffer to the GPU.
  7258. * @returns if Dynamic, otherwise false
  7259. */
  7260. isDynamic(): boolean;
  7261. /**
  7262. * The data cache on JS side.
  7263. * @returns the underlying data as a float array
  7264. */
  7265. getData(): Float32Array;
  7266. /**
  7267. * The underlying WebGL Uniform buffer.
  7268. * @returns the webgl buffer
  7269. */
  7270. getBuffer(): Nullable<DataBuffer>;
  7271. /**
  7272. * std140 layout specifies how to align data within an UBO structure.
  7273. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7274. * for specs.
  7275. */
  7276. private _fillAlignment;
  7277. /**
  7278. * Adds an uniform in the buffer.
  7279. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7280. * for the layout to be correct !
  7281. * @param name Name of the uniform, as used in the uniform block in the shader.
  7282. * @param size Data size, or data directly.
  7283. */
  7284. addUniform(name: string, size: number | number[]): void;
  7285. /**
  7286. * Adds a Matrix 4x4 to the uniform buffer.
  7287. * @param name Name of the uniform, as used in the uniform block in the shader.
  7288. * @param mat A 4x4 matrix.
  7289. */
  7290. addMatrix(name: string, mat: Matrix): void;
  7291. /**
  7292. * Adds a vec2 to the uniform buffer.
  7293. * @param name Name of the uniform, as used in the uniform block in the shader.
  7294. * @param x Define the x component value of the vec2
  7295. * @param y Define the y component value of the vec2
  7296. */
  7297. addFloat2(name: string, x: number, y: number): void;
  7298. /**
  7299. * Adds a vec3 to the uniform buffer.
  7300. * @param name Name of the uniform, as used in the uniform block in the shader.
  7301. * @param x Define the x component value of the vec3
  7302. * @param y Define the y component value of the vec3
  7303. * @param z Define the z component value of the vec3
  7304. */
  7305. addFloat3(name: string, x: number, y: number, z: number): void;
  7306. /**
  7307. * Adds a vec3 to the uniform buffer.
  7308. * @param name Name of the uniform, as used in the uniform block in the shader.
  7309. * @param color Define the vec3 from a Color
  7310. */
  7311. addColor3(name: string, color: Color3): void;
  7312. /**
  7313. * Adds a vec4 to the uniform buffer.
  7314. * @param name Name of the uniform, as used in the uniform block in the shader.
  7315. * @param color Define the rgb components from a Color
  7316. * @param alpha Define the a component of the vec4
  7317. */
  7318. addColor4(name: string, color: Color3, alpha: number): void;
  7319. /**
  7320. * Adds a vec3 to the uniform buffer.
  7321. * @param name Name of the uniform, as used in the uniform block in the shader.
  7322. * @param vector Define the vec3 components from a Vector
  7323. */
  7324. addVector3(name: string, vector: Vector3): void;
  7325. /**
  7326. * Adds a Matrix 3x3 to the uniform buffer.
  7327. * @param name Name of the uniform, as used in the uniform block in the shader.
  7328. */
  7329. addMatrix3x3(name: string): void;
  7330. /**
  7331. * Adds a Matrix 2x2 to the uniform buffer.
  7332. * @param name Name of the uniform, as used in the uniform block in the shader.
  7333. */
  7334. addMatrix2x2(name: string): void;
  7335. /**
  7336. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7337. */
  7338. create(): void;
  7339. /** @hidden */
  7340. _rebuild(): void;
  7341. /**
  7342. * Updates the WebGL Uniform Buffer on the GPU.
  7343. * If the `dynamic` flag is set to true, no cache comparison is done.
  7344. * Otherwise, the buffer will be updated only if the cache differs.
  7345. */
  7346. update(): void;
  7347. /**
  7348. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7349. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7350. * @param data Define the flattened data
  7351. * @param size Define the size of the data.
  7352. */
  7353. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7354. private _valueCache;
  7355. private _cacheMatrix;
  7356. private _updateMatrix3x3ForUniform;
  7357. private _updateMatrix3x3ForEffect;
  7358. private _updateMatrix2x2ForEffect;
  7359. private _updateMatrix2x2ForUniform;
  7360. private _updateFloatForEffect;
  7361. private _updateFloatForUniform;
  7362. private _updateFloat2ForEffect;
  7363. private _updateFloat2ForUniform;
  7364. private _updateFloat3ForEffect;
  7365. private _updateFloat3ForUniform;
  7366. private _updateFloat4ForEffect;
  7367. private _updateFloat4ForUniform;
  7368. private _updateMatrixForEffect;
  7369. private _updateMatrixForUniform;
  7370. private _updateVector3ForEffect;
  7371. private _updateVector3ForUniform;
  7372. private _updateVector4ForEffect;
  7373. private _updateVector4ForUniform;
  7374. private _updateColor3ForEffect;
  7375. private _updateColor3ForUniform;
  7376. private _updateColor4ForEffect;
  7377. private _updateColor4ForUniform;
  7378. /**
  7379. * Sets a sampler uniform on the effect.
  7380. * @param name Define the name of the sampler.
  7381. * @param texture Define the texture to set in the sampler
  7382. */
  7383. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7384. /**
  7385. * Directly updates the value of the uniform in the cache AND on the GPU.
  7386. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7387. * @param data Define the flattened data
  7388. */
  7389. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7390. /**
  7391. * Binds this uniform buffer to an effect.
  7392. * @param effect Define the effect to bind the buffer to
  7393. * @param name Name of the uniform block in the shader.
  7394. */
  7395. bindToEffect(effect: Effect, name: string): void;
  7396. /**
  7397. * Disposes the uniform buffer.
  7398. */
  7399. dispose(): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/iInspectable" {
  7403. /**
  7404. * Enum that determines the text-wrapping mode to use.
  7405. */
  7406. export enum InspectableType {
  7407. /**
  7408. * Checkbox for booleans
  7409. */
  7410. Checkbox = 0,
  7411. /**
  7412. * Sliders for numbers
  7413. */
  7414. Slider = 1,
  7415. /**
  7416. * Vector3
  7417. */
  7418. Vector3 = 2,
  7419. /**
  7420. * Quaternions
  7421. */
  7422. Quaternion = 3,
  7423. /**
  7424. * Color3
  7425. */
  7426. Color3 = 4,
  7427. /**
  7428. * String
  7429. */
  7430. String = 5
  7431. }
  7432. /**
  7433. * Interface used to define custom inspectable properties.
  7434. * This interface is used by the inspector to display custom property grids
  7435. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7436. */
  7437. export interface IInspectable {
  7438. /**
  7439. * Gets the label to display
  7440. */
  7441. label: string;
  7442. /**
  7443. * Gets the name of the property to edit
  7444. */
  7445. propertyName: string;
  7446. /**
  7447. * Gets the type of the editor to use
  7448. */
  7449. type: InspectableType;
  7450. /**
  7451. * Gets the minimum value of the property when using in "slider" mode
  7452. */
  7453. min?: number;
  7454. /**
  7455. * Gets the maximum value of the property when using in "slider" mode
  7456. */
  7457. max?: number;
  7458. /**
  7459. * Gets the setp to use when using in "slider" mode
  7460. */
  7461. step?: number;
  7462. }
  7463. }
  7464. declare module "babylonjs/Misc/timingTools" {
  7465. /**
  7466. * Class used to provide helper for timing
  7467. */
  7468. export class TimingTools {
  7469. /**
  7470. * Polyfill for setImmediate
  7471. * @param action defines the action to execute after the current execution block
  7472. */
  7473. static SetImmediate(action: () => void): void;
  7474. }
  7475. }
  7476. declare module "babylonjs/Misc/instantiationTools" {
  7477. /**
  7478. * Class used to enable instatition of objects by class name
  7479. */
  7480. export class InstantiationTools {
  7481. /**
  7482. * Use this object to register external classes like custom textures or material
  7483. * to allow the laoders to instantiate them
  7484. */
  7485. static RegisteredExternalClasses: {
  7486. [key: string]: Object;
  7487. };
  7488. /**
  7489. * Tries to instantiate a new object from a given class name
  7490. * @param className defines the class name to instantiate
  7491. * @returns the new object or null if the system was not able to do the instantiation
  7492. */
  7493. static Instantiate(className: string): any;
  7494. }
  7495. }
  7496. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7497. /**
  7498. * Define options used to create a depth texture
  7499. */
  7500. export class DepthTextureCreationOptions {
  7501. /** Specifies whether or not a stencil should be allocated in the texture */
  7502. generateStencil?: boolean;
  7503. /** Specifies whether or not bilinear filtering is enable on the texture */
  7504. bilinearFiltering?: boolean;
  7505. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7506. comparisonFunction?: number;
  7507. /** Specifies if the created texture is a cube texture */
  7508. isCube?: boolean;
  7509. }
  7510. }
  7511. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7512. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7513. import { Nullable } from "babylonjs/types";
  7514. import { Scene } from "babylonjs/scene";
  7515. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7516. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7517. module "babylonjs/Engines/thinEngine" {
  7518. interface ThinEngine {
  7519. /**
  7520. * Creates a depth stencil cube texture.
  7521. * This is only available in WebGL 2.
  7522. * @param size The size of face edge in the cube texture.
  7523. * @param options The options defining the cube texture.
  7524. * @returns The cube texture
  7525. */
  7526. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7527. /**
  7528. * Creates a cube texture
  7529. * @param rootUrl defines the url where the files to load is located
  7530. * @param scene defines the current scene
  7531. * @param files defines the list of files to load (1 per face)
  7532. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7533. * @param onLoad defines an optional callback raised when the texture is loaded
  7534. * @param onError defines an optional callback raised if there is an issue to load the texture
  7535. * @param format defines the format of the data
  7536. * @param forcedExtension defines the extension to use to pick the right loader
  7537. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7538. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7539. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7540. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7541. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7542. * @returns the cube texture as an InternalTexture
  7543. */
  7544. 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;
  7545. /**
  7546. * Creates a cube texture
  7547. * @param rootUrl defines the url where the files to load is located
  7548. * @param scene defines the current scene
  7549. * @param files defines the list of files to load (1 per face)
  7550. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7551. * @param onLoad defines an optional callback raised when the texture is loaded
  7552. * @param onError defines an optional callback raised if there is an issue to load the texture
  7553. * @param format defines the format of the data
  7554. * @param forcedExtension defines the extension to use to pick the right loader
  7555. * @returns the cube texture as an InternalTexture
  7556. */
  7557. 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;
  7558. /**
  7559. * Creates a cube texture
  7560. * @param rootUrl defines the url where the files to load is located
  7561. * @param scene defines the current scene
  7562. * @param files defines the list of files to load (1 per face)
  7563. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7564. * @param onLoad defines an optional callback raised when the texture is loaded
  7565. * @param onError defines an optional callback raised if there is an issue to load the texture
  7566. * @param format defines the format of the data
  7567. * @param forcedExtension defines the extension to use to pick the right loader
  7568. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7569. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7570. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7571. * @returns the cube texture as an InternalTexture
  7572. */
  7573. 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;
  7574. /** @hidden */
  7575. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7576. /** @hidden */
  7577. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7578. /** @hidden */
  7579. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7580. /** @hidden */
  7581. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7582. /**
  7583. * @hidden
  7584. */
  7585. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7586. }
  7587. }
  7588. }
  7589. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7590. import { Nullable } from "babylonjs/types";
  7591. import { Scene } from "babylonjs/scene";
  7592. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7593. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7594. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7595. /**
  7596. * Class for creating a cube texture
  7597. */
  7598. export class CubeTexture extends BaseTexture {
  7599. private _delayedOnLoad;
  7600. /**
  7601. * The url of the texture
  7602. */
  7603. url: string;
  7604. /**
  7605. * Gets or sets the center of the bounding box associated with the cube texture.
  7606. * It must define where the camera used to render the texture was set
  7607. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7608. */
  7609. boundingBoxPosition: Vector3;
  7610. private _boundingBoxSize;
  7611. /**
  7612. * Gets or sets the size of the bounding box associated with the cube texture
  7613. * When defined, the cubemap will switch to local mode
  7614. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7615. * @example https://www.babylonjs-playground.com/#RNASML
  7616. */
  7617. /**
  7618. * Returns the bounding box size
  7619. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7620. */
  7621. boundingBoxSize: Vector3;
  7622. protected _rotationY: number;
  7623. /**
  7624. * Sets texture matrix rotation angle around Y axis in radians.
  7625. */
  7626. /**
  7627. * Gets texture matrix rotation angle around Y axis radians.
  7628. */
  7629. rotationY: number;
  7630. /**
  7631. * Are mip maps generated for this texture or not.
  7632. */
  7633. readonly noMipmap: boolean;
  7634. private _noMipmap;
  7635. private _files;
  7636. protected _forcedExtension: Nullable<string>;
  7637. private _extensions;
  7638. private _textureMatrix;
  7639. private _format;
  7640. private _createPolynomials;
  7641. /** @hidden */
  7642. _prefiltered: boolean;
  7643. /**
  7644. * Creates a cube texture from an array of image urls
  7645. * @param files defines an array of image urls
  7646. * @param scene defines the hosting scene
  7647. * @param noMipmap specifies if mip maps are not used
  7648. * @returns a cube texture
  7649. */
  7650. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7651. /**
  7652. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7653. * @param url defines the url of the prefiltered texture
  7654. * @param scene defines the scene the texture is attached to
  7655. * @param forcedExtension defines the extension of the file if different from the url
  7656. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7657. * @return the prefiltered texture
  7658. */
  7659. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7660. /**
  7661. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7662. * as prefiltered data.
  7663. * @param rootUrl defines the url of the texture or the root name of the six images
  7664. * @param scene defines the scene the texture is attached to
  7665. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7666. * @param noMipmap defines if mipmaps should be created or not
  7667. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7668. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7669. * @param onError defines a callback triggered in case of error during load
  7670. * @param format defines the internal format to use for the texture once loaded
  7671. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7672. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7673. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7674. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7675. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7676. * @return the cube texture
  7677. */
  7678. 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);
  7679. /**
  7680. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7681. */
  7682. readonly isPrefiltered: boolean;
  7683. /**
  7684. * Get the current class name of the texture useful for serialization or dynamic coding.
  7685. * @returns "CubeTexture"
  7686. */
  7687. getClassName(): string;
  7688. /**
  7689. * Update the url (and optional buffer) of this texture if url was null during construction.
  7690. * @param url the url of the texture
  7691. * @param forcedExtension defines the extension to use
  7692. * @param onLoad callback called when the texture is loaded (defaults to null)
  7693. */
  7694. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7695. /**
  7696. * Delays loading of the cube texture
  7697. * @param forcedExtension defines the extension to use
  7698. */
  7699. delayLoad(forcedExtension?: string): void;
  7700. /**
  7701. * Returns the reflection texture matrix
  7702. * @returns the reflection texture matrix
  7703. */
  7704. getReflectionTextureMatrix(): Matrix;
  7705. /**
  7706. * Sets the reflection texture matrix
  7707. * @param value Reflection texture matrix
  7708. */
  7709. setReflectionTextureMatrix(value: Matrix): void;
  7710. /**
  7711. * Parses text to create a cube texture
  7712. * @param parsedTexture define the serialized text to read from
  7713. * @param scene defines the hosting scene
  7714. * @param rootUrl defines the root url of the cube texture
  7715. * @returns a cube texture
  7716. */
  7717. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7718. /**
  7719. * Makes a clone, or deep copy, of the cube texture
  7720. * @returns a new cube texture
  7721. */
  7722. clone(): CubeTexture;
  7723. }
  7724. }
  7725. declare module "babylonjs/Materials/materialDefines" {
  7726. /**
  7727. * Manages the defines for the Material
  7728. */
  7729. export class MaterialDefines {
  7730. /** @hidden */
  7731. protected _keys: string[];
  7732. private _isDirty;
  7733. /** @hidden */
  7734. _renderId: number;
  7735. /** @hidden */
  7736. _areLightsDirty: boolean;
  7737. /** @hidden */
  7738. _areLightsDisposed: boolean;
  7739. /** @hidden */
  7740. _areAttributesDirty: boolean;
  7741. /** @hidden */
  7742. _areTexturesDirty: boolean;
  7743. /** @hidden */
  7744. _areFresnelDirty: boolean;
  7745. /** @hidden */
  7746. _areMiscDirty: boolean;
  7747. /** @hidden */
  7748. _areImageProcessingDirty: boolean;
  7749. /** @hidden */
  7750. _normals: boolean;
  7751. /** @hidden */
  7752. _uvs: boolean;
  7753. /** @hidden */
  7754. _needNormals: boolean;
  7755. /** @hidden */
  7756. _needUVs: boolean;
  7757. [id: string]: any;
  7758. /**
  7759. * Specifies if the material needs to be re-calculated
  7760. */
  7761. readonly isDirty: boolean;
  7762. /**
  7763. * Marks the material to indicate that it has been re-calculated
  7764. */
  7765. markAsProcessed(): void;
  7766. /**
  7767. * Marks the material to indicate that it needs to be re-calculated
  7768. */
  7769. markAsUnprocessed(): void;
  7770. /**
  7771. * Marks the material to indicate all of its defines need to be re-calculated
  7772. */
  7773. markAllAsDirty(): void;
  7774. /**
  7775. * Marks the material to indicate that image processing needs to be re-calculated
  7776. */
  7777. markAsImageProcessingDirty(): void;
  7778. /**
  7779. * Marks the material to indicate the lights need to be re-calculated
  7780. * @param disposed Defines whether the light is dirty due to dispose or not
  7781. */
  7782. markAsLightDirty(disposed?: boolean): void;
  7783. /**
  7784. * Marks the attribute state as changed
  7785. */
  7786. markAsAttributesDirty(): void;
  7787. /**
  7788. * Marks the texture state as changed
  7789. */
  7790. markAsTexturesDirty(): void;
  7791. /**
  7792. * Marks the fresnel state as changed
  7793. */
  7794. markAsFresnelDirty(): void;
  7795. /**
  7796. * Marks the misc state as changed
  7797. */
  7798. markAsMiscDirty(): void;
  7799. /**
  7800. * Rebuilds the material defines
  7801. */
  7802. rebuild(): void;
  7803. /**
  7804. * Specifies if two material defines are equal
  7805. * @param other - A material define instance to compare to
  7806. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7807. */
  7808. isEqual(other: MaterialDefines): boolean;
  7809. /**
  7810. * Clones this instance's defines to another instance
  7811. * @param other - material defines to clone values to
  7812. */
  7813. cloneTo(other: MaterialDefines): void;
  7814. /**
  7815. * Resets the material define values
  7816. */
  7817. reset(): void;
  7818. /**
  7819. * Converts the material define values to a string
  7820. * @returns - String of material define information
  7821. */
  7822. toString(): string;
  7823. }
  7824. }
  7825. declare module "babylonjs/Materials/colorCurves" {
  7826. import { Effect } from "babylonjs/Materials/effect";
  7827. /**
  7828. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7829. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7830. * 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;
  7831. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7832. */
  7833. export class ColorCurves {
  7834. private _dirty;
  7835. private _tempColor;
  7836. private _globalCurve;
  7837. private _highlightsCurve;
  7838. private _midtonesCurve;
  7839. private _shadowsCurve;
  7840. private _positiveCurve;
  7841. private _negativeCurve;
  7842. private _globalHue;
  7843. private _globalDensity;
  7844. private _globalSaturation;
  7845. private _globalExposure;
  7846. /**
  7847. * Gets the global Hue value.
  7848. * 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).
  7849. */
  7850. /**
  7851. * Sets the global Hue value.
  7852. * 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).
  7853. */
  7854. globalHue: number;
  7855. /**
  7856. * Gets the global Density value.
  7857. * 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.
  7858. * Values less than zero provide a filter of opposite hue.
  7859. */
  7860. /**
  7861. * Sets the global Density value.
  7862. * 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.
  7863. * Values less than zero provide a filter of opposite hue.
  7864. */
  7865. globalDensity: number;
  7866. /**
  7867. * Gets the global Saturation value.
  7868. * 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.
  7869. */
  7870. /**
  7871. * Sets the global Saturation value.
  7872. * 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.
  7873. */
  7874. globalSaturation: number;
  7875. /**
  7876. * Gets the global Exposure value.
  7877. * 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.
  7878. */
  7879. /**
  7880. * Sets the global Exposure value.
  7881. * 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.
  7882. */
  7883. globalExposure: number;
  7884. private _highlightsHue;
  7885. private _highlightsDensity;
  7886. private _highlightsSaturation;
  7887. private _highlightsExposure;
  7888. /**
  7889. * Gets the highlights Hue value.
  7890. * 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).
  7891. */
  7892. /**
  7893. * Sets the highlights Hue value.
  7894. * 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).
  7895. */
  7896. highlightsHue: number;
  7897. /**
  7898. * Gets the highlights Density value.
  7899. * 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.
  7900. * Values less than zero provide a filter of opposite hue.
  7901. */
  7902. /**
  7903. * Sets the highlights Density value.
  7904. * 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.
  7905. * Values less than zero provide a filter of opposite hue.
  7906. */
  7907. highlightsDensity: number;
  7908. /**
  7909. * Gets the highlights Saturation value.
  7910. * 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.
  7911. */
  7912. /**
  7913. * Sets the highlights Saturation value.
  7914. * 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.
  7915. */
  7916. highlightsSaturation: number;
  7917. /**
  7918. * Gets the highlights Exposure value.
  7919. * 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.
  7920. */
  7921. /**
  7922. * Sets the highlights Exposure value.
  7923. * 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.
  7924. */
  7925. highlightsExposure: number;
  7926. private _midtonesHue;
  7927. private _midtonesDensity;
  7928. private _midtonesSaturation;
  7929. private _midtonesExposure;
  7930. /**
  7931. * Gets the midtones Hue value.
  7932. * 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).
  7933. */
  7934. /**
  7935. * Sets the midtones Hue value.
  7936. * 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).
  7937. */
  7938. midtonesHue: number;
  7939. /**
  7940. * Gets the midtones Density value.
  7941. * 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.
  7942. * Values less than zero provide a filter of opposite hue.
  7943. */
  7944. /**
  7945. * Sets the midtones 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. midtonesDensity: number;
  7950. /**
  7951. * Gets the midtones Saturation value.
  7952. * 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.
  7953. */
  7954. /**
  7955. * Sets the midtones Saturation value.
  7956. * 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.
  7957. */
  7958. midtonesSaturation: number;
  7959. /**
  7960. * Gets the midtones Exposure 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 exposure and negative values decrease exposure.
  7962. */
  7963. /**
  7964. * Sets the midtones Exposure value.
  7965. * 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.
  7966. */
  7967. midtonesExposure: number;
  7968. private _shadowsHue;
  7969. private _shadowsDensity;
  7970. private _shadowsSaturation;
  7971. private _shadowsExposure;
  7972. /**
  7973. * Gets the shadows Hue value.
  7974. * 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).
  7975. */
  7976. /**
  7977. * Sets the shadows Hue value.
  7978. * 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).
  7979. */
  7980. shadowsHue: number;
  7981. /**
  7982. * Gets the shadows Density value.
  7983. * 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.
  7984. * Values less than zero provide a filter of opposite hue.
  7985. */
  7986. /**
  7987. * Sets the shadows 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. shadowsDensity: number;
  7992. /**
  7993. * Gets the shadows Saturation value.
  7994. * 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.
  7995. */
  7996. /**
  7997. * Sets the shadows Saturation value.
  7998. * 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.
  7999. */
  8000. shadowsSaturation: number;
  8001. /**
  8002. * Gets the shadows Exposure 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 exposure and negative values decrease exposure.
  8004. */
  8005. /**
  8006. * Sets the shadows Exposure value.
  8007. * 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.
  8008. */
  8009. shadowsExposure: number;
  8010. /**
  8011. * Returns the class name
  8012. * @returns The class name
  8013. */
  8014. getClassName(): string;
  8015. /**
  8016. * Binds the color curves to the shader.
  8017. * @param colorCurves The color curve to bind
  8018. * @param effect The effect to bind to
  8019. * @param positiveUniform The positive uniform shader parameter
  8020. * @param neutralUniform The neutral uniform shader parameter
  8021. * @param negativeUniform The negative uniform shader parameter
  8022. */
  8023. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8024. /**
  8025. * Prepare the list of uniforms associated with the ColorCurves effects.
  8026. * @param uniformsList The list of uniforms used in the effect
  8027. */
  8028. static PrepareUniforms(uniformsList: string[]): void;
  8029. /**
  8030. * Returns color grading data based on a hue, density, saturation and exposure value.
  8031. * @param filterHue The hue of the color filter.
  8032. * @param filterDensity The density of the color filter.
  8033. * @param saturation The saturation.
  8034. * @param exposure The exposure.
  8035. * @param result The result data container.
  8036. */
  8037. private getColorGradingDataToRef;
  8038. /**
  8039. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8040. * @param value The input slider value in range [-100,100].
  8041. * @returns Adjusted value.
  8042. */
  8043. private static applyColorGradingSliderNonlinear;
  8044. /**
  8045. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8046. * @param hue The hue (H) input.
  8047. * @param saturation The saturation (S) input.
  8048. * @param brightness The brightness (B) input.
  8049. * @result An RGBA color represented as Vector4.
  8050. */
  8051. private static fromHSBToRef;
  8052. /**
  8053. * Returns a value clamped between min and max
  8054. * @param value The value to clamp
  8055. * @param min The minimum of value
  8056. * @param max The maximum of value
  8057. * @returns The clamped value.
  8058. */
  8059. private static clamp;
  8060. /**
  8061. * Clones the current color curve instance.
  8062. * @return The cloned curves
  8063. */
  8064. clone(): ColorCurves;
  8065. /**
  8066. * Serializes the current color curve instance to a json representation.
  8067. * @return a JSON representation
  8068. */
  8069. serialize(): any;
  8070. /**
  8071. * Parses the color curve from a json representation.
  8072. * @param source the JSON source to parse
  8073. * @return The parsed curves
  8074. */
  8075. static Parse(source: any): ColorCurves;
  8076. }
  8077. }
  8078. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8079. import { Observable } from "babylonjs/Misc/observable";
  8080. import { Nullable } from "babylonjs/types";
  8081. import { Color4 } from "babylonjs/Maths/math.color";
  8082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8083. import { Effect } from "babylonjs/Materials/effect";
  8084. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8085. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8086. /**
  8087. * Interface to follow in your material defines to integrate easily the
  8088. * Image proccessing functions.
  8089. * @hidden
  8090. */
  8091. export interface IImageProcessingConfigurationDefines {
  8092. IMAGEPROCESSING: boolean;
  8093. VIGNETTE: boolean;
  8094. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8095. VIGNETTEBLENDMODEOPAQUE: boolean;
  8096. TONEMAPPING: boolean;
  8097. TONEMAPPING_ACES: boolean;
  8098. CONTRAST: boolean;
  8099. EXPOSURE: boolean;
  8100. COLORCURVES: boolean;
  8101. COLORGRADING: boolean;
  8102. COLORGRADING3D: boolean;
  8103. SAMPLER3DGREENDEPTH: boolean;
  8104. SAMPLER3DBGRMAP: boolean;
  8105. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8106. }
  8107. /**
  8108. * @hidden
  8109. */
  8110. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8111. IMAGEPROCESSING: boolean;
  8112. VIGNETTE: boolean;
  8113. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8114. VIGNETTEBLENDMODEOPAQUE: boolean;
  8115. TONEMAPPING: boolean;
  8116. TONEMAPPING_ACES: boolean;
  8117. CONTRAST: boolean;
  8118. COLORCURVES: boolean;
  8119. COLORGRADING: boolean;
  8120. COLORGRADING3D: boolean;
  8121. SAMPLER3DGREENDEPTH: boolean;
  8122. SAMPLER3DBGRMAP: boolean;
  8123. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8124. EXPOSURE: boolean;
  8125. constructor();
  8126. }
  8127. /**
  8128. * This groups together the common properties used for image processing either in direct forward pass
  8129. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8130. * or not.
  8131. */
  8132. export class ImageProcessingConfiguration {
  8133. /**
  8134. * Default tone mapping applied in BabylonJS.
  8135. */
  8136. static readonly TONEMAPPING_STANDARD: number;
  8137. /**
  8138. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8139. * to other engines rendering to increase portability.
  8140. */
  8141. static readonly TONEMAPPING_ACES: number;
  8142. /**
  8143. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8144. */
  8145. colorCurves: Nullable<ColorCurves>;
  8146. private _colorCurvesEnabled;
  8147. /**
  8148. * Gets wether the color curves effect is enabled.
  8149. */
  8150. /**
  8151. * Sets wether the color curves effect is enabled.
  8152. */
  8153. colorCurvesEnabled: boolean;
  8154. private _colorGradingTexture;
  8155. /**
  8156. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8157. */
  8158. /**
  8159. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8160. */
  8161. colorGradingTexture: Nullable<BaseTexture>;
  8162. private _colorGradingEnabled;
  8163. /**
  8164. * Gets wether the color grading effect is enabled.
  8165. */
  8166. /**
  8167. * Sets wether the color grading effect is enabled.
  8168. */
  8169. colorGradingEnabled: boolean;
  8170. private _colorGradingWithGreenDepth;
  8171. /**
  8172. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8173. */
  8174. /**
  8175. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8176. */
  8177. colorGradingWithGreenDepth: boolean;
  8178. private _colorGradingBGR;
  8179. /**
  8180. * Gets wether the color grading texture contains BGR values.
  8181. */
  8182. /**
  8183. * Sets wether the color grading texture contains BGR values.
  8184. */
  8185. colorGradingBGR: boolean;
  8186. /** @hidden */
  8187. _exposure: number;
  8188. /**
  8189. * Gets the Exposure used in the effect.
  8190. */
  8191. /**
  8192. * Sets the Exposure used in the effect.
  8193. */
  8194. exposure: number;
  8195. private _toneMappingEnabled;
  8196. /**
  8197. * Gets wether the tone mapping effect is enabled.
  8198. */
  8199. /**
  8200. * Sets wether the tone mapping effect is enabled.
  8201. */
  8202. toneMappingEnabled: boolean;
  8203. private _toneMappingType;
  8204. /**
  8205. * Gets the type of tone mapping effect.
  8206. */
  8207. /**
  8208. * Sets the type of tone mapping effect used in BabylonJS.
  8209. */
  8210. toneMappingType: number;
  8211. protected _contrast: number;
  8212. /**
  8213. * Gets the contrast used in the effect.
  8214. */
  8215. /**
  8216. * Sets the contrast used in the effect.
  8217. */
  8218. contrast: number;
  8219. /**
  8220. * Vignette stretch size.
  8221. */
  8222. vignetteStretch: number;
  8223. /**
  8224. * Vignette centre X Offset.
  8225. */
  8226. vignetteCentreX: number;
  8227. /**
  8228. * Vignette centre Y Offset.
  8229. */
  8230. vignetteCentreY: number;
  8231. /**
  8232. * Vignette weight or intensity of the vignette effect.
  8233. */
  8234. vignetteWeight: number;
  8235. /**
  8236. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8237. * if vignetteEnabled is set to true.
  8238. */
  8239. vignetteColor: Color4;
  8240. /**
  8241. * Camera field of view used by the Vignette effect.
  8242. */
  8243. vignetteCameraFov: number;
  8244. private _vignetteBlendMode;
  8245. /**
  8246. * Gets the vignette blend mode allowing different kind of effect.
  8247. */
  8248. /**
  8249. * Sets the vignette blend mode allowing different kind of effect.
  8250. */
  8251. vignetteBlendMode: number;
  8252. private _vignetteEnabled;
  8253. /**
  8254. * Gets wether the vignette effect is enabled.
  8255. */
  8256. /**
  8257. * Sets wether the vignette effect is enabled.
  8258. */
  8259. vignetteEnabled: boolean;
  8260. private _applyByPostProcess;
  8261. /**
  8262. * Gets wether the image processing is applied through a post process or not.
  8263. */
  8264. /**
  8265. * Sets wether the image processing is applied through a post process or not.
  8266. */
  8267. applyByPostProcess: boolean;
  8268. private _isEnabled;
  8269. /**
  8270. * Gets wether the image processing is enabled or not.
  8271. */
  8272. /**
  8273. * Sets wether the image processing is enabled or not.
  8274. */
  8275. isEnabled: boolean;
  8276. /**
  8277. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8278. */
  8279. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8280. /**
  8281. * Method called each time the image processing information changes requires to recompile the effect.
  8282. */
  8283. protected _updateParameters(): void;
  8284. /**
  8285. * Gets the current class name.
  8286. * @return "ImageProcessingConfiguration"
  8287. */
  8288. getClassName(): string;
  8289. /**
  8290. * Prepare the list of uniforms associated with the Image Processing effects.
  8291. * @param uniforms The list of uniforms used in the effect
  8292. * @param defines the list of defines currently in use
  8293. */
  8294. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8295. /**
  8296. * Prepare the list of samplers associated with the Image Processing effects.
  8297. * @param samplersList The list of uniforms used in the effect
  8298. * @param defines the list of defines currently in use
  8299. */
  8300. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8301. /**
  8302. * Prepare the list of defines associated to the shader.
  8303. * @param defines the list of defines to complete
  8304. * @param forPostProcess Define if we are currently in post process mode or not
  8305. */
  8306. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8307. /**
  8308. * Returns true if all the image processing information are ready.
  8309. * @returns True if ready, otherwise, false
  8310. */
  8311. isReady(): boolean;
  8312. /**
  8313. * Binds the image processing to the shader.
  8314. * @param effect The effect to bind to
  8315. * @param aspectRatio Define the current aspect ratio of the effect
  8316. */
  8317. bind(effect: Effect, aspectRatio?: number): void;
  8318. /**
  8319. * Clones the current image processing instance.
  8320. * @return The cloned image processing
  8321. */
  8322. clone(): ImageProcessingConfiguration;
  8323. /**
  8324. * Serializes the current image processing instance to a json representation.
  8325. * @return a JSON representation
  8326. */
  8327. serialize(): any;
  8328. /**
  8329. * Parses the image processing from a json representation.
  8330. * @param source the JSON source to parse
  8331. * @return The parsed image processing
  8332. */
  8333. static Parse(source: any): ImageProcessingConfiguration;
  8334. private static _VIGNETTEMODE_MULTIPLY;
  8335. private static _VIGNETTEMODE_OPAQUE;
  8336. /**
  8337. * Used to apply the vignette as a mix with the pixel color.
  8338. */
  8339. static readonly VIGNETTEMODE_MULTIPLY: number;
  8340. /**
  8341. * Used to apply the vignette as a replacement of the pixel color.
  8342. */
  8343. static readonly VIGNETTEMODE_OPAQUE: number;
  8344. }
  8345. }
  8346. declare module "babylonjs/Shaders/postprocess.vertex" {
  8347. /** @hidden */
  8348. export var postprocessVertexShader: {
  8349. name: string;
  8350. shader: string;
  8351. };
  8352. }
  8353. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8354. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8355. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8356. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8357. module "babylonjs/Engines/thinEngine" {
  8358. interface ThinEngine {
  8359. /**
  8360. * Creates a new render target texture
  8361. * @param size defines the size of the texture
  8362. * @param options defines the options used to create the texture
  8363. * @returns a new render target texture stored in an InternalTexture
  8364. */
  8365. createRenderTargetTexture(size: number | {
  8366. width: number;
  8367. height: number;
  8368. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8369. /**
  8370. * Creates a depth stencil texture.
  8371. * This is only available in WebGL 2 or with the depth texture extension available.
  8372. * @param size The size of face edge in the texture.
  8373. * @param options The options defining the texture.
  8374. * @returns The texture
  8375. */
  8376. createDepthStencilTexture(size: number | {
  8377. width: number;
  8378. height: number;
  8379. }, options: DepthTextureCreationOptions): InternalTexture;
  8380. /** @hidden */
  8381. _createDepthStencilTexture(size: number | {
  8382. width: number;
  8383. height: number;
  8384. }, options: DepthTextureCreationOptions): InternalTexture;
  8385. }
  8386. }
  8387. }
  8388. declare module "babylonjs/Maths/math.axis" {
  8389. import { Vector3 } from "babylonjs/Maths/math.vector";
  8390. /** Defines supported spaces */
  8391. export enum Space {
  8392. /** Local (object) space */
  8393. LOCAL = 0,
  8394. /** World space */
  8395. WORLD = 1,
  8396. /** Bone space */
  8397. BONE = 2
  8398. }
  8399. /** Defines the 3 main axes */
  8400. export class Axis {
  8401. /** X axis */
  8402. static X: Vector3;
  8403. /** Y axis */
  8404. static Y: Vector3;
  8405. /** Z axis */
  8406. static Z: Vector3;
  8407. }
  8408. }
  8409. declare module "babylonjs/Cameras/targetCamera" {
  8410. import { Nullable } from "babylonjs/types";
  8411. import { Camera } from "babylonjs/Cameras/camera";
  8412. import { Scene } from "babylonjs/scene";
  8413. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8414. /**
  8415. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8416. * This is the base of the follow, arc rotate cameras and Free camera
  8417. * @see http://doc.babylonjs.com/features/cameras
  8418. */
  8419. export class TargetCamera extends Camera {
  8420. private static _RigCamTransformMatrix;
  8421. private static _TargetTransformMatrix;
  8422. private static _TargetFocalPoint;
  8423. /**
  8424. * Define the current direction the camera is moving to
  8425. */
  8426. cameraDirection: Vector3;
  8427. /**
  8428. * Define the current rotation the camera is rotating to
  8429. */
  8430. cameraRotation: Vector2;
  8431. /**
  8432. * When set, the up vector of the camera will be updated by the rotation of the camera
  8433. */
  8434. updateUpVectorFromRotation: boolean;
  8435. private _tmpQuaternion;
  8436. /**
  8437. * Define the current rotation of the camera
  8438. */
  8439. rotation: Vector3;
  8440. /**
  8441. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8442. */
  8443. rotationQuaternion: Quaternion;
  8444. /**
  8445. * Define the current speed of the camera
  8446. */
  8447. speed: number;
  8448. /**
  8449. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8450. * around all axis.
  8451. */
  8452. noRotationConstraint: boolean;
  8453. /**
  8454. * Define the current target of the camera as an object or a position.
  8455. */
  8456. lockedTarget: any;
  8457. /** @hidden */
  8458. _currentTarget: Vector3;
  8459. /** @hidden */
  8460. _initialFocalDistance: number;
  8461. /** @hidden */
  8462. _viewMatrix: Matrix;
  8463. /** @hidden */
  8464. _camMatrix: Matrix;
  8465. /** @hidden */
  8466. _cameraTransformMatrix: Matrix;
  8467. /** @hidden */
  8468. _cameraRotationMatrix: Matrix;
  8469. /** @hidden */
  8470. _referencePoint: Vector3;
  8471. /** @hidden */
  8472. _transformedReferencePoint: Vector3;
  8473. protected _globalCurrentTarget: Vector3;
  8474. protected _globalCurrentUpVector: Vector3;
  8475. /** @hidden */
  8476. _reset: () => void;
  8477. private _defaultUp;
  8478. /**
  8479. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8480. * This is the base of the follow, arc rotate cameras and Free camera
  8481. * @see http://doc.babylonjs.com/features/cameras
  8482. * @param name Defines the name of the camera in the scene
  8483. * @param position Defines the start position of the camera in the scene
  8484. * @param scene Defines the scene the camera belongs to
  8485. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8486. */
  8487. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8488. /**
  8489. * Gets the position in front of the camera at a given distance.
  8490. * @param distance The distance from the camera we want the position to be
  8491. * @returns the position
  8492. */
  8493. getFrontPosition(distance: number): Vector3;
  8494. /** @hidden */
  8495. _getLockedTargetPosition(): Nullable<Vector3>;
  8496. private _storedPosition;
  8497. private _storedRotation;
  8498. private _storedRotationQuaternion;
  8499. /**
  8500. * Store current camera state of the camera (fov, position, rotation, etc..)
  8501. * @returns the camera
  8502. */
  8503. storeState(): Camera;
  8504. /**
  8505. * Restored camera state. You must call storeState() first
  8506. * @returns whether it was successful or not
  8507. * @hidden
  8508. */
  8509. _restoreStateValues(): boolean;
  8510. /** @hidden */
  8511. _initCache(): void;
  8512. /** @hidden */
  8513. _updateCache(ignoreParentClass?: boolean): void;
  8514. /** @hidden */
  8515. _isSynchronizedViewMatrix(): boolean;
  8516. /** @hidden */
  8517. _computeLocalCameraSpeed(): number;
  8518. /**
  8519. * Defines the target the camera should look at.
  8520. * @param target Defines the new target as a Vector or a mesh
  8521. */
  8522. setTarget(target: Vector3): void;
  8523. /**
  8524. * Return the current target position of the camera. This value is expressed in local space.
  8525. * @returns the target position
  8526. */
  8527. getTarget(): Vector3;
  8528. /** @hidden */
  8529. _decideIfNeedsToMove(): boolean;
  8530. /** @hidden */
  8531. _updatePosition(): void;
  8532. /** @hidden */
  8533. _checkInputs(): void;
  8534. protected _updateCameraRotationMatrix(): void;
  8535. /**
  8536. * 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)
  8537. * @returns the current camera
  8538. */
  8539. private _rotateUpVectorWithCameraRotationMatrix;
  8540. private _cachedRotationZ;
  8541. private _cachedQuaternionRotationZ;
  8542. /** @hidden */
  8543. _getViewMatrix(): Matrix;
  8544. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8545. /**
  8546. * @hidden
  8547. */
  8548. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8549. /**
  8550. * @hidden
  8551. */
  8552. _updateRigCameras(): void;
  8553. private _getRigCamPositionAndTarget;
  8554. /**
  8555. * Gets the current object class name.
  8556. * @return the class name
  8557. */
  8558. getClassName(): string;
  8559. }
  8560. }
  8561. declare module "babylonjs/Events/keyboardEvents" {
  8562. /**
  8563. * Gather the list of keyboard event types as constants.
  8564. */
  8565. export class KeyboardEventTypes {
  8566. /**
  8567. * The keydown event is fired when a key becomes active (pressed).
  8568. */
  8569. static readonly KEYDOWN: number;
  8570. /**
  8571. * The keyup event is fired when a key has been released.
  8572. */
  8573. static readonly KEYUP: number;
  8574. }
  8575. /**
  8576. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8577. */
  8578. export class KeyboardInfo {
  8579. /**
  8580. * Defines the type of event (KeyboardEventTypes)
  8581. */
  8582. type: number;
  8583. /**
  8584. * Defines the related dom event
  8585. */
  8586. event: KeyboardEvent;
  8587. /**
  8588. * Instantiates a new keyboard info.
  8589. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8590. * @param type Defines the type of event (KeyboardEventTypes)
  8591. * @param event Defines the related dom event
  8592. */
  8593. constructor(
  8594. /**
  8595. * Defines the type of event (KeyboardEventTypes)
  8596. */
  8597. type: number,
  8598. /**
  8599. * Defines the related dom event
  8600. */
  8601. event: KeyboardEvent);
  8602. }
  8603. /**
  8604. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8605. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8606. */
  8607. export class KeyboardInfoPre extends KeyboardInfo {
  8608. /**
  8609. * Defines the type of event (KeyboardEventTypes)
  8610. */
  8611. type: number;
  8612. /**
  8613. * Defines the related dom event
  8614. */
  8615. event: KeyboardEvent;
  8616. /**
  8617. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8618. */
  8619. skipOnPointerObservable: boolean;
  8620. /**
  8621. * Instantiates a new keyboard pre info.
  8622. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8623. * @param type Defines the type of event (KeyboardEventTypes)
  8624. * @param event Defines the related dom event
  8625. */
  8626. constructor(
  8627. /**
  8628. * Defines the type of event (KeyboardEventTypes)
  8629. */
  8630. type: number,
  8631. /**
  8632. * Defines the related dom event
  8633. */
  8634. event: KeyboardEvent);
  8635. }
  8636. }
  8637. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8638. import { Nullable } from "babylonjs/types";
  8639. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8640. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8641. /**
  8642. * Manage the keyboard inputs to control the movement of a free camera.
  8643. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8644. */
  8645. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8646. /**
  8647. * Defines the camera the input is attached to.
  8648. */
  8649. camera: FreeCamera;
  8650. /**
  8651. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8652. */
  8653. keysUp: number[];
  8654. /**
  8655. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8656. */
  8657. keysDown: number[];
  8658. /**
  8659. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8660. */
  8661. keysLeft: number[];
  8662. /**
  8663. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8664. */
  8665. keysRight: number[];
  8666. private _keys;
  8667. private _onCanvasBlurObserver;
  8668. private _onKeyboardObserver;
  8669. private _engine;
  8670. private _scene;
  8671. /**
  8672. * Attach the input controls to a specific dom element to get the input from.
  8673. * @param element Defines the element the controls should be listened from
  8674. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8675. */
  8676. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8677. /**
  8678. * Detach the current controls from the specified dom element.
  8679. * @param element Defines the element to stop listening the inputs from
  8680. */
  8681. detachControl(element: Nullable<HTMLElement>): void;
  8682. /**
  8683. * Update the current camera state depending on the inputs that have been used this frame.
  8684. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8685. */
  8686. checkInputs(): void;
  8687. /**
  8688. * Gets the class name of the current intput.
  8689. * @returns the class name
  8690. */
  8691. getClassName(): string;
  8692. /** @hidden */
  8693. _onLostFocus(): void;
  8694. /**
  8695. * Get the friendly name associated with the input class.
  8696. * @returns the input friendly name
  8697. */
  8698. getSimpleName(): string;
  8699. }
  8700. }
  8701. declare module "babylonjs/Lights/shadowLight" {
  8702. import { Camera } from "babylonjs/Cameras/camera";
  8703. import { Scene } from "babylonjs/scene";
  8704. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8705. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8706. import { Light } from "babylonjs/Lights/light";
  8707. /**
  8708. * Interface describing all the common properties and methods a shadow light needs to implement.
  8709. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8710. * as well as binding the different shadow properties to the effects.
  8711. */
  8712. export interface IShadowLight extends Light {
  8713. /**
  8714. * The light id in the scene (used in scene.findLighById for instance)
  8715. */
  8716. id: string;
  8717. /**
  8718. * The position the shdow will be casted from.
  8719. */
  8720. position: Vector3;
  8721. /**
  8722. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8723. */
  8724. direction: Vector3;
  8725. /**
  8726. * The transformed position. Position of the light in world space taking parenting in account.
  8727. */
  8728. transformedPosition: Vector3;
  8729. /**
  8730. * The transformed direction. Direction of the light in world space taking parenting in account.
  8731. */
  8732. transformedDirection: Vector3;
  8733. /**
  8734. * The friendly name of the light in the scene.
  8735. */
  8736. name: string;
  8737. /**
  8738. * Defines the shadow projection clipping minimum z value.
  8739. */
  8740. shadowMinZ: number;
  8741. /**
  8742. * Defines the shadow projection clipping maximum z value.
  8743. */
  8744. shadowMaxZ: number;
  8745. /**
  8746. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8747. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8748. */
  8749. computeTransformedInformation(): boolean;
  8750. /**
  8751. * Gets the scene the light belongs to.
  8752. * @returns The scene
  8753. */
  8754. getScene(): Scene;
  8755. /**
  8756. * Callback defining a custom Projection Matrix Builder.
  8757. * This can be used to override the default projection matrix computation.
  8758. */
  8759. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8760. /**
  8761. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8762. * @param matrix The materix to updated with the projection information
  8763. * @param viewMatrix The transform matrix of the light
  8764. * @param renderList The list of mesh to render in the map
  8765. * @returns The current light
  8766. */
  8767. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8768. /**
  8769. * Gets the current depth scale used in ESM.
  8770. * @returns The scale
  8771. */
  8772. getDepthScale(): number;
  8773. /**
  8774. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8775. * @returns true if a cube texture needs to be use
  8776. */
  8777. needCube(): boolean;
  8778. /**
  8779. * Detects if the projection matrix requires to be recomputed this frame.
  8780. * @returns true if it requires to be recomputed otherwise, false.
  8781. */
  8782. needProjectionMatrixCompute(): boolean;
  8783. /**
  8784. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8785. */
  8786. forceProjectionMatrixCompute(): void;
  8787. /**
  8788. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8789. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8790. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8791. */
  8792. getShadowDirection(faceIndex?: number): Vector3;
  8793. /**
  8794. * Gets the minZ used for shadow according to both the scene and the light.
  8795. * @param activeCamera The camera we are returning the min for
  8796. * @returns the depth min z
  8797. */
  8798. getDepthMinZ(activeCamera: Camera): number;
  8799. /**
  8800. * Gets the maxZ used for shadow according to both the scene and the light.
  8801. * @param activeCamera The camera we are returning the max for
  8802. * @returns the depth max z
  8803. */
  8804. getDepthMaxZ(activeCamera: Camera): number;
  8805. }
  8806. /**
  8807. * Base implementation IShadowLight
  8808. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8809. */
  8810. export abstract class ShadowLight extends Light implements IShadowLight {
  8811. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8812. protected _position: Vector3;
  8813. protected _setPosition(value: Vector3): void;
  8814. /**
  8815. * Sets the position the shadow will be casted from. Also use as the light position for both
  8816. * point and spot lights.
  8817. */
  8818. /**
  8819. * Sets the position the shadow will be casted from. Also use as the light position for both
  8820. * point and spot lights.
  8821. */
  8822. position: Vector3;
  8823. protected _direction: Vector3;
  8824. protected _setDirection(value: Vector3): void;
  8825. /**
  8826. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8827. * Also use as the light direction on spot and directional lights.
  8828. */
  8829. /**
  8830. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8831. * Also use as the light direction on spot and directional lights.
  8832. */
  8833. direction: Vector3;
  8834. private _shadowMinZ;
  8835. /**
  8836. * Gets the shadow projection clipping minimum z value.
  8837. */
  8838. /**
  8839. * Sets the shadow projection clipping minimum z value.
  8840. */
  8841. shadowMinZ: number;
  8842. private _shadowMaxZ;
  8843. /**
  8844. * Sets the shadow projection clipping maximum z value.
  8845. */
  8846. /**
  8847. * Gets the shadow projection clipping maximum z value.
  8848. */
  8849. shadowMaxZ: number;
  8850. /**
  8851. * Callback defining a custom Projection Matrix Builder.
  8852. * This can be used to override the default projection matrix computation.
  8853. */
  8854. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8855. /**
  8856. * The transformed position. Position of the light in world space taking parenting in account.
  8857. */
  8858. transformedPosition: Vector3;
  8859. /**
  8860. * The transformed direction. Direction of the light in world space taking parenting in account.
  8861. */
  8862. transformedDirection: Vector3;
  8863. private _needProjectionMatrixCompute;
  8864. /**
  8865. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8866. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8867. */
  8868. computeTransformedInformation(): boolean;
  8869. /**
  8870. * Return the depth scale used for the shadow map.
  8871. * @returns the depth scale.
  8872. */
  8873. getDepthScale(): number;
  8874. /**
  8875. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8876. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8877. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8878. */
  8879. getShadowDirection(faceIndex?: number): Vector3;
  8880. /**
  8881. * Returns the ShadowLight absolute position in the World.
  8882. * @returns the position vector in world space
  8883. */
  8884. getAbsolutePosition(): Vector3;
  8885. /**
  8886. * Sets the ShadowLight direction toward the passed target.
  8887. * @param target The point to target in local space
  8888. * @returns the updated ShadowLight direction
  8889. */
  8890. setDirectionToTarget(target: Vector3): Vector3;
  8891. /**
  8892. * Returns the light rotation in euler definition.
  8893. * @returns the x y z rotation in local space.
  8894. */
  8895. getRotation(): Vector3;
  8896. /**
  8897. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8898. * @returns true if a cube texture needs to be use
  8899. */
  8900. needCube(): boolean;
  8901. /**
  8902. * Detects if the projection matrix requires to be recomputed this frame.
  8903. * @returns true if it requires to be recomputed otherwise, false.
  8904. */
  8905. needProjectionMatrixCompute(): boolean;
  8906. /**
  8907. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8908. */
  8909. forceProjectionMatrixCompute(): void;
  8910. /** @hidden */
  8911. _initCache(): void;
  8912. /** @hidden */
  8913. _isSynchronized(): boolean;
  8914. /**
  8915. * Computes the world matrix of the node
  8916. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8917. * @returns the world matrix
  8918. */
  8919. computeWorldMatrix(force?: boolean): Matrix;
  8920. /**
  8921. * Gets the minZ used for shadow according to both the scene and the light.
  8922. * @param activeCamera The camera we are returning the min for
  8923. * @returns the depth min z
  8924. */
  8925. getDepthMinZ(activeCamera: Camera): number;
  8926. /**
  8927. * Gets the maxZ used for shadow according to both the scene and the light.
  8928. * @param activeCamera The camera we are returning the max for
  8929. * @returns the depth max z
  8930. */
  8931. getDepthMaxZ(activeCamera: Camera): number;
  8932. /**
  8933. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8934. * @param matrix The materix to updated with the projection information
  8935. * @param viewMatrix The transform matrix of the light
  8936. * @param renderList The list of mesh to render in the map
  8937. * @returns The current light
  8938. */
  8939. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8940. }
  8941. }
  8942. declare module "babylonjs/Materials/effectFallbacks" {
  8943. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  8944. import { Effect } from "babylonjs/Materials/effect";
  8945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8946. /**
  8947. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  8948. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8949. */
  8950. export class EffectFallbacks implements IEffectFallbacks {
  8951. private _defines;
  8952. private _currentRank;
  8953. private _maxRank;
  8954. private _mesh;
  8955. /**
  8956. * Removes the fallback from the bound mesh.
  8957. */
  8958. unBindMesh(): void;
  8959. /**
  8960. * Adds a fallback on the specified property.
  8961. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8962. * @param define The name of the define in the shader
  8963. */
  8964. addFallback(rank: number, define: string): void;
  8965. /**
  8966. * Sets the mesh to use CPU skinning when needing to fallback.
  8967. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8968. * @param mesh The mesh to use the fallbacks.
  8969. */
  8970. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  8971. /**
  8972. * Checks to see if more fallbacks are still availible.
  8973. */
  8974. readonly hasMoreFallbacks: boolean;
  8975. /**
  8976. * Removes the defines that should be removed when falling back.
  8977. * @param currentDefines defines the current define statements for the shader.
  8978. * @param effect defines the current effect we try to compile
  8979. * @returns The resulting defines with defines of the current rank removed.
  8980. */
  8981. reduce(currentDefines: string, effect: Effect): string;
  8982. }
  8983. }
  8984. declare module "babylonjs/Materials/materialHelper" {
  8985. import { Nullable } from "babylonjs/types";
  8986. import { Scene } from "babylonjs/scene";
  8987. import { Engine } from "babylonjs/Engines/engine";
  8988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8989. import { Light } from "babylonjs/Lights/light";
  8990. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8991. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  8992. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8993. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8994. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  8995. /**
  8996. * "Static Class" containing the most commonly used helper while dealing with material for
  8997. * rendering purpose.
  8998. *
  8999. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9000. *
  9001. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9002. */
  9003. export class MaterialHelper {
  9004. /**
  9005. * Bind the current view position to an effect.
  9006. * @param effect The effect to be bound
  9007. * @param scene The scene the eyes position is used from
  9008. */
  9009. static BindEyePosition(effect: Effect, scene: Scene): void;
  9010. /**
  9011. * Helps preparing the defines values about the UVs in used in the effect.
  9012. * UVs are shared as much as we can accross channels in the shaders.
  9013. * @param texture The texture we are preparing the UVs for
  9014. * @param defines The defines to update
  9015. * @param key The channel key "diffuse", "specular"... used in the shader
  9016. */
  9017. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9018. /**
  9019. * Binds a texture matrix value to its corrsponding uniform
  9020. * @param texture The texture to bind the matrix for
  9021. * @param uniformBuffer The uniform buffer receivin the data
  9022. * @param key The channel key "diffuse", "specular"... used in the shader
  9023. */
  9024. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9025. /**
  9026. * Gets the current status of the fog (should it be enabled?)
  9027. * @param mesh defines the mesh to evaluate for fog support
  9028. * @param scene defines the hosting scene
  9029. * @returns true if fog must be enabled
  9030. */
  9031. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9032. /**
  9033. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9034. * @param mesh defines the current mesh
  9035. * @param scene defines the current scene
  9036. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9037. * @param pointsCloud defines if point cloud rendering has to be turned on
  9038. * @param fogEnabled defines if fog has to be turned on
  9039. * @param alphaTest defines if alpha testing has to be turned on
  9040. * @param defines defines the current list of defines
  9041. */
  9042. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9043. /**
  9044. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9045. * @param scene defines the current scene
  9046. * @param engine defines the current engine
  9047. * @param defines specifies the list of active defines
  9048. * @param useInstances defines if instances have to be turned on
  9049. * @param useClipPlane defines if clip plane have to be turned on
  9050. */
  9051. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9052. /**
  9053. * Prepares the defines for bones
  9054. * @param mesh The mesh containing the geometry data we will draw
  9055. * @param defines The defines to update
  9056. */
  9057. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9058. /**
  9059. * Prepares the defines for morph targets
  9060. * @param mesh The mesh containing the geometry data we will draw
  9061. * @param defines The defines to update
  9062. */
  9063. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9064. /**
  9065. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9066. * @param mesh The mesh containing the geometry data we will draw
  9067. * @param defines The defines to update
  9068. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9069. * @param useBones Precise whether bones should be used or not (override mesh info)
  9070. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9071. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9072. * @returns false if defines are considered not dirty and have not been checked
  9073. */
  9074. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9075. /**
  9076. * Prepares the defines related to multiview
  9077. * @param scene The scene we are intending to draw
  9078. * @param defines The defines to update
  9079. */
  9080. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9081. /**
  9082. * Prepares the defines related to the light information passed in parameter
  9083. * @param scene The scene we are intending to draw
  9084. * @param mesh The mesh the effect is compiling for
  9085. * @param light The light the effect is compiling for
  9086. * @param lightIndex The index of the light
  9087. * @param defines The defines to update
  9088. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9089. * @param state Defines the current state regarding what is needed (normals, etc...)
  9090. */
  9091. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9092. needNormals: boolean;
  9093. needRebuild: boolean;
  9094. shadowEnabled: boolean;
  9095. specularEnabled: boolean;
  9096. lightmapMode: boolean;
  9097. }): void;
  9098. /**
  9099. * Prepares the defines related to the light information passed in parameter
  9100. * @param scene The scene we are intending to draw
  9101. * @param mesh The mesh the effect is compiling for
  9102. * @param defines The defines to update
  9103. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9104. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9105. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9106. * @returns true if normals will be required for the rest of the effect
  9107. */
  9108. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9109. /**
  9110. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9111. * @param lightIndex defines the light index
  9112. * @param uniformsList The uniform list
  9113. * @param samplersList The sampler list
  9114. * @param projectedLightTexture defines if projected texture must be used
  9115. * @param uniformBuffersList defines an optional list of uniform buffers
  9116. */
  9117. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9118. /**
  9119. * Prepares the uniforms and samplers list to be used in the effect
  9120. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9121. * @param samplersList The sampler list
  9122. * @param defines The defines helping in the list generation
  9123. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9124. */
  9125. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9126. /**
  9127. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9128. * @param defines The defines to update while falling back
  9129. * @param fallbacks The authorized effect fallbacks
  9130. * @param maxSimultaneousLights The maximum number of lights allowed
  9131. * @param rank the current rank of the Effect
  9132. * @returns The newly affected rank
  9133. */
  9134. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9135. private static _TmpMorphInfluencers;
  9136. /**
  9137. * Prepares the list of attributes required for morph targets according to the effect defines.
  9138. * @param attribs The current list of supported attribs
  9139. * @param mesh The mesh to prepare the morph targets attributes for
  9140. * @param influencers The number of influencers
  9141. */
  9142. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9143. /**
  9144. * Prepares the list of attributes required for morph targets according to the effect defines.
  9145. * @param attribs The current list of supported attribs
  9146. * @param mesh The mesh to prepare the morph targets attributes for
  9147. * @param defines The current Defines of the effect
  9148. */
  9149. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9150. /**
  9151. * Prepares the list of attributes required for bones according to the effect defines.
  9152. * @param attribs The current list of supported attribs
  9153. * @param mesh The mesh to prepare the bones attributes for
  9154. * @param defines The current Defines of the effect
  9155. * @param fallbacks The current efffect fallback strategy
  9156. */
  9157. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9158. /**
  9159. * Check and prepare the list of attributes required for instances according to the effect defines.
  9160. * @param attribs The current list of supported attribs
  9161. * @param defines The current MaterialDefines of the effect
  9162. */
  9163. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9164. /**
  9165. * Add the list of attributes required for instances to the attribs array.
  9166. * @param attribs The current list of supported attribs
  9167. */
  9168. static PushAttributesForInstances(attribs: string[]): void;
  9169. /**
  9170. * Binds the light information to the effect.
  9171. * @param light The light containing the generator
  9172. * @param effect The effect we are binding the data to
  9173. * @param lightIndex The light index in the effect used to render
  9174. */
  9175. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9176. /**
  9177. * Binds the lights information from the scene to the effect for the given mesh.
  9178. * @param light Light to bind
  9179. * @param lightIndex Light index
  9180. * @param scene The scene where the light belongs to
  9181. * @param effect The effect we are binding the data to
  9182. * @param useSpecular Defines if specular is supported
  9183. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9184. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9185. */
  9186. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9187. /**
  9188. * Binds the lights information from the scene to the effect for the given mesh.
  9189. * @param scene The scene the lights belongs to
  9190. * @param mesh The mesh we are binding the information to render
  9191. * @param effect The effect we are binding the data to
  9192. * @param defines The generated defines for the effect
  9193. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9194. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9195. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9196. */
  9197. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9198. private static _tempFogColor;
  9199. /**
  9200. * Binds the fog information from the scene to the effect for the given mesh.
  9201. * @param scene The scene the lights belongs to
  9202. * @param mesh The mesh we are binding the information to render
  9203. * @param effect The effect we are binding the data to
  9204. * @param linearSpace Defines if the fog effect is applied in linear space
  9205. */
  9206. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9207. /**
  9208. * Binds the bones information from the mesh to the effect.
  9209. * @param mesh The mesh we are binding the information to render
  9210. * @param effect The effect we are binding the data to
  9211. */
  9212. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9213. /**
  9214. * Binds the morph targets information from the mesh to the effect.
  9215. * @param abstractMesh The mesh we are binding the information to render
  9216. * @param effect The effect we are binding the data to
  9217. */
  9218. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9219. /**
  9220. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9221. * @param defines The generated defines used in the effect
  9222. * @param effect The effect we are binding the data to
  9223. * @param scene The scene we are willing to render with logarithmic scale for
  9224. */
  9225. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9226. /**
  9227. * Binds the clip plane information from the scene to the effect.
  9228. * @param scene The scene the clip plane information are extracted from
  9229. * @param effect The effect we are binding the data to
  9230. */
  9231. static BindClipPlane(effect: Effect, scene: Scene): void;
  9232. }
  9233. }
  9234. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9235. /** @hidden */
  9236. export var packingFunctions: {
  9237. name: string;
  9238. shader: string;
  9239. };
  9240. }
  9241. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9242. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9243. /** @hidden */
  9244. export var shadowMapPixelShader: {
  9245. name: string;
  9246. shader: string;
  9247. };
  9248. }
  9249. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9250. /** @hidden */
  9251. export var bonesDeclaration: {
  9252. name: string;
  9253. shader: string;
  9254. };
  9255. }
  9256. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9257. /** @hidden */
  9258. export var morphTargetsVertexGlobalDeclaration: {
  9259. name: string;
  9260. shader: string;
  9261. };
  9262. }
  9263. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9264. /** @hidden */
  9265. export var morphTargetsVertexDeclaration: {
  9266. name: string;
  9267. shader: string;
  9268. };
  9269. }
  9270. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9271. /** @hidden */
  9272. export var instancesDeclaration: {
  9273. name: string;
  9274. shader: string;
  9275. };
  9276. }
  9277. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9278. /** @hidden */
  9279. export var helperFunctions: {
  9280. name: string;
  9281. shader: string;
  9282. };
  9283. }
  9284. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9285. /** @hidden */
  9286. export var morphTargetsVertex: {
  9287. name: string;
  9288. shader: string;
  9289. };
  9290. }
  9291. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9292. /** @hidden */
  9293. export var instancesVertex: {
  9294. name: string;
  9295. shader: string;
  9296. };
  9297. }
  9298. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9299. /** @hidden */
  9300. export var bonesVertex: {
  9301. name: string;
  9302. shader: string;
  9303. };
  9304. }
  9305. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9306. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9307. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9308. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9309. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9310. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9311. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9312. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9313. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9314. /** @hidden */
  9315. export var shadowMapVertexShader: {
  9316. name: string;
  9317. shader: string;
  9318. };
  9319. }
  9320. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9321. /** @hidden */
  9322. export var depthBoxBlurPixelShader: {
  9323. name: string;
  9324. shader: string;
  9325. };
  9326. }
  9327. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9328. import { Nullable } from "babylonjs/types";
  9329. import { Scene } from "babylonjs/scene";
  9330. import { Matrix } from "babylonjs/Maths/math.vector";
  9331. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9333. import { Mesh } from "babylonjs/Meshes/mesh";
  9334. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9335. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9336. import { Effect } from "babylonjs/Materials/effect";
  9337. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9338. import "babylonjs/Shaders/shadowMap.fragment";
  9339. import "babylonjs/Shaders/shadowMap.vertex";
  9340. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9341. import { Observable } from "babylonjs/Misc/observable";
  9342. /**
  9343. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9344. */
  9345. export interface ICustomShaderOptions {
  9346. /**
  9347. * Gets or sets the custom shader name to use
  9348. */
  9349. shaderName: string;
  9350. /**
  9351. * The list of attribute names used in the shader
  9352. */
  9353. attributes?: string[];
  9354. /**
  9355. * The list of unifrom names used in the shader
  9356. */
  9357. uniforms?: string[];
  9358. /**
  9359. * The list of sampler names used in the shader
  9360. */
  9361. samplers?: string[];
  9362. /**
  9363. * The list of defines used in the shader
  9364. */
  9365. defines?: string[];
  9366. }
  9367. /**
  9368. * Interface to implement to create a shadow generator compatible with BJS.
  9369. */
  9370. export interface IShadowGenerator {
  9371. /**
  9372. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9373. * @returns The render target texture if present otherwise, null
  9374. */
  9375. getShadowMap(): Nullable<RenderTargetTexture>;
  9376. /**
  9377. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9378. * @returns The render target texture if the shadow map is present otherwise, null
  9379. */
  9380. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9381. /**
  9382. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9383. * @param subMesh The submesh we want to render in the shadow map
  9384. * @param useInstances Defines wether will draw in the map using instances
  9385. * @returns true if ready otherwise, false
  9386. */
  9387. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9388. /**
  9389. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9390. * @param defines Defines of the material we want to update
  9391. * @param lightIndex Index of the light in the enabled light list of the material
  9392. */
  9393. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9394. /**
  9395. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9396. * defined in the generator but impacting the effect).
  9397. * It implies the unifroms available on the materials are the standard BJS ones.
  9398. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9399. * @param effect The effect we are binfing the information for
  9400. */
  9401. bindShadowLight(lightIndex: string, effect: Effect): void;
  9402. /**
  9403. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9404. * (eq to shadow prjection matrix * light transform matrix)
  9405. * @returns The transform matrix used to create the shadow map
  9406. */
  9407. getTransformMatrix(): Matrix;
  9408. /**
  9409. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9410. * Cube and 2D textures for instance.
  9411. */
  9412. recreateShadowMap(): void;
  9413. /**
  9414. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9415. * @param onCompiled Callback triggered at the and of the effects compilation
  9416. * @param options Sets of optional options forcing the compilation with different modes
  9417. */
  9418. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9419. useInstances: boolean;
  9420. }>): void;
  9421. /**
  9422. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9423. * @param options Sets of optional options forcing the compilation with different modes
  9424. * @returns A promise that resolves when the compilation completes
  9425. */
  9426. forceCompilationAsync(options?: Partial<{
  9427. useInstances: boolean;
  9428. }>): Promise<void>;
  9429. /**
  9430. * Serializes the shadow generator setup to a json object.
  9431. * @returns The serialized JSON object
  9432. */
  9433. serialize(): any;
  9434. /**
  9435. * Disposes the Shadow map and related Textures and effects.
  9436. */
  9437. dispose(): void;
  9438. }
  9439. /**
  9440. * Default implementation IShadowGenerator.
  9441. * This is the main object responsible of generating shadows in the framework.
  9442. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9443. */
  9444. export class ShadowGenerator implements IShadowGenerator {
  9445. /**
  9446. * Shadow generator mode None: no filtering applied.
  9447. */
  9448. static readonly FILTER_NONE: number;
  9449. /**
  9450. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9451. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9452. */
  9453. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9454. /**
  9455. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9456. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9457. */
  9458. static readonly FILTER_POISSONSAMPLING: number;
  9459. /**
  9460. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9461. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9462. */
  9463. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9464. /**
  9465. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9466. * edge artifacts on steep falloff.
  9467. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9468. */
  9469. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9470. /**
  9471. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9472. * edge artifacts on steep falloff.
  9473. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9474. */
  9475. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9476. /**
  9477. * Shadow generator mode PCF: Percentage Closer Filtering
  9478. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9479. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9480. */
  9481. static readonly FILTER_PCF: number;
  9482. /**
  9483. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9484. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9485. * Contact Hardening
  9486. */
  9487. static readonly FILTER_PCSS: number;
  9488. /**
  9489. * Reserved for PCF and PCSS
  9490. * Highest Quality.
  9491. *
  9492. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9493. *
  9494. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9495. */
  9496. static readonly QUALITY_HIGH: number;
  9497. /**
  9498. * Reserved for PCF and PCSS
  9499. * Good tradeoff for quality/perf cross devices
  9500. *
  9501. * Execute PCF on a 3*3 kernel.
  9502. *
  9503. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9504. */
  9505. static readonly QUALITY_MEDIUM: number;
  9506. /**
  9507. * Reserved for PCF and PCSS
  9508. * The lowest quality but the fastest.
  9509. *
  9510. * Execute PCF on a 1*1 kernel.
  9511. *
  9512. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9513. */
  9514. static readonly QUALITY_LOW: number;
  9515. /** Gets or sets the custom shader name to use */
  9516. customShaderOptions: ICustomShaderOptions;
  9517. /**
  9518. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9519. */
  9520. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9521. /**
  9522. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9523. */
  9524. onAfterShadowMapRenderObservable: Observable<Effect>;
  9525. /**
  9526. * Observable triggered before a mesh is rendered in the shadow map.
  9527. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9528. */
  9529. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9530. /**
  9531. * Observable triggered after a mesh is rendered in the shadow map.
  9532. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9533. */
  9534. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9535. private _bias;
  9536. /**
  9537. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9538. */
  9539. /**
  9540. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9541. */
  9542. bias: number;
  9543. private _normalBias;
  9544. /**
  9545. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9546. */
  9547. /**
  9548. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9549. */
  9550. normalBias: number;
  9551. private _blurBoxOffset;
  9552. /**
  9553. * Gets the blur box offset: offset applied during the blur pass.
  9554. * Only useful if useKernelBlur = false
  9555. */
  9556. /**
  9557. * Sets the blur box offset: offset applied during the blur pass.
  9558. * Only useful if useKernelBlur = false
  9559. */
  9560. blurBoxOffset: number;
  9561. private _blurScale;
  9562. /**
  9563. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9564. * 2 means half of the size.
  9565. */
  9566. /**
  9567. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9568. * 2 means half of the size.
  9569. */
  9570. blurScale: number;
  9571. private _blurKernel;
  9572. /**
  9573. * Gets the blur kernel: kernel size of the blur pass.
  9574. * Only useful if useKernelBlur = true
  9575. */
  9576. /**
  9577. * Sets the blur kernel: kernel size of the blur pass.
  9578. * Only useful if useKernelBlur = true
  9579. */
  9580. blurKernel: number;
  9581. private _useKernelBlur;
  9582. /**
  9583. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9584. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9585. */
  9586. /**
  9587. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9588. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9589. */
  9590. useKernelBlur: boolean;
  9591. private _depthScale;
  9592. /**
  9593. * Gets the depth scale used in ESM mode.
  9594. */
  9595. /**
  9596. * Sets the depth scale used in ESM mode.
  9597. * This can override the scale stored on the light.
  9598. */
  9599. depthScale: number;
  9600. private _filter;
  9601. /**
  9602. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9603. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9604. */
  9605. /**
  9606. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9607. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9608. */
  9609. filter: number;
  9610. /**
  9611. * Gets if the current filter is set to Poisson Sampling.
  9612. */
  9613. /**
  9614. * Sets the current filter to Poisson Sampling.
  9615. */
  9616. usePoissonSampling: boolean;
  9617. /**
  9618. * Gets if the current filter is set to ESM.
  9619. */
  9620. /**
  9621. * Sets the current filter is to ESM.
  9622. */
  9623. useExponentialShadowMap: boolean;
  9624. /**
  9625. * Gets if the current filter is set to filtered ESM.
  9626. */
  9627. /**
  9628. * Gets if the current filter is set to filtered ESM.
  9629. */
  9630. useBlurExponentialShadowMap: boolean;
  9631. /**
  9632. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9633. * exponential to prevent steep falloff artifacts).
  9634. */
  9635. /**
  9636. * Sets the current filter to "close ESM" (using the inverse of the
  9637. * exponential to prevent steep falloff artifacts).
  9638. */
  9639. useCloseExponentialShadowMap: boolean;
  9640. /**
  9641. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9642. * exponential to prevent steep falloff artifacts).
  9643. */
  9644. /**
  9645. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9646. * exponential to prevent steep falloff artifacts).
  9647. */
  9648. useBlurCloseExponentialShadowMap: boolean;
  9649. /**
  9650. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9651. */
  9652. /**
  9653. * Sets the current filter to "PCF" (percentage closer filtering).
  9654. */
  9655. usePercentageCloserFiltering: boolean;
  9656. private _filteringQuality;
  9657. /**
  9658. * Gets the PCF or PCSS Quality.
  9659. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9660. */
  9661. /**
  9662. * Sets the PCF or PCSS Quality.
  9663. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9664. */
  9665. filteringQuality: number;
  9666. /**
  9667. * Gets if the current filter is set to "PCSS" (contact hardening).
  9668. */
  9669. /**
  9670. * Sets the current filter to "PCSS" (contact hardening).
  9671. */
  9672. useContactHardeningShadow: boolean;
  9673. private _contactHardeningLightSizeUVRatio;
  9674. /**
  9675. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9676. * Using a ratio helps keeping shape stability independently of the map size.
  9677. *
  9678. * It does not account for the light projection as it was having too much
  9679. * instability during the light setup or during light position changes.
  9680. *
  9681. * Only valid if useContactHardeningShadow is true.
  9682. */
  9683. /**
  9684. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9685. * Using a ratio helps keeping shape stability independently of the map size.
  9686. *
  9687. * It does not account for the light projection as it was having too much
  9688. * instability during the light setup or during light position changes.
  9689. *
  9690. * Only valid if useContactHardeningShadow is true.
  9691. */
  9692. contactHardeningLightSizeUVRatio: number;
  9693. private _darkness;
  9694. /** Gets or sets the actual darkness of a shadow */
  9695. darkness: number;
  9696. /**
  9697. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9698. * 0 means strongest and 1 would means no shadow.
  9699. * @returns the darkness.
  9700. */
  9701. getDarkness(): number;
  9702. /**
  9703. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9704. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9705. * @returns the shadow generator allowing fluent coding.
  9706. */
  9707. setDarkness(darkness: number): ShadowGenerator;
  9708. private _transparencyShadow;
  9709. /** Gets or sets the ability to have transparent shadow */
  9710. transparencyShadow: boolean;
  9711. /**
  9712. * Sets the ability to have transparent shadow (boolean).
  9713. * @param transparent True if transparent else False
  9714. * @returns the shadow generator allowing fluent coding
  9715. */
  9716. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9717. private _shadowMap;
  9718. private _shadowMap2;
  9719. /**
  9720. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9721. * @returns The render target texture if present otherwise, null
  9722. */
  9723. getShadowMap(): Nullable<RenderTargetTexture>;
  9724. /**
  9725. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9726. * @returns The render target texture if the shadow map is present otherwise, null
  9727. */
  9728. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9729. /**
  9730. * Gets the class name of that object
  9731. * @returns "ShadowGenerator"
  9732. */
  9733. getClassName(): string;
  9734. /**
  9735. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9736. * @param mesh Mesh to add
  9737. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9738. * @returns the Shadow Generator itself
  9739. */
  9740. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9741. /**
  9742. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9743. * @param mesh Mesh to remove
  9744. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9745. * @returns the Shadow Generator itself
  9746. */
  9747. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9748. /**
  9749. * Controls the extent to which the shadows fade out at the edge of the frustum
  9750. * Used only by directionals and spots
  9751. */
  9752. frustumEdgeFalloff: number;
  9753. private _light;
  9754. /**
  9755. * Returns the associated light object.
  9756. * @returns the light generating the shadow
  9757. */
  9758. getLight(): IShadowLight;
  9759. /**
  9760. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9761. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9762. * It might on the other hand introduce peter panning.
  9763. */
  9764. forceBackFacesOnly: boolean;
  9765. private _scene;
  9766. private _lightDirection;
  9767. private _effect;
  9768. private _viewMatrix;
  9769. private _projectionMatrix;
  9770. private _transformMatrix;
  9771. private _cachedPosition;
  9772. private _cachedDirection;
  9773. private _cachedDefines;
  9774. private _currentRenderID;
  9775. private _boxBlurPostprocess;
  9776. private _kernelBlurXPostprocess;
  9777. private _kernelBlurYPostprocess;
  9778. private _blurPostProcesses;
  9779. private _mapSize;
  9780. private _currentFaceIndex;
  9781. private _currentFaceIndexCache;
  9782. private _textureType;
  9783. private _defaultTextureMatrix;
  9784. private _storedUniqueId;
  9785. /** @hidden */
  9786. static _SceneComponentInitialization: (scene: Scene) => void;
  9787. /**
  9788. * Creates a ShadowGenerator object.
  9789. * A ShadowGenerator is the required tool to use the shadows.
  9790. * Each light casting shadows needs to use its own ShadowGenerator.
  9791. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9792. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9793. * @param light The light object generating the shadows.
  9794. * @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.
  9795. */
  9796. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9797. private _initializeGenerator;
  9798. private _initializeShadowMap;
  9799. private _initializeBlurRTTAndPostProcesses;
  9800. private _renderForShadowMap;
  9801. private _renderSubMeshForShadowMap;
  9802. private _applyFilterValues;
  9803. /**
  9804. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9805. * @param onCompiled Callback triggered at the and of the effects compilation
  9806. * @param options Sets of optional options forcing the compilation with different modes
  9807. */
  9808. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9809. useInstances: boolean;
  9810. }>): void;
  9811. /**
  9812. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9813. * @param options Sets of optional options forcing the compilation with different modes
  9814. * @returns A promise that resolves when the compilation completes
  9815. */
  9816. forceCompilationAsync(options?: Partial<{
  9817. useInstances: boolean;
  9818. }>): Promise<void>;
  9819. /**
  9820. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9821. * @param subMesh The submesh we want to render in the shadow map
  9822. * @param useInstances Defines wether will draw in the map using instances
  9823. * @returns true if ready otherwise, false
  9824. */
  9825. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9826. /**
  9827. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9828. * @param defines Defines of the material we want to update
  9829. * @param lightIndex Index of the light in the enabled light list of the material
  9830. */
  9831. prepareDefines(defines: any, lightIndex: number): void;
  9832. /**
  9833. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9834. * defined in the generator but impacting the effect).
  9835. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9836. * @param effect The effect we are binfing the information for
  9837. */
  9838. bindShadowLight(lightIndex: string, effect: Effect): void;
  9839. /**
  9840. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9841. * (eq to shadow prjection matrix * light transform matrix)
  9842. * @returns The transform matrix used to create the shadow map
  9843. */
  9844. getTransformMatrix(): Matrix;
  9845. /**
  9846. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9847. * Cube and 2D textures for instance.
  9848. */
  9849. recreateShadowMap(): void;
  9850. private _disposeBlurPostProcesses;
  9851. private _disposeRTTandPostProcesses;
  9852. /**
  9853. * Disposes the ShadowGenerator.
  9854. * Returns nothing.
  9855. */
  9856. dispose(): void;
  9857. /**
  9858. * Serializes the shadow generator setup to a json object.
  9859. * @returns The serialized JSON object
  9860. */
  9861. serialize(): any;
  9862. /**
  9863. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9864. * @param parsedShadowGenerator The JSON object to parse
  9865. * @param scene The scene to create the shadow map for
  9866. * @returns The parsed shadow generator
  9867. */
  9868. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9869. }
  9870. }
  9871. declare module "babylonjs/Lights/light" {
  9872. import { Nullable } from "babylonjs/types";
  9873. import { Scene } from "babylonjs/scene";
  9874. import { Vector3 } from "babylonjs/Maths/math.vector";
  9875. import { Color3 } from "babylonjs/Maths/math.color";
  9876. import { Node } from "babylonjs/node";
  9877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9878. import { Effect } from "babylonjs/Materials/effect";
  9879. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9880. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9881. /**
  9882. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9883. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9884. * 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.
  9885. */
  9886. export abstract class Light extends Node {
  9887. /**
  9888. * Falloff Default: light is falling off following the material specification:
  9889. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9890. */
  9891. static readonly FALLOFF_DEFAULT: number;
  9892. /**
  9893. * Falloff Physical: light is falling off following the inverse squared distance law.
  9894. */
  9895. static readonly FALLOFF_PHYSICAL: number;
  9896. /**
  9897. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9898. * to enhance interoperability with other engines.
  9899. */
  9900. static readonly FALLOFF_GLTF: number;
  9901. /**
  9902. * Falloff Standard: light is falling off like in the standard material
  9903. * to enhance interoperability with other materials.
  9904. */
  9905. static readonly FALLOFF_STANDARD: number;
  9906. /**
  9907. * If every light affecting the material is in this lightmapMode,
  9908. * material.lightmapTexture adds or multiplies
  9909. * (depends on material.useLightmapAsShadowmap)
  9910. * after every other light calculations.
  9911. */
  9912. static readonly LIGHTMAP_DEFAULT: number;
  9913. /**
  9914. * material.lightmapTexture as only diffuse lighting from this light
  9915. * adds only specular lighting from this light
  9916. * adds dynamic shadows
  9917. */
  9918. static readonly LIGHTMAP_SPECULAR: number;
  9919. /**
  9920. * material.lightmapTexture as only lighting
  9921. * no light calculation from this light
  9922. * only adds dynamic shadows from this light
  9923. */
  9924. static readonly LIGHTMAP_SHADOWSONLY: number;
  9925. /**
  9926. * Each light type uses the default quantity according to its type:
  9927. * point/spot lights use luminous intensity
  9928. * directional lights use illuminance
  9929. */
  9930. static readonly INTENSITYMODE_AUTOMATIC: number;
  9931. /**
  9932. * lumen (lm)
  9933. */
  9934. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9935. /**
  9936. * candela (lm/sr)
  9937. */
  9938. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9939. /**
  9940. * lux (lm/m^2)
  9941. */
  9942. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9943. /**
  9944. * nit (cd/m^2)
  9945. */
  9946. static readonly INTENSITYMODE_LUMINANCE: number;
  9947. /**
  9948. * Light type const id of the point light.
  9949. */
  9950. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9951. /**
  9952. * Light type const id of the directional light.
  9953. */
  9954. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9955. /**
  9956. * Light type const id of the spot light.
  9957. */
  9958. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9959. /**
  9960. * Light type const id of the hemispheric light.
  9961. */
  9962. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9963. /**
  9964. * Diffuse gives the basic color to an object.
  9965. */
  9966. diffuse: Color3;
  9967. /**
  9968. * Specular produces a highlight color on an object.
  9969. * Note: This is note affecting PBR materials.
  9970. */
  9971. specular: Color3;
  9972. /**
  9973. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9974. * falling off base on range or angle.
  9975. * This can be set to any values in Light.FALLOFF_x.
  9976. *
  9977. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9978. * other types of materials.
  9979. */
  9980. falloffType: number;
  9981. /**
  9982. * Strength of the light.
  9983. * Note: By default it is define in the framework own unit.
  9984. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9985. */
  9986. intensity: number;
  9987. private _range;
  9988. protected _inverseSquaredRange: number;
  9989. /**
  9990. * Defines how far from the source the light is impacting in scene units.
  9991. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9992. */
  9993. /**
  9994. * Defines how far from the source the light is impacting in scene units.
  9995. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9996. */
  9997. range: number;
  9998. /**
  9999. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10000. * of light.
  10001. */
  10002. private _photometricScale;
  10003. private _intensityMode;
  10004. /**
  10005. * Gets the photometric scale used to interpret the intensity.
  10006. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10007. */
  10008. /**
  10009. * Sets the photometric scale used to interpret the intensity.
  10010. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10011. */
  10012. intensityMode: number;
  10013. private _radius;
  10014. /**
  10015. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10016. */
  10017. /**
  10018. * sets the light radius used by PBR Materials to simulate soft area lights.
  10019. */
  10020. radius: number;
  10021. private _renderPriority;
  10022. /**
  10023. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10024. * exceeding the number allowed of the materials.
  10025. */
  10026. renderPriority: number;
  10027. private _shadowEnabled;
  10028. /**
  10029. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10030. * the current shadow generator.
  10031. */
  10032. /**
  10033. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10034. * the current shadow generator.
  10035. */
  10036. shadowEnabled: boolean;
  10037. private _includedOnlyMeshes;
  10038. /**
  10039. * Gets the only meshes impacted by this light.
  10040. */
  10041. /**
  10042. * Sets the only meshes impacted by this light.
  10043. */
  10044. includedOnlyMeshes: AbstractMesh[];
  10045. private _excludedMeshes;
  10046. /**
  10047. * Gets the meshes not impacted by this light.
  10048. */
  10049. /**
  10050. * Sets the meshes not impacted by this light.
  10051. */
  10052. excludedMeshes: AbstractMesh[];
  10053. private _excludeWithLayerMask;
  10054. /**
  10055. * Gets the layer id use to find what meshes are not impacted by the light.
  10056. * Inactive if 0
  10057. */
  10058. /**
  10059. * Sets the layer id use to find what meshes are not impacted by the light.
  10060. * Inactive if 0
  10061. */
  10062. excludeWithLayerMask: number;
  10063. private _includeOnlyWithLayerMask;
  10064. /**
  10065. * Gets the layer id use to find what meshes are impacted by the light.
  10066. * Inactive if 0
  10067. */
  10068. /**
  10069. * Sets the layer id use to find what meshes are impacted by the light.
  10070. * Inactive if 0
  10071. */
  10072. includeOnlyWithLayerMask: number;
  10073. private _lightmapMode;
  10074. /**
  10075. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10076. */
  10077. /**
  10078. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10079. */
  10080. lightmapMode: number;
  10081. /**
  10082. * Shadow generator associted to the light.
  10083. * @hidden Internal use only.
  10084. */
  10085. _shadowGenerator: Nullable<IShadowGenerator>;
  10086. /**
  10087. * @hidden Internal use only.
  10088. */
  10089. _excludedMeshesIds: string[];
  10090. /**
  10091. * @hidden Internal use only.
  10092. */
  10093. _includedOnlyMeshesIds: string[];
  10094. /**
  10095. * The current light unifom buffer.
  10096. * @hidden Internal use only.
  10097. */
  10098. _uniformBuffer: UniformBuffer;
  10099. /** @hidden */
  10100. _renderId: number;
  10101. /**
  10102. * Creates a Light object in the scene.
  10103. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10104. * @param name The firendly name of the light
  10105. * @param scene The scene the light belongs too
  10106. */
  10107. constructor(name: string, scene: Scene);
  10108. protected abstract _buildUniformLayout(): void;
  10109. /**
  10110. * Sets the passed Effect "effect" with the Light information.
  10111. * @param effect The effect to update
  10112. * @param lightIndex The index of the light in the effect to update
  10113. * @returns The light
  10114. */
  10115. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10116. /**
  10117. * Sets the passed Effect "effect" with the Light information.
  10118. * @param effect The effect to update
  10119. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10120. * @returns The light
  10121. */
  10122. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10123. /**
  10124. * Returns the string "Light".
  10125. * @returns the class name
  10126. */
  10127. getClassName(): string;
  10128. /** @hidden */
  10129. readonly _isLight: boolean;
  10130. /**
  10131. * Converts the light information to a readable string for debug purpose.
  10132. * @param fullDetails Supports for multiple levels of logging within scene loading
  10133. * @returns the human readable light info
  10134. */
  10135. toString(fullDetails?: boolean): string;
  10136. /** @hidden */
  10137. protected _syncParentEnabledState(): void;
  10138. /**
  10139. * Set the enabled state of this node.
  10140. * @param value - the new enabled state
  10141. */
  10142. setEnabled(value: boolean): void;
  10143. /**
  10144. * Returns the Light associated shadow generator if any.
  10145. * @return the associated shadow generator.
  10146. */
  10147. getShadowGenerator(): Nullable<IShadowGenerator>;
  10148. /**
  10149. * Returns a Vector3, the absolute light position in the World.
  10150. * @returns the world space position of the light
  10151. */
  10152. getAbsolutePosition(): Vector3;
  10153. /**
  10154. * Specifies if the light will affect the passed mesh.
  10155. * @param mesh The mesh to test against the light
  10156. * @return true the mesh is affected otherwise, false.
  10157. */
  10158. canAffectMesh(mesh: AbstractMesh): boolean;
  10159. /**
  10160. * Sort function to order lights for rendering.
  10161. * @param a First Light object to compare to second.
  10162. * @param b Second Light object to compare first.
  10163. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10164. */
  10165. static CompareLightsPriority(a: Light, b: Light): number;
  10166. /**
  10167. * Releases resources associated with this node.
  10168. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10169. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10170. */
  10171. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10172. /**
  10173. * Returns the light type ID (integer).
  10174. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10175. */
  10176. getTypeID(): number;
  10177. /**
  10178. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10179. * @returns the scaled intensity in intensity mode unit
  10180. */
  10181. getScaledIntensity(): number;
  10182. /**
  10183. * Returns a new Light object, named "name", from the current one.
  10184. * @param name The name of the cloned light
  10185. * @returns the new created light
  10186. */
  10187. clone(name: string): Nullable<Light>;
  10188. /**
  10189. * Serializes the current light into a Serialization object.
  10190. * @returns the serialized object.
  10191. */
  10192. serialize(): any;
  10193. /**
  10194. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10195. * This new light is named "name" and added to the passed scene.
  10196. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10197. * @param name The friendly name of the light
  10198. * @param scene The scene the new light will belong to
  10199. * @returns the constructor function
  10200. */
  10201. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10202. /**
  10203. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10204. * @param parsedLight The JSON representation of the light
  10205. * @param scene The scene to create the parsed light in
  10206. * @returns the created light after parsing
  10207. */
  10208. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10209. private _hookArrayForExcluded;
  10210. private _hookArrayForIncludedOnly;
  10211. private _resyncMeshes;
  10212. /**
  10213. * Forces the meshes to update their light related information in their rendering used effects
  10214. * @hidden Internal Use Only
  10215. */
  10216. _markMeshesAsLightDirty(): void;
  10217. /**
  10218. * Recomputes the cached photometric scale if needed.
  10219. */
  10220. private _computePhotometricScale;
  10221. /**
  10222. * Returns the Photometric Scale according to the light type and intensity mode.
  10223. */
  10224. private _getPhotometricScale;
  10225. /**
  10226. * Reorder the light in the scene according to their defined priority.
  10227. * @hidden Internal Use Only
  10228. */
  10229. _reorderLightsInScene(): void;
  10230. /**
  10231. * Prepares the list of defines specific to the light type.
  10232. * @param defines the list of defines
  10233. * @param lightIndex defines the index of the light for the effect
  10234. */
  10235. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10236. }
  10237. }
  10238. declare module "babylonjs/Actions/action" {
  10239. import { Observable } from "babylonjs/Misc/observable";
  10240. import { Condition } from "babylonjs/Actions/condition";
  10241. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10242. import { ActionManager } from "babylonjs/Actions/actionManager";
  10243. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10244. /**
  10245. * Interface used to define Action
  10246. */
  10247. export interface IAction {
  10248. /**
  10249. * Trigger for the action
  10250. */
  10251. trigger: number;
  10252. /** Options of the trigger */
  10253. triggerOptions: any;
  10254. /**
  10255. * Gets the trigger parameters
  10256. * @returns the trigger parameters
  10257. */
  10258. getTriggerParameter(): any;
  10259. /**
  10260. * Internal only - executes current action event
  10261. * @hidden
  10262. */
  10263. _executeCurrent(evt?: ActionEvent): void;
  10264. /**
  10265. * Serialize placeholder for child classes
  10266. * @param parent of child
  10267. * @returns the serialized object
  10268. */
  10269. serialize(parent: any): any;
  10270. /**
  10271. * Internal only
  10272. * @hidden
  10273. */
  10274. _prepare(): void;
  10275. /**
  10276. * Internal only - manager for action
  10277. * @hidden
  10278. */
  10279. _actionManager: AbstractActionManager;
  10280. /**
  10281. * Adds action to chain of actions, may be a DoNothingAction
  10282. * @param action defines the next action to execute
  10283. * @returns The action passed in
  10284. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10285. */
  10286. then(action: IAction): IAction;
  10287. }
  10288. /**
  10289. * The action to be carried out following a trigger
  10290. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10291. */
  10292. export class Action implements IAction {
  10293. /** the trigger, with or without parameters, for the action */
  10294. triggerOptions: any;
  10295. /**
  10296. * Trigger for the action
  10297. */
  10298. trigger: number;
  10299. /**
  10300. * Internal only - manager for action
  10301. * @hidden
  10302. */
  10303. _actionManager: ActionManager;
  10304. private _nextActiveAction;
  10305. private _child;
  10306. private _condition?;
  10307. private _triggerParameter;
  10308. /**
  10309. * An event triggered prior to action being executed.
  10310. */
  10311. onBeforeExecuteObservable: Observable<Action>;
  10312. /**
  10313. * Creates a new Action
  10314. * @param triggerOptions the trigger, with or without parameters, for the action
  10315. * @param condition an optional determinant of action
  10316. */
  10317. constructor(
  10318. /** the trigger, with or without parameters, for the action */
  10319. triggerOptions: any, condition?: Condition);
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. _prepare(): void;
  10325. /**
  10326. * Gets the trigger parameters
  10327. * @returns the trigger parameters
  10328. */
  10329. getTriggerParameter(): any;
  10330. /**
  10331. * Internal only - executes current action event
  10332. * @hidden
  10333. */
  10334. _executeCurrent(evt?: ActionEvent): void;
  10335. /**
  10336. * Execute placeholder for child classes
  10337. * @param evt optional action event
  10338. */
  10339. execute(evt?: ActionEvent): void;
  10340. /**
  10341. * Skips to next active action
  10342. */
  10343. skipToNextActiveAction(): void;
  10344. /**
  10345. * Adds action to chain of actions, may be a DoNothingAction
  10346. * @param action defines the next action to execute
  10347. * @returns The action passed in
  10348. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10349. */
  10350. then(action: Action): Action;
  10351. /**
  10352. * Internal only
  10353. * @hidden
  10354. */
  10355. _getProperty(propertyPath: string): string;
  10356. /**
  10357. * Internal only
  10358. * @hidden
  10359. */
  10360. _getEffectiveTarget(target: any, propertyPath: string): any;
  10361. /**
  10362. * Serialize placeholder for child classes
  10363. * @param parent of child
  10364. * @returns the serialized object
  10365. */
  10366. serialize(parent: any): any;
  10367. /**
  10368. * Internal only called by serialize
  10369. * @hidden
  10370. */
  10371. protected _serialize(serializedAction: any, parent?: any): any;
  10372. /**
  10373. * Internal only
  10374. * @hidden
  10375. */
  10376. static _SerializeValueAsString: (value: any) => string;
  10377. /**
  10378. * Internal only
  10379. * @hidden
  10380. */
  10381. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10382. name: string;
  10383. targetType: string;
  10384. value: string;
  10385. };
  10386. }
  10387. }
  10388. declare module "babylonjs/Actions/condition" {
  10389. import { ActionManager } from "babylonjs/Actions/actionManager";
  10390. /**
  10391. * A Condition applied to an Action
  10392. */
  10393. export class Condition {
  10394. /**
  10395. * Internal only - manager for action
  10396. * @hidden
  10397. */
  10398. _actionManager: ActionManager;
  10399. /**
  10400. * Internal only
  10401. * @hidden
  10402. */
  10403. _evaluationId: number;
  10404. /**
  10405. * Internal only
  10406. * @hidden
  10407. */
  10408. _currentResult: boolean;
  10409. /**
  10410. * Creates a new Condition
  10411. * @param actionManager the manager of the action the condition is applied to
  10412. */
  10413. constructor(actionManager: ActionManager);
  10414. /**
  10415. * Check if the current condition is valid
  10416. * @returns a boolean
  10417. */
  10418. isValid(): boolean;
  10419. /**
  10420. * Internal only
  10421. * @hidden
  10422. */
  10423. _getProperty(propertyPath: string): string;
  10424. /**
  10425. * Internal only
  10426. * @hidden
  10427. */
  10428. _getEffectiveTarget(target: any, propertyPath: string): any;
  10429. /**
  10430. * Serialize placeholder for child classes
  10431. * @returns the serialized object
  10432. */
  10433. serialize(): any;
  10434. /**
  10435. * Internal only
  10436. * @hidden
  10437. */
  10438. protected _serialize(serializedCondition: any): any;
  10439. }
  10440. /**
  10441. * Defines specific conditional operators as extensions of Condition
  10442. */
  10443. export class ValueCondition extends Condition {
  10444. /** path to specify the property of the target the conditional operator uses */
  10445. propertyPath: string;
  10446. /** the value compared by the conditional operator against the current value of the property */
  10447. value: any;
  10448. /** the conditional operator, default ValueCondition.IsEqual */
  10449. operator: number;
  10450. /**
  10451. * Internal only
  10452. * @hidden
  10453. */
  10454. private static _IsEqual;
  10455. /**
  10456. * Internal only
  10457. * @hidden
  10458. */
  10459. private static _IsDifferent;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private static _IsGreater;
  10465. /**
  10466. * Internal only
  10467. * @hidden
  10468. */
  10469. private static _IsLesser;
  10470. /**
  10471. * returns the number for IsEqual
  10472. */
  10473. static readonly IsEqual: number;
  10474. /**
  10475. * Returns the number for IsDifferent
  10476. */
  10477. static readonly IsDifferent: number;
  10478. /**
  10479. * Returns the number for IsGreater
  10480. */
  10481. static readonly IsGreater: number;
  10482. /**
  10483. * Returns the number for IsLesser
  10484. */
  10485. static readonly IsLesser: number;
  10486. /**
  10487. * Internal only The action manager for the condition
  10488. * @hidden
  10489. */
  10490. _actionManager: ActionManager;
  10491. /**
  10492. * Internal only
  10493. * @hidden
  10494. */
  10495. private _target;
  10496. /**
  10497. * Internal only
  10498. * @hidden
  10499. */
  10500. private _effectiveTarget;
  10501. /**
  10502. * Internal only
  10503. * @hidden
  10504. */
  10505. private _property;
  10506. /**
  10507. * Creates a new ValueCondition
  10508. * @param actionManager manager for the action the condition applies to
  10509. * @param target for the action
  10510. * @param propertyPath path to specify the property of the target the conditional operator uses
  10511. * @param value the value compared by the conditional operator against the current value of the property
  10512. * @param operator the conditional operator, default ValueCondition.IsEqual
  10513. */
  10514. constructor(actionManager: ActionManager, target: any,
  10515. /** path to specify the property of the target the conditional operator uses */
  10516. propertyPath: string,
  10517. /** the value compared by the conditional operator against the current value of the property */
  10518. value: any,
  10519. /** the conditional operator, default ValueCondition.IsEqual */
  10520. operator?: number);
  10521. /**
  10522. * Compares the given value with the property value for the specified conditional operator
  10523. * @returns the result of the comparison
  10524. */
  10525. isValid(): boolean;
  10526. /**
  10527. * Serialize the ValueCondition into a JSON compatible object
  10528. * @returns serialization object
  10529. */
  10530. serialize(): any;
  10531. /**
  10532. * Gets the name of the conditional operator for the ValueCondition
  10533. * @param operator the conditional operator
  10534. * @returns the name
  10535. */
  10536. static GetOperatorName(operator: number): string;
  10537. }
  10538. /**
  10539. * Defines a predicate condition as an extension of Condition
  10540. */
  10541. export class PredicateCondition extends Condition {
  10542. /** defines the predicate function used to validate the condition */
  10543. predicate: () => boolean;
  10544. /**
  10545. * Internal only - manager for action
  10546. * @hidden
  10547. */
  10548. _actionManager: ActionManager;
  10549. /**
  10550. * Creates a new PredicateCondition
  10551. * @param actionManager manager for the action the condition applies to
  10552. * @param predicate defines the predicate function used to validate the condition
  10553. */
  10554. constructor(actionManager: ActionManager,
  10555. /** defines the predicate function used to validate the condition */
  10556. predicate: () => boolean);
  10557. /**
  10558. * @returns the validity of the predicate condition
  10559. */
  10560. isValid(): boolean;
  10561. }
  10562. /**
  10563. * Defines a state condition as an extension of Condition
  10564. */
  10565. export class StateCondition extends Condition {
  10566. /** Value to compare with target state */
  10567. value: string;
  10568. /**
  10569. * Internal only - manager for action
  10570. * @hidden
  10571. */
  10572. _actionManager: ActionManager;
  10573. /**
  10574. * Internal only
  10575. * @hidden
  10576. */
  10577. private _target;
  10578. /**
  10579. * Creates a new StateCondition
  10580. * @param actionManager manager for the action the condition applies to
  10581. * @param target of the condition
  10582. * @param value to compare with target state
  10583. */
  10584. constructor(actionManager: ActionManager, target: any,
  10585. /** Value to compare with target state */
  10586. value: string);
  10587. /**
  10588. * Gets a boolean indicating if the current condition is met
  10589. * @returns the validity of the state
  10590. */
  10591. isValid(): boolean;
  10592. /**
  10593. * Serialize the StateCondition into a JSON compatible object
  10594. * @returns serialization object
  10595. */
  10596. serialize(): any;
  10597. }
  10598. }
  10599. declare module "babylonjs/Actions/directActions" {
  10600. import { Action } from "babylonjs/Actions/action";
  10601. import { Condition } from "babylonjs/Actions/condition";
  10602. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10603. /**
  10604. * This defines an action responsible to toggle a boolean once triggered.
  10605. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10606. */
  10607. export class SwitchBooleanAction extends Action {
  10608. /**
  10609. * The path to the boolean property in the target object
  10610. */
  10611. propertyPath: string;
  10612. private _target;
  10613. private _effectiveTarget;
  10614. private _property;
  10615. /**
  10616. * Instantiate the action
  10617. * @param triggerOptions defines the trigger options
  10618. * @param target defines the object containing the boolean
  10619. * @param propertyPath defines the path to the boolean property in the target object
  10620. * @param condition defines the trigger related conditions
  10621. */
  10622. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10623. /** @hidden */
  10624. _prepare(): void;
  10625. /**
  10626. * Execute the action toggle the boolean value.
  10627. */
  10628. execute(): void;
  10629. /**
  10630. * Serializes the actions and its related information.
  10631. * @param parent defines the object to serialize in
  10632. * @returns the serialized object
  10633. */
  10634. serialize(parent: any): any;
  10635. }
  10636. /**
  10637. * This defines an action responsible to set a the state field of the target
  10638. * to a desired value once triggered.
  10639. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10640. */
  10641. export class SetStateAction extends Action {
  10642. /**
  10643. * The value to store in the state field.
  10644. */
  10645. value: string;
  10646. private _target;
  10647. /**
  10648. * Instantiate the action
  10649. * @param triggerOptions defines the trigger options
  10650. * @param target defines the object containing the state property
  10651. * @param value defines the value to store in the state field
  10652. * @param condition defines the trigger related conditions
  10653. */
  10654. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10655. /**
  10656. * Execute the action and store the value on the target state property.
  10657. */
  10658. execute(): void;
  10659. /**
  10660. * Serializes the actions and its related information.
  10661. * @param parent defines the object to serialize in
  10662. * @returns the serialized object
  10663. */
  10664. serialize(parent: any): any;
  10665. }
  10666. /**
  10667. * This defines an action responsible to set a property of the target
  10668. * to a desired value once triggered.
  10669. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10670. */
  10671. export class SetValueAction extends Action {
  10672. /**
  10673. * The path of the property to set in the target.
  10674. */
  10675. propertyPath: string;
  10676. /**
  10677. * The value to set in the property
  10678. */
  10679. value: any;
  10680. private _target;
  10681. private _effectiveTarget;
  10682. private _property;
  10683. /**
  10684. * Instantiate the action
  10685. * @param triggerOptions defines the trigger options
  10686. * @param target defines the object containing the property
  10687. * @param propertyPath defines the path of the property to set in the target
  10688. * @param value defines the value to set in the property
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10692. /** @hidden */
  10693. _prepare(): void;
  10694. /**
  10695. * Execute the action and set the targetted property to the desired value.
  10696. */
  10697. execute(): void;
  10698. /**
  10699. * Serializes the actions and its related information.
  10700. * @param parent defines the object to serialize in
  10701. * @returns the serialized object
  10702. */
  10703. serialize(parent: any): any;
  10704. }
  10705. /**
  10706. * This defines an action responsible to increment the target value
  10707. * to a desired value once triggered.
  10708. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10709. */
  10710. export class IncrementValueAction extends Action {
  10711. /**
  10712. * The path of the property to increment in the target.
  10713. */
  10714. propertyPath: string;
  10715. /**
  10716. * The value we should increment the property by.
  10717. */
  10718. value: any;
  10719. private _target;
  10720. private _effectiveTarget;
  10721. private _property;
  10722. /**
  10723. * Instantiate the action
  10724. * @param triggerOptions defines the trigger options
  10725. * @param target defines the object containing the property
  10726. * @param propertyPath defines the path of the property to increment in the target
  10727. * @param value defines the value value we should increment the property by
  10728. * @param condition defines the trigger related conditions
  10729. */
  10730. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10731. /** @hidden */
  10732. _prepare(): void;
  10733. /**
  10734. * Execute the action and increment the target of the value amount.
  10735. */
  10736. execute(): void;
  10737. /**
  10738. * Serializes the actions and its related information.
  10739. * @param parent defines the object to serialize in
  10740. * @returns the serialized object
  10741. */
  10742. serialize(parent: any): any;
  10743. }
  10744. /**
  10745. * This defines an action responsible to start an animation once triggered.
  10746. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10747. */
  10748. export class PlayAnimationAction extends Action {
  10749. /**
  10750. * Where the animation should start (animation frame)
  10751. */
  10752. from: number;
  10753. /**
  10754. * Where the animation should stop (animation frame)
  10755. */
  10756. to: number;
  10757. /**
  10758. * Define if the animation should loop or stop after the first play.
  10759. */
  10760. loop?: boolean;
  10761. private _target;
  10762. /**
  10763. * Instantiate the action
  10764. * @param triggerOptions defines the trigger options
  10765. * @param target defines the target animation or animation name
  10766. * @param from defines from where the animation should start (animation frame)
  10767. * @param end defines where the animation should stop (animation frame)
  10768. * @param loop defines if the animation should loop or stop after the first play
  10769. * @param condition defines the trigger related conditions
  10770. */
  10771. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10772. /** @hidden */
  10773. _prepare(): void;
  10774. /**
  10775. * Execute the action and play the animation.
  10776. */
  10777. execute(): void;
  10778. /**
  10779. * Serializes the actions and its related information.
  10780. * @param parent defines the object to serialize in
  10781. * @returns the serialized object
  10782. */
  10783. serialize(parent: any): any;
  10784. }
  10785. /**
  10786. * This defines an action responsible to stop an animation once triggered.
  10787. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10788. */
  10789. export class StopAnimationAction extends Action {
  10790. private _target;
  10791. /**
  10792. * Instantiate the action
  10793. * @param triggerOptions defines the trigger options
  10794. * @param target defines the target animation or animation name
  10795. * @param condition defines the trigger related conditions
  10796. */
  10797. constructor(triggerOptions: any, target: any, condition?: Condition);
  10798. /** @hidden */
  10799. _prepare(): void;
  10800. /**
  10801. * Execute the action and stop the animation.
  10802. */
  10803. execute(): void;
  10804. /**
  10805. * Serializes the actions and its related information.
  10806. * @param parent defines the object to serialize in
  10807. * @returns the serialized object
  10808. */
  10809. serialize(parent: any): any;
  10810. }
  10811. /**
  10812. * This defines an action responsible that does nothing once triggered.
  10813. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10814. */
  10815. export class DoNothingAction extends Action {
  10816. /**
  10817. * Instantiate the action
  10818. * @param triggerOptions defines the trigger options
  10819. * @param condition defines the trigger related conditions
  10820. */
  10821. constructor(triggerOptions?: any, condition?: Condition);
  10822. /**
  10823. * Execute the action and do nothing.
  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 trigger several actions once triggered.
  10835. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10836. */
  10837. export class CombineAction extends Action {
  10838. /**
  10839. * The list of aggregated animations to run.
  10840. */
  10841. children: Action[];
  10842. /**
  10843. * Instantiate the action
  10844. * @param triggerOptions defines the trigger options
  10845. * @param children defines the list of aggregated animations to run
  10846. * @param condition defines the trigger related conditions
  10847. */
  10848. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10849. /** @hidden */
  10850. _prepare(): void;
  10851. /**
  10852. * Execute the action and executes all the aggregated actions.
  10853. */
  10854. execute(evt: ActionEvent): void;
  10855. /**
  10856. * Serializes the actions and its related information.
  10857. * @param parent defines the object to serialize in
  10858. * @returns the serialized object
  10859. */
  10860. serialize(parent: any): any;
  10861. }
  10862. /**
  10863. * This defines an action responsible to run code (external event) once triggered.
  10864. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10865. */
  10866. export class ExecuteCodeAction extends Action {
  10867. /**
  10868. * The callback function to run.
  10869. */
  10870. func: (evt: ActionEvent) => void;
  10871. /**
  10872. * Instantiate the action
  10873. * @param triggerOptions defines the trigger options
  10874. * @param func defines the callback function to run
  10875. * @param condition defines the trigger related conditions
  10876. */
  10877. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10878. /**
  10879. * Execute the action and run the attached code.
  10880. */
  10881. execute(evt: ActionEvent): void;
  10882. }
  10883. /**
  10884. * This defines an action responsible to set the parent property of the target once triggered.
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10886. */
  10887. export class SetParentAction extends Action {
  10888. private _parent;
  10889. private _target;
  10890. /**
  10891. * Instantiate the action
  10892. * @param triggerOptions defines the trigger options
  10893. * @param target defines the target containing the parent property
  10894. * @param parent defines from where the animation should start (animation frame)
  10895. * @param condition defines the trigger related conditions
  10896. */
  10897. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10898. /** @hidden */
  10899. _prepare(): void;
  10900. /**
  10901. * Execute the action and set the parent property.
  10902. */
  10903. execute(): void;
  10904. /**
  10905. * Serializes the actions and its related information.
  10906. * @param parent defines the object to serialize in
  10907. * @returns the serialized object
  10908. */
  10909. serialize(parent: any): any;
  10910. }
  10911. }
  10912. declare module "babylonjs/Actions/actionManager" {
  10913. import { Nullable } from "babylonjs/types";
  10914. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10915. import { Scene } from "babylonjs/scene";
  10916. import { IAction } from "babylonjs/Actions/action";
  10917. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10918. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10919. /**
  10920. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10921. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10923. */
  10924. export class ActionManager extends AbstractActionManager {
  10925. /**
  10926. * Nothing
  10927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10928. */
  10929. static readonly NothingTrigger: number;
  10930. /**
  10931. * On pick
  10932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10933. */
  10934. static readonly OnPickTrigger: number;
  10935. /**
  10936. * On left pick
  10937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10938. */
  10939. static readonly OnLeftPickTrigger: number;
  10940. /**
  10941. * On right pick
  10942. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10943. */
  10944. static readonly OnRightPickTrigger: number;
  10945. /**
  10946. * On center pick
  10947. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10948. */
  10949. static readonly OnCenterPickTrigger: number;
  10950. /**
  10951. * On pick down
  10952. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10953. */
  10954. static readonly OnPickDownTrigger: number;
  10955. /**
  10956. * On double pick
  10957. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10958. */
  10959. static readonly OnDoublePickTrigger: number;
  10960. /**
  10961. * On pick up
  10962. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10963. */
  10964. static readonly OnPickUpTrigger: number;
  10965. /**
  10966. * On pick out.
  10967. * This trigger will only be raised if you also declared a OnPickDown
  10968. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10969. */
  10970. static readonly OnPickOutTrigger: number;
  10971. /**
  10972. * On long press
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10974. */
  10975. static readonly OnLongPressTrigger: number;
  10976. /**
  10977. * On pointer over
  10978. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10979. */
  10980. static readonly OnPointerOverTrigger: number;
  10981. /**
  10982. * On pointer out
  10983. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10984. */
  10985. static readonly OnPointerOutTrigger: number;
  10986. /**
  10987. * On every frame
  10988. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10989. */
  10990. static readonly OnEveryFrameTrigger: number;
  10991. /**
  10992. * On intersection enter
  10993. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10994. */
  10995. static readonly OnIntersectionEnterTrigger: number;
  10996. /**
  10997. * On intersection exit
  10998. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10999. */
  11000. static readonly OnIntersectionExitTrigger: number;
  11001. /**
  11002. * On key down
  11003. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11004. */
  11005. static readonly OnKeyDownTrigger: number;
  11006. /**
  11007. * On key up
  11008. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11009. */
  11010. static readonly OnKeyUpTrigger: number;
  11011. private _scene;
  11012. /**
  11013. * Creates a new action manager
  11014. * @param scene defines the hosting scene
  11015. */
  11016. constructor(scene: Scene);
  11017. /**
  11018. * Releases all associated resources
  11019. */
  11020. dispose(): void;
  11021. /**
  11022. * Gets hosting scene
  11023. * @returns the hosting scene
  11024. */
  11025. getScene(): Scene;
  11026. /**
  11027. * Does this action manager handles actions of any of the given triggers
  11028. * @param triggers defines the triggers to be tested
  11029. * @return a boolean indicating whether one (or more) of the triggers is handled
  11030. */
  11031. hasSpecificTriggers(triggers: number[]): boolean;
  11032. /**
  11033. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11034. * speed.
  11035. * @param triggerA defines the trigger to be tested
  11036. * @param triggerB defines the trigger to be tested
  11037. * @return a boolean indicating whether one (or more) of the triggers is handled
  11038. */
  11039. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11040. /**
  11041. * Does this action manager handles actions of a given trigger
  11042. * @param trigger defines the trigger to be tested
  11043. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11044. * @return whether the trigger is handled
  11045. */
  11046. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11047. /**
  11048. * Does this action manager has pointer triggers
  11049. */
  11050. readonly hasPointerTriggers: boolean;
  11051. /**
  11052. * Does this action manager has pick triggers
  11053. */
  11054. readonly hasPickTriggers: boolean;
  11055. /**
  11056. * Registers an action to this action manager
  11057. * @param action defines the action to be registered
  11058. * @return the action amended (prepared) after registration
  11059. */
  11060. registerAction(action: IAction): Nullable<IAction>;
  11061. /**
  11062. * Unregisters an action to this action manager
  11063. * @param action defines the action to be unregistered
  11064. * @return a boolean indicating whether the action has been unregistered
  11065. */
  11066. unregisterAction(action: IAction): Boolean;
  11067. /**
  11068. * Process a specific trigger
  11069. * @param trigger defines the trigger to process
  11070. * @param evt defines the event details to be processed
  11071. */
  11072. processTrigger(trigger: number, evt?: IActionEvent): void;
  11073. /** @hidden */
  11074. _getEffectiveTarget(target: any, propertyPath: string): any;
  11075. /** @hidden */
  11076. _getProperty(propertyPath: string): string;
  11077. /**
  11078. * Serialize this manager to a JSON object
  11079. * @param name defines the property name to store this manager
  11080. * @returns a JSON representation of this manager
  11081. */
  11082. serialize(name: string): any;
  11083. /**
  11084. * Creates a new ActionManager from a JSON data
  11085. * @param parsedActions defines the JSON data to read from
  11086. * @param object defines the hosting mesh
  11087. * @param scene defines the hosting scene
  11088. */
  11089. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11090. /**
  11091. * Get a trigger name by index
  11092. * @param trigger defines the trigger index
  11093. * @returns a trigger name
  11094. */
  11095. static GetTriggerName(trigger: number): string;
  11096. }
  11097. }
  11098. declare module "babylonjs/Culling/ray" {
  11099. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11100. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11101. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11102. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11103. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11104. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11105. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11106. import { Plane } from "babylonjs/Maths/math.plane";
  11107. /**
  11108. * Class representing a ray with position and direction
  11109. */
  11110. export class Ray {
  11111. /** origin point */
  11112. origin: Vector3;
  11113. /** direction */
  11114. direction: Vector3;
  11115. /** length of the ray */
  11116. length: number;
  11117. private static readonly TmpVector3;
  11118. private _tmpRay;
  11119. /**
  11120. * Creates a new ray
  11121. * @param origin origin point
  11122. * @param direction direction
  11123. * @param length length of the ray
  11124. */
  11125. constructor(
  11126. /** origin point */
  11127. origin: Vector3,
  11128. /** direction */
  11129. direction: Vector3,
  11130. /** length of the ray */
  11131. length?: number);
  11132. /**
  11133. * Checks if the ray intersects a box
  11134. * @param minimum bound of the box
  11135. * @param maximum bound of the box
  11136. * @param intersectionTreshold extra extend to be added to the box in all direction
  11137. * @returns if the box was hit
  11138. */
  11139. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11140. /**
  11141. * Checks if the ray intersects a box
  11142. * @param box the bounding box to check
  11143. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11144. * @returns if the box was hit
  11145. */
  11146. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11147. /**
  11148. * If the ray hits a sphere
  11149. * @param sphere the bounding sphere to check
  11150. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11151. * @returns true if it hits the sphere
  11152. */
  11153. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11154. /**
  11155. * If the ray hits a triange
  11156. * @param vertex0 triangle vertex
  11157. * @param vertex1 triangle vertex
  11158. * @param vertex2 triangle vertex
  11159. * @returns intersection information if hit
  11160. */
  11161. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11162. /**
  11163. * Checks if ray intersects a plane
  11164. * @param plane the plane to check
  11165. * @returns the distance away it was hit
  11166. */
  11167. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11168. /**
  11169. * Calculate the intercept of a ray on a given axis
  11170. * @param axis to check 'x' | 'y' | 'z'
  11171. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11172. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11173. */
  11174. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11175. /**
  11176. * Checks if ray intersects a mesh
  11177. * @param mesh the mesh to check
  11178. * @param fastCheck if only the bounding box should checked
  11179. * @returns picking info of the intersecton
  11180. */
  11181. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11182. /**
  11183. * Checks if ray intersects a mesh
  11184. * @param meshes the meshes to check
  11185. * @param fastCheck if only the bounding box should checked
  11186. * @param results array to store result in
  11187. * @returns Array of picking infos
  11188. */
  11189. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11190. private _comparePickingInfo;
  11191. private static smallnum;
  11192. private static rayl;
  11193. /**
  11194. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11195. * @param sega the first point of the segment to test the intersection against
  11196. * @param segb the second point of the segment to test the intersection against
  11197. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11198. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11199. */
  11200. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11201. /**
  11202. * Update the ray from viewport position
  11203. * @param x position
  11204. * @param y y position
  11205. * @param viewportWidth viewport width
  11206. * @param viewportHeight viewport height
  11207. * @param world world matrix
  11208. * @param view view matrix
  11209. * @param projection projection matrix
  11210. * @returns this ray updated
  11211. */
  11212. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11213. /**
  11214. * Creates a ray with origin and direction of 0,0,0
  11215. * @returns the new ray
  11216. */
  11217. static Zero(): Ray;
  11218. /**
  11219. * Creates a new ray from screen space and viewport
  11220. * @param x position
  11221. * @param y y position
  11222. * @param viewportWidth viewport width
  11223. * @param viewportHeight viewport height
  11224. * @param world world matrix
  11225. * @param view view matrix
  11226. * @param projection projection matrix
  11227. * @returns new ray
  11228. */
  11229. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11230. /**
  11231. * 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
  11232. * transformed to the given world matrix.
  11233. * @param origin The origin point
  11234. * @param end The end point
  11235. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11236. * @returns the new ray
  11237. */
  11238. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11239. /**
  11240. * Transforms a ray by a matrix
  11241. * @param ray ray to transform
  11242. * @param matrix matrix to apply
  11243. * @returns the resulting new ray
  11244. */
  11245. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11246. /**
  11247. * Transforms a ray by a matrix
  11248. * @param ray ray to transform
  11249. * @param matrix matrix to apply
  11250. * @param result ray to store result in
  11251. */
  11252. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11253. /**
  11254. * Unproject a ray from screen space to object space
  11255. * @param sourceX defines the screen space x coordinate to use
  11256. * @param sourceY defines the screen space y coordinate to use
  11257. * @param viewportWidth defines the current width of the viewport
  11258. * @param viewportHeight defines the current height of the viewport
  11259. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11260. * @param view defines the view matrix to use
  11261. * @param projection defines the projection matrix to use
  11262. */
  11263. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11264. }
  11265. /**
  11266. * Type used to define predicate used to select faces when a mesh intersection is detected
  11267. */
  11268. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11269. module "babylonjs/scene" {
  11270. interface Scene {
  11271. /** @hidden */
  11272. _tempPickingRay: Nullable<Ray>;
  11273. /** @hidden */
  11274. _cachedRayForTransform: Ray;
  11275. /** @hidden */
  11276. _pickWithRayInverseMatrix: Matrix;
  11277. /** @hidden */
  11278. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11279. /** @hidden */
  11280. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11281. }
  11282. }
  11283. }
  11284. declare module "babylonjs/sceneComponent" {
  11285. import { Scene } from "babylonjs/scene";
  11286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11287. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11288. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11289. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11290. import { Nullable } from "babylonjs/types";
  11291. import { Camera } from "babylonjs/Cameras/camera";
  11292. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11293. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11294. import { AbstractScene } from "babylonjs/abstractScene";
  11295. import { Mesh } from "babylonjs/Meshes/mesh";
  11296. /**
  11297. * Groups all the scene component constants in one place to ease maintenance.
  11298. * @hidden
  11299. */
  11300. export class SceneComponentConstants {
  11301. static readonly NAME_EFFECTLAYER: string;
  11302. static readonly NAME_LAYER: string;
  11303. static readonly NAME_LENSFLARESYSTEM: string;
  11304. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11305. static readonly NAME_PARTICLESYSTEM: string;
  11306. static readonly NAME_GAMEPAD: string;
  11307. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11308. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11309. static readonly NAME_DEPTHRENDERER: string;
  11310. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11311. static readonly NAME_SPRITE: string;
  11312. static readonly NAME_OUTLINERENDERER: string;
  11313. static readonly NAME_PROCEDURALTEXTURE: string;
  11314. static readonly NAME_SHADOWGENERATOR: string;
  11315. static readonly NAME_OCTREE: string;
  11316. static readonly NAME_PHYSICSENGINE: string;
  11317. static readonly NAME_AUDIO: string;
  11318. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11319. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11320. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11321. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11322. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11323. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11324. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11325. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11326. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11327. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11328. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11329. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11330. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11331. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11332. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11333. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11334. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11335. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11336. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11337. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11338. static readonly STEP_AFTERRENDER_AUDIO: number;
  11339. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11340. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11341. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11342. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11343. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11344. static readonly STEP_POINTERMOVE_SPRITE: number;
  11345. static readonly STEP_POINTERDOWN_SPRITE: number;
  11346. static readonly STEP_POINTERUP_SPRITE: number;
  11347. }
  11348. /**
  11349. * This represents a scene component.
  11350. *
  11351. * This is used to decouple the dependency the scene is having on the different workloads like
  11352. * layers, post processes...
  11353. */
  11354. export interface ISceneComponent {
  11355. /**
  11356. * The name of the component. Each component must have a unique name.
  11357. */
  11358. name: string;
  11359. /**
  11360. * The scene the component belongs to.
  11361. */
  11362. scene: Scene;
  11363. /**
  11364. * Register the component to one instance of a scene.
  11365. */
  11366. register(): void;
  11367. /**
  11368. * Rebuilds the elements related to this component in case of
  11369. * context lost for instance.
  11370. */
  11371. rebuild(): void;
  11372. /**
  11373. * Disposes the component and the associated ressources.
  11374. */
  11375. dispose(): void;
  11376. }
  11377. /**
  11378. * This represents a SERIALIZABLE scene component.
  11379. *
  11380. * This extends Scene Component to add Serialization methods on top.
  11381. */
  11382. export interface ISceneSerializableComponent extends ISceneComponent {
  11383. /**
  11384. * Adds all the elements from the container to the scene
  11385. * @param container the container holding the elements
  11386. */
  11387. addFromContainer(container: AbstractScene): void;
  11388. /**
  11389. * Removes all the elements in the container from the scene
  11390. * @param container contains the elements to remove
  11391. * @param dispose if the removed element should be disposed (default: false)
  11392. */
  11393. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11394. /**
  11395. * Serializes the component data to the specified json object
  11396. * @param serializationObject The object to serialize to
  11397. */
  11398. serialize(serializationObject: any): void;
  11399. }
  11400. /**
  11401. * Strong typing of a Mesh related stage step action
  11402. */
  11403. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11404. /**
  11405. * Strong typing of a Evaluate Sub Mesh related stage step action
  11406. */
  11407. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11408. /**
  11409. * Strong typing of a Active Mesh related stage step action
  11410. */
  11411. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11412. /**
  11413. * Strong typing of a Camera related stage step action
  11414. */
  11415. export type CameraStageAction = (camera: Camera) => void;
  11416. /**
  11417. * Strong typing of a Camera Frame buffer related stage step action
  11418. */
  11419. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11420. /**
  11421. * Strong typing of a Render Target related stage step action
  11422. */
  11423. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11424. /**
  11425. * Strong typing of a RenderingGroup related stage step action
  11426. */
  11427. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11428. /**
  11429. * Strong typing of a Mesh Render related stage step action
  11430. */
  11431. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11432. /**
  11433. * Strong typing of a simple stage step action
  11434. */
  11435. export type SimpleStageAction = () => void;
  11436. /**
  11437. * Strong typing of a render target action.
  11438. */
  11439. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11440. /**
  11441. * Strong typing of a pointer move action.
  11442. */
  11443. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11444. /**
  11445. * Strong typing of a pointer up/down action.
  11446. */
  11447. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11448. /**
  11449. * Representation of a stage in the scene (Basically a list of ordered steps)
  11450. * @hidden
  11451. */
  11452. export class Stage<T extends Function> extends Array<{
  11453. index: number;
  11454. component: ISceneComponent;
  11455. action: T;
  11456. }> {
  11457. /**
  11458. * Hide ctor from the rest of the world.
  11459. * @param items The items to add.
  11460. */
  11461. private constructor();
  11462. /**
  11463. * Creates a new Stage.
  11464. * @returns A new instance of a Stage
  11465. */
  11466. static Create<T extends Function>(): Stage<T>;
  11467. /**
  11468. * Registers a step in an ordered way in the targeted stage.
  11469. * @param index Defines the position to register the step in
  11470. * @param component Defines the component attached to the step
  11471. * @param action Defines the action to launch during the step
  11472. */
  11473. registerStep(index: number, component: ISceneComponent, action: T): void;
  11474. /**
  11475. * Clears all the steps from the stage.
  11476. */
  11477. clear(): void;
  11478. }
  11479. }
  11480. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11481. import { Nullable } from "babylonjs/types";
  11482. import { Observable } from "babylonjs/Misc/observable";
  11483. import { Scene } from "babylonjs/scene";
  11484. import { Sprite } from "babylonjs/Sprites/sprite";
  11485. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11486. import { Ray } from "babylonjs/Culling/ray";
  11487. import { Camera } from "babylonjs/Cameras/camera";
  11488. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11489. import { ISceneComponent } from "babylonjs/sceneComponent";
  11490. module "babylonjs/scene" {
  11491. interface Scene {
  11492. /** @hidden */
  11493. _pointerOverSprite: Nullable<Sprite>;
  11494. /** @hidden */
  11495. _pickedDownSprite: Nullable<Sprite>;
  11496. /** @hidden */
  11497. _tempSpritePickingRay: Nullable<Ray>;
  11498. /**
  11499. * All of the sprite managers added to this scene
  11500. * @see http://doc.babylonjs.com/babylon101/sprites
  11501. */
  11502. spriteManagers: Array<ISpriteManager>;
  11503. /**
  11504. * An event triggered when sprites rendering is about to start
  11505. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11506. */
  11507. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11508. /**
  11509. * An event triggered when sprites rendering is done
  11510. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11511. */
  11512. onAfterSpritesRenderingObservable: Observable<Scene>;
  11513. /** @hidden */
  11514. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11515. /** Launch a ray to try to pick a sprite in the scene
  11516. * @param x position on screen
  11517. * @param y position on screen
  11518. * @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
  11519. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11520. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11521. * @returns a PickingInfo
  11522. */
  11523. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11524. /** Use the given ray to pick a sprite in the scene
  11525. * @param ray The ray (in world space) to use to pick meshes
  11526. * @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
  11527. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11528. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11529. * @returns a PickingInfo
  11530. */
  11531. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11532. /** @hidden */
  11533. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11534. /** Launch a ray to try to pick sprites in the scene
  11535. * @param x position on screen
  11536. * @param y position on screen
  11537. * @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
  11538. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11539. * @returns a PickingInfo array
  11540. */
  11541. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11542. /** Use the given ray to pick sprites in the scene
  11543. * @param ray The ray (in world space) to use to pick meshes
  11544. * @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
  11545. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11546. * @returns a PickingInfo array
  11547. */
  11548. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11549. /**
  11550. * Force the sprite under the pointer
  11551. * @param sprite defines the sprite to use
  11552. */
  11553. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11554. /**
  11555. * Gets the sprite under the pointer
  11556. * @returns a Sprite or null if no sprite is under the pointer
  11557. */
  11558. getPointerOverSprite(): Nullable<Sprite>;
  11559. }
  11560. }
  11561. /**
  11562. * Defines the sprite scene component responsible to manage sprites
  11563. * in a given scene.
  11564. */
  11565. export class SpriteSceneComponent implements ISceneComponent {
  11566. /**
  11567. * The component name helpfull to identify the component in the list of scene components.
  11568. */
  11569. readonly name: string;
  11570. /**
  11571. * The scene the component belongs to.
  11572. */
  11573. scene: Scene;
  11574. /** @hidden */
  11575. private _spritePredicate;
  11576. /**
  11577. * Creates a new instance of the component for the given scene
  11578. * @param scene Defines the scene to register the component in
  11579. */
  11580. constructor(scene: Scene);
  11581. /**
  11582. * Registers the component in a given scene
  11583. */
  11584. register(): void;
  11585. /**
  11586. * Rebuilds the elements related to this component in case of
  11587. * context lost for instance.
  11588. */
  11589. rebuild(): void;
  11590. /**
  11591. * Disposes the component and the associated ressources.
  11592. */
  11593. dispose(): void;
  11594. private _pickSpriteButKeepRay;
  11595. private _pointerMove;
  11596. private _pointerDown;
  11597. private _pointerUp;
  11598. }
  11599. }
  11600. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11601. /** @hidden */
  11602. export var fogFragmentDeclaration: {
  11603. name: string;
  11604. shader: string;
  11605. };
  11606. }
  11607. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11608. /** @hidden */
  11609. export var fogFragment: {
  11610. name: string;
  11611. shader: string;
  11612. };
  11613. }
  11614. declare module "babylonjs/Shaders/sprites.fragment" {
  11615. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11616. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11617. /** @hidden */
  11618. export var spritesPixelShader: {
  11619. name: string;
  11620. shader: string;
  11621. };
  11622. }
  11623. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11624. /** @hidden */
  11625. export var fogVertexDeclaration: {
  11626. name: string;
  11627. shader: string;
  11628. };
  11629. }
  11630. declare module "babylonjs/Shaders/sprites.vertex" {
  11631. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11632. /** @hidden */
  11633. export var spritesVertexShader: {
  11634. name: string;
  11635. shader: string;
  11636. };
  11637. }
  11638. declare module "babylonjs/Sprites/spriteManager" {
  11639. import { IDisposable, Scene } from "babylonjs/scene";
  11640. import { Nullable } from "babylonjs/types";
  11641. import { Observable } from "babylonjs/Misc/observable";
  11642. import { Sprite } from "babylonjs/Sprites/sprite";
  11643. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11644. import { Camera } from "babylonjs/Cameras/camera";
  11645. import { Texture } from "babylonjs/Materials/Textures/texture";
  11646. import "babylonjs/Shaders/sprites.fragment";
  11647. import "babylonjs/Shaders/sprites.vertex";
  11648. import { Ray } from "babylonjs/Culling/ray";
  11649. /**
  11650. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11651. */
  11652. export interface ISpriteManager extends IDisposable {
  11653. /**
  11654. * Restricts the camera to viewing objects with the same layerMask.
  11655. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11656. */
  11657. layerMask: number;
  11658. /**
  11659. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11660. */
  11661. isPickable: boolean;
  11662. /**
  11663. * Specifies the rendering group id for this mesh (0 by default)
  11664. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11665. */
  11666. renderingGroupId: number;
  11667. /**
  11668. * Defines the list of sprites managed by the manager.
  11669. */
  11670. sprites: Array<Sprite>;
  11671. /**
  11672. * Tests the intersection of a sprite with a specific ray.
  11673. * @param ray The ray we are sending to test the collision
  11674. * @param camera The camera space we are sending rays in
  11675. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11676. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11677. * @returns picking info or null.
  11678. */
  11679. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11680. /**
  11681. * Intersects the sprites with a ray
  11682. * @param ray defines the ray to intersect with
  11683. * @param camera defines the current active camera
  11684. * @param predicate defines a predicate used to select candidate sprites
  11685. * @returns null if no hit or a PickingInfo array
  11686. */
  11687. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11688. /**
  11689. * Renders the list of sprites on screen.
  11690. */
  11691. render(): void;
  11692. }
  11693. /**
  11694. * Class used to manage multiple sprites on the same spritesheet
  11695. * @see http://doc.babylonjs.com/babylon101/sprites
  11696. */
  11697. export class SpriteManager implements ISpriteManager {
  11698. /** defines the manager's name */
  11699. name: string;
  11700. /** Gets the list of sprites */
  11701. sprites: Sprite[];
  11702. /** Gets or sets the rendering group id (0 by default) */
  11703. renderingGroupId: number;
  11704. /** Gets or sets camera layer mask */
  11705. layerMask: number;
  11706. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11707. fogEnabled: boolean;
  11708. /** Gets or sets a boolean indicating if the sprites are pickable */
  11709. isPickable: boolean;
  11710. /** Defines the default width of a cell in the spritesheet */
  11711. cellWidth: number;
  11712. /** Defines the default height of a cell in the spritesheet */
  11713. cellHeight: number;
  11714. /** Associative array from JSON sprite data file */
  11715. private _cellData;
  11716. /** Array of sprite names from JSON sprite data file */
  11717. private _spriteMap;
  11718. /** True when packed cell data from JSON file is ready*/
  11719. private _packedAndReady;
  11720. /**
  11721. * An event triggered when the manager is disposed.
  11722. */
  11723. onDisposeObservable: Observable<SpriteManager>;
  11724. private _onDisposeObserver;
  11725. /**
  11726. * Callback called when the manager is disposed
  11727. */
  11728. onDispose: () => void;
  11729. private _capacity;
  11730. private _fromPacked;
  11731. private _spriteTexture;
  11732. private _epsilon;
  11733. private _scene;
  11734. private _vertexData;
  11735. private _buffer;
  11736. private _vertexBuffers;
  11737. private _indexBuffer;
  11738. private _effectBase;
  11739. private _effectFog;
  11740. /**
  11741. * Gets or sets the spritesheet texture
  11742. */
  11743. texture: Texture;
  11744. /**
  11745. * Creates a new sprite manager
  11746. * @param name defines the manager's name
  11747. * @param imgUrl defines the sprite sheet url
  11748. * @param capacity defines the maximum allowed number of sprites
  11749. * @param cellSize defines the size of a sprite cell
  11750. * @param scene defines the hosting scene
  11751. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11752. * @param samplingMode defines the smapling mode to use with spritesheet
  11753. * @param fromPacked set to false; do not alter
  11754. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11755. */
  11756. constructor(
  11757. /** defines the manager's name */
  11758. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11759. private _makePacked;
  11760. private _appendSpriteVertex;
  11761. /**
  11762. * Intersects the sprites with a ray
  11763. * @param ray defines the ray to intersect with
  11764. * @param camera defines the current active camera
  11765. * @param predicate defines a predicate used to select candidate sprites
  11766. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11767. * @returns null if no hit or a PickingInfo
  11768. */
  11769. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11770. /**
  11771. * Intersects the sprites with a ray
  11772. * @param ray defines the ray to intersect with
  11773. * @param camera defines the current active camera
  11774. * @param predicate defines a predicate used to select candidate sprites
  11775. * @returns null if no hit or a PickingInfo array
  11776. */
  11777. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11778. /**
  11779. * Render all child sprites
  11780. */
  11781. render(): void;
  11782. /**
  11783. * Release associated resources
  11784. */
  11785. dispose(): void;
  11786. }
  11787. }
  11788. declare module "babylonjs/Sprites/sprite" {
  11789. import { Vector3 } from "babylonjs/Maths/math.vector";
  11790. import { Nullable } from "babylonjs/types";
  11791. import { ActionManager } from "babylonjs/Actions/actionManager";
  11792. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11793. import { Color4 } from "babylonjs/Maths/math.color";
  11794. /**
  11795. * Class used to represent a sprite
  11796. * @see http://doc.babylonjs.com/babylon101/sprites
  11797. */
  11798. export class Sprite {
  11799. /** defines the name */
  11800. name: string;
  11801. /** Gets or sets the current world position */
  11802. position: Vector3;
  11803. /** Gets or sets the main color */
  11804. color: Color4;
  11805. /** Gets or sets the width */
  11806. width: number;
  11807. /** Gets or sets the height */
  11808. height: number;
  11809. /** Gets or sets rotation angle */
  11810. angle: number;
  11811. /** Gets or sets the cell index in the sprite sheet */
  11812. cellIndex: number;
  11813. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11814. cellRef: string;
  11815. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11816. invertU: number;
  11817. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11818. invertV: number;
  11819. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11820. disposeWhenFinishedAnimating: boolean;
  11821. /** Gets the list of attached animations */
  11822. animations: Animation[];
  11823. /** Gets or sets a boolean indicating if the sprite can be picked */
  11824. isPickable: boolean;
  11825. /**
  11826. * Gets or sets the associated action manager
  11827. */
  11828. actionManager: Nullable<ActionManager>;
  11829. private _animationStarted;
  11830. private _loopAnimation;
  11831. private _fromIndex;
  11832. private _toIndex;
  11833. private _delay;
  11834. private _direction;
  11835. private _manager;
  11836. private _time;
  11837. private _onAnimationEnd;
  11838. /**
  11839. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11840. */
  11841. isVisible: boolean;
  11842. /**
  11843. * Gets or sets the sprite size
  11844. */
  11845. size: number;
  11846. /**
  11847. * Creates a new Sprite
  11848. * @param name defines the name
  11849. * @param manager defines the manager
  11850. */
  11851. constructor(
  11852. /** defines the name */
  11853. name: string, manager: ISpriteManager);
  11854. /**
  11855. * Starts an animation
  11856. * @param from defines the initial key
  11857. * @param to defines the end key
  11858. * @param loop defines if the animation must loop
  11859. * @param delay defines the start delay (in ms)
  11860. * @param onAnimationEnd defines a callback to call when animation ends
  11861. */
  11862. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11863. /** Stops current animation (if any) */
  11864. stopAnimation(): void;
  11865. /** @hidden */
  11866. _animate(deltaTime: number): void;
  11867. /** Release associated resources */
  11868. dispose(): void;
  11869. }
  11870. }
  11871. declare module "babylonjs/Collisions/pickingInfo" {
  11872. import { Nullable } from "babylonjs/types";
  11873. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11875. import { Sprite } from "babylonjs/Sprites/sprite";
  11876. import { Ray } from "babylonjs/Culling/ray";
  11877. /**
  11878. * Information about the result of picking within a scene
  11879. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11880. */
  11881. export class PickingInfo {
  11882. /** @hidden */
  11883. _pickingUnavailable: boolean;
  11884. /**
  11885. * If the pick collided with an object
  11886. */
  11887. hit: boolean;
  11888. /**
  11889. * Distance away where the pick collided
  11890. */
  11891. distance: number;
  11892. /**
  11893. * The location of pick collision
  11894. */
  11895. pickedPoint: Nullable<Vector3>;
  11896. /**
  11897. * The mesh corresponding the the pick collision
  11898. */
  11899. pickedMesh: Nullable<AbstractMesh>;
  11900. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11901. bu: number;
  11902. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11903. bv: number;
  11904. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11905. faceId: number;
  11906. /** Id of the the submesh that was picked */
  11907. subMeshId: number;
  11908. /** If a sprite was picked, this will be the sprite the pick collided with */
  11909. pickedSprite: Nullable<Sprite>;
  11910. /**
  11911. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11912. */
  11913. originMesh: Nullable<AbstractMesh>;
  11914. /**
  11915. * The ray that was used to perform the picking.
  11916. */
  11917. ray: Nullable<Ray>;
  11918. /**
  11919. * Gets the normal correspodning to the face the pick collided with
  11920. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11921. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11922. * @returns The normal correspodning to the face the pick collided with
  11923. */
  11924. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11925. /**
  11926. * Gets the texture coordinates of where the pick occured
  11927. * @returns the vector containing the coordnates of the texture
  11928. */
  11929. getTextureCoordinates(): Nullable<Vector2>;
  11930. }
  11931. }
  11932. declare module "babylonjs/Events/pointerEvents" {
  11933. import { Nullable } from "babylonjs/types";
  11934. import { Vector2 } from "babylonjs/Maths/math.vector";
  11935. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11936. import { Ray } from "babylonjs/Culling/ray";
  11937. /**
  11938. * Gather the list of pointer event types as constants.
  11939. */
  11940. export class PointerEventTypes {
  11941. /**
  11942. * 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.
  11943. */
  11944. static readonly POINTERDOWN: number;
  11945. /**
  11946. * The pointerup event is fired when a pointer is no longer active.
  11947. */
  11948. static readonly POINTERUP: number;
  11949. /**
  11950. * The pointermove event is fired when a pointer changes coordinates.
  11951. */
  11952. static readonly POINTERMOVE: number;
  11953. /**
  11954. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11955. */
  11956. static readonly POINTERWHEEL: number;
  11957. /**
  11958. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11959. */
  11960. static readonly POINTERPICK: number;
  11961. /**
  11962. * The pointertap event is fired when a the object has been touched and released without drag.
  11963. */
  11964. static readonly POINTERTAP: number;
  11965. /**
  11966. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11967. */
  11968. static readonly POINTERDOUBLETAP: number;
  11969. }
  11970. /**
  11971. * Base class of pointer info types.
  11972. */
  11973. export class PointerInfoBase {
  11974. /**
  11975. * Defines the type of event (PointerEventTypes)
  11976. */
  11977. type: number;
  11978. /**
  11979. * Defines the related dom event
  11980. */
  11981. event: PointerEvent | MouseWheelEvent;
  11982. /**
  11983. * Instantiates the base class of pointers info.
  11984. * @param type Defines the type of event (PointerEventTypes)
  11985. * @param event Defines the related dom event
  11986. */
  11987. constructor(
  11988. /**
  11989. * Defines the type of event (PointerEventTypes)
  11990. */
  11991. type: number,
  11992. /**
  11993. * Defines the related dom event
  11994. */
  11995. event: PointerEvent | MouseWheelEvent);
  11996. }
  11997. /**
  11998. * This class is used to store pointer related info for the onPrePointerObservable event.
  11999. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12000. */
  12001. export class PointerInfoPre extends PointerInfoBase {
  12002. /**
  12003. * Ray from a pointer if availible (eg. 6dof controller)
  12004. */
  12005. ray: Nullable<Ray>;
  12006. /**
  12007. * Defines the local position of the pointer on the canvas.
  12008. */
  12009. localPosition: Vector2;
  12010. /**
  12011. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12012. */
  12013. skipOnPointerObservable: boolean;
  12014. /**
  12015. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12016. * @param type Defines the type of event (PointerEventTypes)
  12017. * @param event Defines the related dom event
  12018. * @param localX Defines the local x coordinates of the pointer when the event occured
  12019. * @param localY Defines the local y coordinates of the pointer when the event occured
  12020. */
  12021. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12022. }
  12023. /**
  12024. * This type contains all the data related to a pointer event in Babylon.js.
  12025. * 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.
  12026. */
  12027. export class PointerInfo extends PointerInfoBase {
  12028. /**
  12029. * Defines the picking info associated to the info (if any)\
  12030. */
  12031. pickInfo: Nullable<PickingInfo>;
  12032. /**
  12033. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12034. * @param type Defines the type of event (PointerEventTypes)
  12035. * @param event Defines the related dom event
  12036. * @param pickInfo Defines the picking info associated to the info (if any)\
  12037. */
  12038. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12039. /**
  12040. * Defines the picking info associated to the info (if any)\
  12041. */
  12042. pickInfo: Nullable<PickingInfo>);
  12043. }
  12044. /**
  12045. * Data relating to a touch event on the screen.
  12046. */
  12047. export interface PointerTouch {
  12048. /**
  12049. * X coordinate of touch.
  12050. */
  12051. x: number;
  12052. /**
  12053. * Y coordinate of touch.
  12054. */
  12055. y: number;
  12056. /**
  12057. * Id of touch. Unique for each finger.
  12058. */
  12059. pointerId: number;
  12060. /**
  12061. * Event type passed from DOM.
  12062. */
  12063. type: any;
  12064. }
  12065. }
  12066. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12067. import { Observable } from "babylonjs/Misc/observable";
  12068. import { Nullable } from "babylonjs/types";
  12069. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12070. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12071. /**
  12072. * Manage the mouse inputs to control the movement of a free camera.
  12073. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12074. */
  12075. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12076. /**
  12077. * Define if touch is enabled in the mouse input
  12078. */
  12079. touchEnabled: boolean;
  12080. /**
  12081. * Defines the camera the input is attached to.
  12082. */
  12083. camera: FreeCamera;
  12084. /**
  12085. * Defines the buttons associated with the input to handle camera move.
  12086. */
  12087. buttons: number[];
  12088. /**
  12089. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12090. */
  12091. angularSensibility: number;
  12092. private _pointerInput;
  12093. private _onMouseMove;
  12094. private _observer;
  12095. private previousPosition;
  12096. /**
  12097. * Observable for when a pointer move event occurs containing the move offset
  12098. */
  12099. onPointerMovedObservable: Observable<{
  12100. offsetX: number;
  12101. offsetY: number;
  12102. }>;
  12103. /**
  12104. * @hidden
  12105. * If the camera should be rotated automatically based on pointer movement
  12106. */
  12107. _allowCameraRotation: boolean;
  12108. /**
  12109. * Manage the mouse inputs to control the movement of a free camera.
  12110. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12111. * @param touchEnabled Defines if touch is enabled or not
  12112. */
  12113. constructor(
  12114. /**
  12115. * Define if touch is enabled in the mouse input
  12116. */
  12117. touchEnabled?: boolean);
  12118. /**
  12119. * Attach the input controls to a specific dom element to get the input from.
  12120. * @param element Defines the element the controls should be listened from
  12121. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12122. */
  12123. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12124. /**
  12125. * Called on JS contextmenu event.
  12126. * Override this method to provide functionality.
  12127. */
  12128. protected onContextMenu(evt: PointerEvent): void;
  12129. /**
  12130. * Detach the current controls from the specified dom element.
  12131. * @param element Defines the element to stop listening the inputs from
  12132. */
  12133. detachControl(element: Nullable<HTMLElement>): void;
  12134. /**
  12135. * Gets the class name of the current intput.
  12136. * @returns the class name
  12137. */
  12138. getClassName(): string;
  12139. /**
  12140. * Get the friendly name associated with the input class.
  12141. * @returns the input friendly name
  12142. */
  12143. getSimpleName(): string;
  12144. }
  12145. }
  12146. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12147. import { Nullable } from "babylonjs/types";
  12148. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12149. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12150. /**
  12151. * Manage the touch inputs to control the movement of a free camera.
  12152. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12153. */
  12154. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12155. /**
  12156. * Defines the camera the input is attached to.
  12157. */
  12158. camera: FreeCamera;
  12159. /**
  12160. * Defines the touch sensibility for rotation.
  12161. * The higher the faster.
  12162. */
  12163. touchAngularSensibility: number;
  12164. /**
  12165. * Defines the touch sensibility for move.
  12166. * The higher the faster.
  12167. */
  12168. touchMoveSensibility: number;
  12169. private _offsetX;
  12170. private _offsetY;
  12171. private _pointerPressed;
  12172. private _pointerInput;
  12173. private _observer;
  12174. private _onLostFocus;
  12175. /**
  12176. * Attach the input controls to a specific dom element to get the input from.
  12177. * @param element Defines the element the controls should be listened from
  12178. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12179. */
  12180. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12181. /**
  12182. * Detach the current controls from the specified dom element.
  12183. * @param element Defines the element to stop listening the inputs from
  12184. */
  12185. detachControl(element: Nullable<HTMLElement>): void;
  12186. /**
  12187. * Update the current camera state depending on the inputs that have been used this frame.
  12188. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12189. */
  12190. checkInputs(): void;
  12191. /**
  12192. * Gets the class name of the current intput.
  12193. * @returns the class name
  12194. */
  12195. getClassName(): string;
  12196. /**
  12197. * Get the friendly name associated with the input class.
  12198. * @returns the input friendly name
  12199. */
  12200. getSimpleName(): string;
  12201. }
  12202. }
  12203. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12204. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12205. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12206. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12207. import { Nullable } from "babylonjs/types";
  12208. /**
  12209. * Default Inputs manager for the FreeCamera.
  12210. * It groups all the default supported inputs for ease of use.
  12211. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12212. */
  12213. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12214. /**
  12215. * @hidden
  12216. */
  12217. _mouseInput: Nullable<FreeCameraMouseInput>;
  12218. /**
  12219. * Instantiates a new FreeCameraInputsManager.
  12220. * @param camera Defines the camera the inputs belong to
  12221. */
  12222. constructor(camera: FreeCamera);
  12223. /**
  12224. * Add keyboard input support to the input manager.
  12225. * @returns the current input manager
  12226. */
  12227. addKeyboard(): FreeCameraInputsManager;
  12228. /**
  12229. * Add mouse input support to the input manager.
  12230. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12231. * @returns the current input manager
  12232. */
  12233. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12234. /**
  12235. * Removes the mouse input support from the manager
  12236. * @returns the current input manager
  12237. */
  12238. removeMouse(): FreeCameraInputsManager;
  12239. /**
  12240. * Add touch input support to the input manager.
  12241. * @returns the current input manager
  12242. */
  12243. addTouch(): FreeCameraInputsManager;
  12244. /**
  12245. * Remove all attached input methods from a camera
  12246. */
  12247. clear(): void;
  12248. }
  12249. }
  12250. declare module "babylonjs/Cameras/freeCamera" {
  12251. import { Vector3 } from "babylonjs/Maths/math.vector";
  12252. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12253. import { Scene } from "babylonjs/scene";
  12254. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12255. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12256. /**
  12257. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12258. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12259. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12260. */
  12261. export class FreeCamera extends TargetCamera {
  12262. /**
  12263. * Define the collision ellipsoid of the camera.
  12264. * This is helpful to simulate a camera body like the player body around the camera
  12265. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12266. */
  12267. ellipsoid: Vector3;
  12268. /**
  12269. * Define an offset for the position of the ellipsoid around the camera.
  12270. * This can be helpful to determine the center of the body near the gravity center of the body
  12271. * instead of its head.
  12272. */
  12273. ellipsoidOffset: Vector3;
  12274. /**
  12275. * Enable or disable collisions of the camera with the rest of the scene objects.
  12276. */
  12277. checkCollisions: boolean;
  12278. /**
  12279. * Enable or disable gravity on the camera.
  12280. */
  12281. applyGravity: boolean;
  12282. /**
  12283. * Define the input manager associated to the camera.
  12284. */
  12285. inputs: FreeCameraInputsManager;
  12286. /**
  12287. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12288. * Higher values reduce sensitivity.
  12289. */
  12290. /**
  12291. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12292. * Higher values reduce sensitivity.
  12293. */
  12294. angularSensibility: number;
  12295. /**
  12296. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12297. */
  12298. keysUp: number[];
  12299. /**
  12300. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12301. */
  12302. keysDown: number[];
  12303. /**
  12304. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12305. */
  12306. keysLeft: number[];
  12307. /**
  12308. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12309. */
  12310. keysRight: number[];
  12311. /**
  12312. * Event raised when the camera collide with a mesh in the scene.
  12313. */
  12314. onCollide: (collidedMesh: AbstractMesh) => void;
  12315. private _collider;
  12316. private _needMoveForGravity;
  12317. private _oldPosition;
  12318. private _diffPosition;
  12319. private _newPosition;
  12320. /** @hidden */
  12321. _localDirection: Vector3;
  12322. /** @hidden */
  12323. _transformedDirection: Vector3;
  12324. /**
  12325. * Instantiates a Free Camera.
  12326. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12327. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12328. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12329. * @param name Define the name of the camera in the scene
  12330. * @param position Define the start position of the camera in the scene
  12331. * @param scene Define the scene the camera belongs to
  12332. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12333. */
  12334. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12335. /**
  12336. * Attached controls to the current camera.
  12337. * @param element Defines the element the controls should be listened from
  12338. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12339. */
  12340. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12341. /**
  12342. * Detach the current controls from the camera.
  12343. * The camera will stop reacting to inputs.
  12344. * @param element Defines the element to stop listening the inputs from
  12345. */
  12346. detachControl(element: HTMLElement): void;
  12347. private _collisionMask;
  12348. /**
  12349. * Define a collision mask to limit the list of object the camera can collide with
  12350. */
  12351. collisionMask: number;
  12352. /** @hidden */
  12353. _collideWithWorld(displacement: Vector3): void;
  12354. private _onCollisionPositionChange;
  12355. /** @hidden */
  12356. _checkInputs(): void;
  12357. /** @hidden */
  12358. _decideIfNeedsToMove(): boolean;
  12359. /** @hidden */
  12360. _updatePosition(): void;
  12361. /**
  12362. * Destroy the camera and release the current resources hold by it.
  12363. */
  12364. dispose(): void;
  12365. /**
  12366. * Gets the current object class name.
  12367. * @return the class name
  12368. */
  12369. getClassName(): string;
  12370. }
  12371. }
  12372. declare module "babylonjs/Gamepads/gamepad" {
  12373. import { Observable } from "babylonjs/Misc/observable";
  12374. /**
  12375. * Represents a gamepad control stick position
  12376. */
  12377. export class StickValues {
  12378. /**
  12379. * The x component of the control stick
  12380. */
  12381. x: number;
  12382. /**
  12383. * The y component of the control stick
  12384. */
  12385. y: number;
  12386. /**
  12387. * Initializes the gamepad x and y control stick values
  12388. * @param x The x component of the gamepad control stick value
  12389. * @param y The y component of the gamepad control stick value
  12390. */
  12391. constructor(
  12392. /**
  12393. * The x component of the control stick
  12394. */
  12395. x: number,
  12396. /**
  12397. * The y component of the control stick
  12398. */
  12399. y: number);
  12400. }
  12401. /**
  12402. * An interface which manages callbacks for gamepad button changes
  12403. */
  12404. export interface GamepadButtonChanges {
  12405. /**
  12406. * Called when a gamepad has been changed
  12407. */
  12408. changed: boolean;
  12409. /**
  12410. * Called when a gamepad press event has been triggered
  12411. */
  12412. pressChanged: boolean;
  12413. /**
  12414. * Called when a touch event has been triggered
  12415. */
  12416. touchChanged: boolean;
  12417. /**
  12418. * Called when a value has changed
  12419. */
  12420. valueChanged: boolean;
  12421. }
  12422. /**
  12423. * Represents a gamepad
  12424. */
  12425. export class Gamepad {
  12426. /**
  12427. * The id of the gamepad
  12428. */
  12429. id: string;
  12430. /**
  12431. * The index of the gamepad
  12432. */
  12433. index: number;
  12434. /**
  12435. * The browser gamepad
  12436. */
  12437. browserGamepad: any;
  12438. /**
  12439. * Specifies what type of gamepad this represents
  12440. */
  12441. type: number;
  12442. private _leftStick;
  12443. private _rightStick;
  12444. /** @hidden */
  12445. _isConnected: boolean;
  12446. private _leftStickAxisX;
  12447. private _leftStickAxisY;
  12448. private _rightStickAxisX;
  12449. private _rightStickAxisY;
  12450. /**
  12451. * Triggered when the left control stick has been changed
  12452. */
  12453. private _onleftstickchanged;
  12454. /**
  12455. * Triggered when the right control stick has been changed
  12456. */
  12457. private _onrightstickchanged;
  12458. /**
  12459. * Represents a gamepad controller
  12460. */
  12461. static GAMEPAD: number;
  12462. /**
  12463. * Represents a generic controller
  12464. */
  12465. static GENERIC: number;
  12466. /**
  12467. * Represents an XBox controller
  12468. */
  12469. static XBOX: number;
  12470. /**
  12471. * Represents a pose-enabled controller
  12472. */
  12473. static POSE_ENABLED: number;
  12474. /**
  12475. * Represents an Dual Shock controller
  12476. */
  12477. static DUALSHOCK: number;
  12478. /**
  12479. * Specifies whether the left control stick should be Y-inverted
  12480. */
  12481. protected _invertLeftStickY: boolean;
  12482. /**
  12483. * Specifies if the gamepad has been connected
  12484. */
  12485. readonly isConnected: boolean;
  12486. /**
  12487. * Initializes the gamepad
  12488. * @param id The id of the gamepad
  12489. * @param index The index of the gamepad
  12490. * @param browserGamepad The browser gamepad
  12491. * @param leftStickX The x component of the left joystick
  12492. * @param leftStickY The y component of the left joystick
  12493. * @param rightStickX The x component of the right joystick
  12494. * @param rightStickY The y component of the right joystick
  12495. */
  12496. constructor(
  12497. /**
  12498. * The id of the gamepad
  12499. */
  12500. id: string,
  12501. /**
  12502. * The index of the gamepad
  12503. */
  12504. index: number,
  12505. /**
  12506. * The browser gamepad
  12507. */
  12508. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12509. /**
  12510. * Callback triggered when the left joystick has changed
  12511. * @param callback
  12512. */
  12513. onleftstickchanged(callback: (values: StickValues) => void): void;
  12514. /**
  12515. * Callback triggered when the right joystick has changed
  12516. * @param callback
  12517. */
  12518. onrightstickchanged(callback: (values: StickValues) => void): void;
  12519. /**
  12520. * Gets the left joystick
  12521. */
  12522. /**
  12523. * Sets the left joystick values
  12524. */
  12525. leftStick: StickValues;
  12526. /**
  12527. * Gets the right joystick
  12528. */
  12529. /**
  12530. * Sets the right joystick value
  12531. */
  12532. rightStick: StickValues;
  12533. /**
  12534. * Updates the gamepad joystick positions
  12535. */
  12536. update(): void;
  12537. /**
  12538. * Disposes the gamepad
  12539. */
  12540. dispose(): void;
  12541. }
  12542. /**
  12543. * Represents a generic gamepad
  12544. */
  12545. export class GenericPad extends Gamepad {
  12546. private _buttons;
  12547. private _onbuttondown;
  12548. private _onbuttonup;
  12549. /**
  12550. * Observable triggered when a button has been pressed
  12551. */
  12552. onButtonDownObservable: Observable<number>;
  12553. /**
  12554. * Observable triggered when a button has been released
  12555. */
  12556. onButtonUpObservable: Observable<number>;
  12557. /**
  12558. * Callback triggered when a button has been pressed
  12559. * @param callback Called when a button has been pressed
  12560. */
  12561. onbuttondown(callback: (buttonPressed: number) => void): void;
  12562. /**
  12563. * Callback triggered when a button has been released
  12564. * @param callback Called when a button has been released
  12565. */
  12566. onbuttonup(callback: (buttonReleased: number) => void): void;
  12567. /**
  12568. * Initializes the generic gamepad
  12569. * @param id The id of the generic gamepad
  12570. * @param index The index of the generic gamepad
  12571. * @param browserGamepad The browser gamepad
  12572. */
  12573. constructor(id: string, index: number, browserGamepad: any);
  12574. private _setButtonValue;
  12575. /**
  12576. * Updates the generic gamepad
  12577. */
  12578. update(): void;
  12579. /**
  12580. * Disposes the generic gamepad
  12581. */
  12582. dispose(): void;
  12583. }
  12584. }
  12585. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12586. import { Nullable } from "babylonjs/types";
  12587. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12588. import { Scene } from "babylonjs/scene";
  12589. module "babylonjs/Engines/engine" {
  12590. interface Engine {
  12591. /**
  12592. * Creates a raw texture
  12593. * @param data defines the data to store in the texture
  12594. * @param width defines the width of the texture
  12595. * @param height defines the height of the texture
  12596. * @param format defines the format of the data
  12597. * @param generateMipMaps defines if the engine should generate the mip levels
  12598. * @param invertY defines if data must be stored with Y axis inverted
  12599. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12600. * @param compression defines the compression used (null by default)
  12601. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12602. * @returns the raw texture inside an InternalTexture
  12603. */
  12604. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12605. /**
  12606. * Update a raw texture
  12607. * @param texture defines the texture to update
  12608. * @param data defines the data to store in the texture
  12609. * @param format defines the format of the data
  12610. * @param invertY defines if data must be stored with Y axis inverted
  12611. */
  12612. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12613. /**
  12614. * Update a raw texture
  12615. * @param texture defines the texture to update
  12616. * @param data defines the data to store in the texture
  12617. * @param format defines the format of the data
  12618. * @param invertY defines if data must be stored with Y axis inverted
  12619. * @param compression defines the compression used (null by default)
  12620. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12621. */
  12622. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12623. /**
  12624. * Creates a new raw cube texture
  12625. * @param data defines the array of data to use to create each face
  12626. * @param size defines the size of the textures
  12627. * @param format defines the format of the data
  12628. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12629. * @param generateMipMaps defines if the engine should generate the mip levels
  12630. * @param invertY defines if data must be stored with Y axis inverted
  12631. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12632. * @param compression defines the compression used (null by default)
  12633. * @returns the cube texture as an InternalTexture
  12634. */
  12635. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12636. /**
  12637. * Update a raw cube texture
  12638. * @param texture defines the texture to udpdate
  12639. * @param data defines the data to store
  12640. * @param format defines the data format
  12641. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12642. * @param invertY defines if data must be stored with Y axis inverted
  12643. */
  12644. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12645. /**
  12646. * Update a raw cube texture
  12647. * @param texture defines the texture to udpdate
  12648. * @param data defines the data to store
  12649. * @param format defines the data format
  12650. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12651. * @param invertY defines if data must be stored with Y axis inverted
  12652. * @param compression defines the compression used (null by default)
  12653. */
  12654. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12655. /**
  12656. * Update a raw cube texture
  12657. * @param texture defines the texture to udpdate
  12658. * @param data defines the data to store
  12659. * @param format defines the data format
  12660. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12661. * @param invertY defines if data must be stored with Y axis inverted
  12662. * @param compression defines the compression used (null by default)
  12663. * @param level defines which level of the texture to update
  12664. */
  12665. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12666. /**
  12667. * Creates a new raw cube texture from a specified url
  12668. * @param url defines the url where the data is located
  12669. * @param scene defines the current scene
  12670. * @param size defines the size of the textures
  12671. * @param format defines the format of the data
  12672. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12673. * @param noMipmap defines if the engine should avoid generating the mip levels
  12674. * @param callback defines a callback used to extract texture data from loaded data
  12675. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12676. * @param onLoad defines a callback called when texture is loaded
  12677. * @param onError defines a callback called if there is an error
  12678. * @returns the cube texture as an InternalTexture
  12679. */
  12680. 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;
  12681. /**
  12682. * Creates a new raw cube texture from a specified url
  12683. * @param url defines the url where the data is located
  12684. * @param scene defines the current scene
  12685. * @param size defines the size of the textures
  12686. * @param format defines the format of the data
  12687. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12688. * @param noMipmap defines if the engine should avoid generating the mip levels
  12689. * @param callback defines a callback used to extract texture data from loaded data
  12690. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12691. * @param onLoad defines a callback called when texture is loaded
  12692. * @param onError defines a callback called if there is an error
  12693. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12694. * @param invertY defines if data must be stored with Y axis inverted
  12695. * @returns the cube texture as an InternalTexture
  12696. */
  12697. 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;
  12698. /**
  12699. * Creates a new raw 3D texture
  12700. * @param data defines the data used to create the texture
  12701. * @param width defines the width of the texture
  12702. * @param height defines the height of the texture
  12703. * @param depth defines the depth of the texture
  12704. * @param format defines the format of the texture
  12705. * @param generateMipMaps defines if the engine must generate mip levels
  12706. * @param invertY defines if data must be stored with Y axis inverted
  12707. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12708. * @param compression defines the compressed used (can be null)
  12709. * @param textureType defines the compressed used (can be null)
  12710. * @returns a new raw 3D texture (stored in an InternalTexture)
  12711. */
  12712. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12713. /**
  12714. * Update a raw 3D texture
  12715. * @param texture defines the texture to update
  12716. * @param data defines the data to store
  12717. * @param format defines the data format
  12718. * @param invertY defines if data must be stored with Y axis inverted
  12719. */
  12720. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12721. /**
  12722. * Update a raw 3D texture
  12723. * @param texture defines the texture to update
  12724. * @param data defines the data to store
  12725. * @param format defines the data format
  12726. * @param invertY defines if data must be stored with Y axis inverted
  12727. * @param compression defines the used compression (can be null)
  12728. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12729. */
  12730. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12731. }
  12732. }
  12733. }
  12734. declare module "babylonjs/Materials/Textures/rawTexture" {
  12735. import { Scene } from "babylonjs/scene";
  12736. import { Texture } from "babylonjs/Materials/Textures/texture";
  12737. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12738. /**
  12739. * Raw texture can help creating a texture directly from an array of data.
  12740. * This can be super useful if you either get the data from an uncompressed source or
  12741. * if you wish to create your texture pixel by pixel.
  12742. */
  12743. export class RawTexture extends Texture {
  12744. /**
  12745. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12746. */
  12747. format: number;
  12748. private _engine;
  12749. /**
  12750. * Instantiates a new RawTexture.
  12751. * Raw texture can help creating a texture directly from an array of data.
  12752. * This can be super useful if you either get the data from an uncompressed source or
  12753. * if you wish to create your texture pixel by pixel.
  12754. * @param data define the array of data to use to create the texture
  12755. * @param width define the width of the texture
  12756. * @param height define the height of the texture
  12757. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12758. * @param scene define the scene the texture belongs to
  12759. * @param generateMipMaps define whether mip maps should be generated or not
  12760. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12761. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12762. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12763. */
  12764. constructor(data: ArrayBufferView, width: number, height: number,
  12765. /**
  12766. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12767. */
  12768. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12769. /**
  12770. * Updates the texture underlying data.
  12771. * @param data Define the new data of the texture
  12772. */
  12773. update(data: ArrayBufferView): void;
  12774. /**
  12775. * Creates a luminance texture from some data.
  12776. * @param data Define the texture data
  12777. * @param width Define the width of the texture
  12778. * @param height Define the height of the texture
  12779. * @param scene Define the scene the texture belongs to
  12780. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12781. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12782. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12783. * @returns the luminance texture
  12784. */
  12785. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12786. /**
  12787. * Creates a luminance alpha texture from some data.
  12788. * @param data Define the texture data
  12789. * @param width Define the width of the texture
  12790. * @param height Define the height of the texture
  12791. * @param scene Define the scene the texture belongs to
  12792. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12793. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12794. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12795. * @returns the luminance alpha texture
  12796. */
  12797. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12798. /**
  12799. * Creates an alpha texture from some data.
  12800. * @param data Define the texture data
  12801. * @param width Define the width of the texture
  12802. * @param height Define the height of the texture
  12803. * @param scene Define the scene the texture belongs to
  12804. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12805. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12806. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12807. * @returns the alpha texture
  12808. */
  12809. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12810. /**
  12811. * Creates a RGB texture from some data.
  12812. * @param data Define the texture data
  12813. * @param width Define the width of the texture
  12814. * @param height Define the height of the texture
  12815. * @param scene Define the scene the texture belongs to
  12816. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12817. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12818. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12819. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12820. * @returns the RGB alpha texture
  12821. */
  12822. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12823. /**
  12824. * Creates a RGBA texture from some data.
  12825. * @param data Define the texture data
  12826. * @param width Define the width of the texture
  12827. * @param height Define the height of the texture
  12828. * @param scene Define the scene the texture belongs to
  12829. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12830. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12831. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12832. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12833. * @returns the RGBA texture
  12834. */
  12835. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12836. /**
  12837. * Creates a R texture from some data.
  12838. * @param data Define the texture data
  12839. * @param width Define the width of the texture
  12840. * @param height Define the height of the texture
  12841. * @param scene Define the scene the texture belongs to
  12842. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12843. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12844. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12845. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12846. * @returns the R texture
  12847. */
  12848. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12849. }
  12850. }
  12851. declare module "babylonjs/Maths/math.size" {
  12852. /**
  12853. * Interface for the size containing width and height
  12854. */
  12855. export interface ISize {
  12856. /**
  12857. * Width
  12858. */
  12859. width: number;
  12860. /**
  12861. * Heighht
  12862. */
  12863. height: number;
  12864. }
  12865. /**
  12866. * Size containing widht and height
  12867. */
  12868. export class Size implements ISize {
  12869. /**
  12870. * Width
  12871. */
  12872. width: number;
  12873. /**
  12874. * Height
  12875. */
  12876. height: number;
  12877. /**
  12878. * Creates a Size object from the given width and height (floats).
  12879. * @param width width of the new size
  12880. * @param height height of the new size
  12881. */
  12882. constructor(width: number, height: number);
  12883. /**
  12884. * Returns a string with the Size width and height
  12885. * @returns a string with the Size width and height
  12886. */
  12887. toString(): string;
  12888. /**
  12889. * "Size"
  12890. * @returns the string "Size"
  12891. */
  12892. getClassName(): string;
  12893. /**
  12894. * Returns the Size hash code.
  12895. * @returns a hash code for a unique width and height
  12896. */
  12897. getHashCode(): number;
  12898. /**
  12899. * Updates the current size from the given one.
  12900. * @param src the given size
  12901. */
  12902. copyFrom(src: Size): void;
  12903. /**
  12904. * Updates in place the current Size from the given floats.
  12905. * @param width width of the new size
  12906. * @param height height of the new size
  12907. * @returns the updated Size.
  12908. */
  12909. copyFromFloats(width: number, height: number): Size;
  12910. /**
  12911. * Updates in place the current Size from the given floats.
  12912. * @param width width to set
  12913. * @param height height to set
  12914. * @returns the updated Size.
  12915. */
  12916. set(width: number, height: number): Size;
  12917. /**
  12918. * Multiplies the width and height by numbers
  12919. * @param w factor to multiple the width by
  12920. * @param h factor to multiple the height by
  12921. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12922. */
  12923. multiplyByFloats(w: number, h: number): Size;
  12924. /**
  12925. * Clones the size
  12926. * @returns a new Size copied from the given one.
  12927. */
  12928. clone(): Size;
  12929. /**
  12930. * True if the current Size and the given one width and height are strictly equal.
  12931. * @param other the other size to compare against
  12932. * @returns True if the current Size and the given one width and height are strictly equal.
  12933. */
  12934. equals(other: Size): boolean;
  12935. /**
  12936. * The surface of the Size : width * height (float).
  12937. */
  12938. readonly surface: number;
  12939. /**
  12940. * Create a new size of zero
  12941. * @returns a new Size set to (0.0, 0.0)
  12942. */
  12943. static Zero(): Size;
  12944. /**
  12945. * Sums the width and height of two sizes
  12946. * @param otherSize size to add to this size
  12947. * @returns a new Size set as the addition result of the current Size and the given one.
  12948. */
  12949. add(otherSize: Size): Size;
  12950. /**
  12951. * Subtracts the width and height of two
  12952. * @param otherSize size to subtract to this size
  12953. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12954. */
  12955. subtract(otherSize: Size): Size;
  12956. /**
  12957. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12958. * @param start starting size to lerp between
  12959. * @param end end size to lerp between
  12960. * @param amount amount to lerp between the start and end values
  12961. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12962. */
  12963. static Lerp(start: Size, end: Size, amount: number): Size;
  12964. }
  12965. }
  12966. declare module "babylonjs/Animations/runtimeAnimation" {
  12967. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12968. import { Animatable } from "babylonjs/Animations/animatable";
  12969. import { Scene } from "babylonjs/scene";
  12970. /**
  12971. * Defines a runtime animation
  12972. */
  12973. export class RuntimeAnimation {
  12974. private _events;
  12975. /**
  12976. * The current frame of the runtime animation
  12977. */
  12978. private _currentFrame;
  12979. /**
  12980. * The animation used by the runtime animation
  12981. */
  12982. private _animation;
  12983. /**
  12984. * The target of the runtime animation
  12985. */
  12986. private _target;
  12987. /**
  12988. * The initiating animatable
  12989. */
  12990. private _host;
  12991. /**
  12992. * The original value of the runtime animation
  12993. */
  12994. private _originalValue;
  12995. /**
  12996. * The original blend value of the runtime animation
  12997. */
  12998. private _originalBlendValue;
  12999. /**
  13000. * The offsets cache of the runtime animation
  13001. */
  13002. private _offsetsCache;
  13003. /**
  13004. * The high limits cache of the runtime animation
  13005. */
  13006. private _highLimitsCache;
  13007. /**
  13008. * Specifies if the runtime animation has been stopped
  13009. */
  13010. private _stopped;
  13011. /**
  13012. * The blending factor of the runtime animation
  13013. */
  13014. private _blendingFactor;
  13015. /**
  13016. * The BabylonJS scene
  13017. */
  13018. private _scene;
  13019. /**
  13020. * The current value of the runtime animation
  13021. */
  13022. private _currentValue;
  13023. /** @hidden */
  13024. _animationState: _IAnimationState;
  13025. /**
  13026. * The active target of the runtime animation
  13027. */
  13028. private _activeTargets;
  13029. private _currentActiveTarget;
  13030. private _directTarget;
  13031. /**
  13032. * The target path of the runtime animation
  13033. */
  13034. private _targetPath;
  13035. /**
  13036. * The weight of the runtime animation
  13037. */
  13038. private _weight;
  13039. /**
  13040. * The ratio offset of the runtime animation
  13041. */
  13042. private _ratioOffset;
  13043. /**
  13044. * The previous delay of the runtime animation
  13045. */
  13046. private _previousDelay;
  13047. /**
  13048. * The previous ratio of the runtime animation
  13049. */
  13050. private _previousRatio;
  13051. private _enableBlending;
  13052. private _keys;
  13053. private _minFrame;
  13054. private _maxFrame;
  13055. private _minValue;
  13056. private _maxValue;
  13057. private _targetIsArray;
  13058. /**
  13059. * Gets the current frame of the runtime animation
  13060. */
  13061. readonly currentFrame: number;
  13062. /**
  13063. * Gets the weight of the runtime animation
  13064. */
  13065. readonly weight: number;
  13066. /**
  13067. * Gets the current value of the runtime animation
  13068. */
  13069. readonly currentValue: any;
  13070. /**
  13071. * Gets the target path of the runtime animation
  13072. */
  13073. readonly targetPath: string;
  13074. /**
  13075. * Gets the actual target of the runtime animation
  13076. */
  13077. readonly target: any;
  13078. /** @hidden */
  13079. _onLoop: () => void;
  13080. /**
  13081. * Create a new RuntimeAnimation object
  13082. * @param target defines the target of the animation
  13083. * @param animation defines the source animation object
  13084. * @param scene defines the hosting scene
  13085. * @param host defines the initiating Animatable
  13086. */
  13087. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13088. private _preparePath;
  13089. /**
  13090. * Gets the animation from the runtime animation
  13091. */
  13092. readonly animation: Animation;
  13093. /**
  13094. * Resets the runtime animation to the beginning
  13095. * @param restoreOriginal defines whether to restore the target property to the original value
  13096. */
  13097. reset(restoreOriginal?: boolean): void;
  13098. /**
  13099. * Specifies if the runtime animation is stopped
  13100. * @returns Boolean specifying if the runtime animation is stopped
  13101. */
  13102. isStopped(): boolean;
  13103. /**
  13104. * Disposes of the runtime animation
  13105. */
  13106. dispose(): void;
  13107. /**
  13108. * Apply the interpolated value to the target
  13109. * @param currentValue defines the value computed by the animation
  13110. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13111. */
  13112. setValue(currentValue: any, weight: number): void;
  13113. private _getOriginalValues;
  13114. private _setValue;
  13115. /**
  13116. * Gets the loop pmode of the runtime animation
  13117. * @returns Loop Mode
  13118. */
  13119. private _getCorrectLoopMode;
  13120. /**
  13121. * Move the current animation to a given frame
  13122. * @param frame defines the frame to move to
  13123. */
  13124. goToFrame(frame: number): void;
  13125. /**
  13126. * @hidden Internal use only
  13127. */
  13128. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13129. /**
  13130. * Execute the current animation
  13131. * @param delay defines the delay to add to the current frame
  13132. * @param from defines the lower bound of the animation range
  13133. * @param to defines the upper bound of the animation range
  13134. * @param loop defines if the current animation must loop
  13135. * @param speedRatio defines the current speed ratio
  13136. * @param weight defines the weight of the animation (default is -1 so no weight)
  13137. * @param onLoop optional callback called when animation loops
  13138. * @returns a boolean indicating if the animation is running
  13139. */
  13140. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13141. }
  13142. }
  13143. declare module "babylonjs/Animations/animatable" {
  13144. import { Animation } from "babylonjs/Animations/animation";
  13145. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13146. import { Nullable } from "babylonjs/types";
  13147. import { Observable } from "babylonjs/Misc/observable";
  13148. import { Scene } from "babylonjs/scene";
  13149. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13150. import { Node } from "babylonjs/node";
  13151. /**
  13152. * Class used to store an actual running animation
  13153. */
  13154. export class Animatable {
  13155. /** defines the target object */
  13156. target: any;
  13157. /** defines the starting frame number (default is 0) */
  13158. fromFrame: number;
  13159. /** defines the ending frame number (default is 100) */
  13160. toFrame: number;
  13161. /** defines if the animation must loop (default is false) */
  13162. loopAnimation: boolean;
  13163. /** defines a callback to call when animation ends if it is not looping */
  13164. onAnimationEnd?: (() => void) | null | undefined;
  13165. /** defines a callback to call when animation loops */
  13166. onAnimationLoop?: (() => void) | null | undefined;
  13167. private _localDelayOffset;
  13168. private _pausedDelay;
  13169. private _runtimeAnimations;
  13170. private _paused;
  13171. private _scene;
  13172. private _speedRatio;
  13173. private _weight;
  13174. private _syncRoot;
  13175. /**
  13176. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13177. * This will only apply for non looping animation (default is true)
  13178. */
  13179. disposeOnEnd: boolean;
  13180. /**
  13181. * Gets a boolean indicating if the animation has started
  13182. */
  13183. animationStarted: boolean;
  13184. /**
  13185. * Observer raised when the animation ends
  13186. */
  13187. onAnimationEndObservable: Observable<Animatable>;
  13188. /**
  13189. * Observer raised when the animation loops
  13190. */
  13191. onAnimationLoopObservable: Observable<Animatable>;
  13192. /**
  13193. * Gets the root Animatable used to synchronize and normalize animations
  13194. */
  13195. readonly syncRoot: Nullable<Animatable>;
  13196. /**
  13197. * Gets the current frame of the first RuntimeAnimation
  13198. * Used to synchronize Animatables
  13199. */
  13200. readonly masterFrame: number;
  13201. /**
  13202. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13203. */
  13204. weight: number;
  13205. /**
  13206. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13207. */
  13208. speedRatio: number;
  13209. /**
  13210. * Creates a new Animatable
  13211. * @param scene defines the hosting scene
  13212. * @param target defines the target object
  13213. * @param fromFrame defines the starting frame number (default is 0)
  13214. * @param toFrame defines the ending frame number (default is 100)
  13215. * @param loopAnimation defines if the animation must loop (default is false)
  13216. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13217. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13218. * @param animations defines a group of animation to add to the new Animatable
  13219. * @param onAnimationLoop defines a callback to call when animation loops
  13220. */
  13221. constructor(scene: Scene,
  13222. /** defines the target object */
  13223. target: any,
  13224. /** defines the starting frame number (default is 0) */
  13225. fromFrame?: number,
  13226. /** defines the ending frame number (default is 100) */
  13227. toFrame?: number,
  13228. /** defines if the animation must loop (default is false) */
  13229. loopAnimation?: boolean, speedRatio?: number,
  13230. /** defines a callback to call when animation ends if it is not looping */
  13231. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13232. /** defines a callback to call when animation loops */
  13233. onAnimationLoop?: (() => void) | null | undefined);
  13234. /**
  13235. * Synchronize and normalize current Animatable with a source Animatable
  13236. * This is useful when using animation weights and when animations are not of the same length
  13237. * @param root defines the root Animatable to synchronize with
  13238. * @returns the current Animatable
  13239. */
  13240. syncWith(root: Animatable): Animatable;
  13241. /**
  13242. * Gets the list of runtime animations
  13243. * @returns an array of RuntimeAnimation
  13244. */
  13245. getAnimations(): RuntimeAnimation[];
  13246. /**
  13247. * Adds more animations to the current animatable
  13248. * @param target defines the target of the animations
  13249. * @param animations defines the new animations to add
  13250. */
  13251. appendAnimations(target: any, animations: Animation[]): void;
  13252. /**
  13253. * Gets the source animation for a specific property
  13254. * @param property defines the propertyu to look for
  13255. * @returns null or the source animation for the given property
  13256. */
  13257. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13258. /**
  13259. * Gets the runtime animation for a specific property
  13260. * @param property defines the propertyu to look for
  13261. * @returns null or the runtime animation for the given property
  13262. */
  13263. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13264. /**
  13265. * Resets the animatable to its original state
  13266. */
  13267. reset(): void;
  13268. /**
  13269. * Allows the animatable to blend with current running animations
  13270. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13271. * @param blendingSpeed defines the blending speed to use
  13272. */
  13273. enableBlending(blendingSpeed: number): void;
  13274. /**
  13275. * Disable animation blending
  13276. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13277. */
  13278. disableBlending(): void;
  13279. /**
  13280. * Jump directly to a given frame
  13281. * @param frame defines the frame to jump to
  13282. */
  13283. goToFrame(frame: number): void;
  13284. /**
  13285. * Pause the animation
  13286. */
  13287. pause(): void;
  13288. /**
  13289. * Restart the animation
  13290. */
  13291. restart(): void;
  13292. private _raiseOnAnimationEnd;
  13293. /**
  13294. * Stop and delete the current animation
  13295. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13296. * @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)
  13297. */
  13298. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13299. /**
  13300. * Wait asynchronously for the animation to end
  13301. * @returns a promise which will be fullfilled when the animation ends
  13302. */
  13303. waitAsync(): Promise<Animatable>;
  13304. /** @hidden */
  13305. _animate(delay: number): boolean;
  13306. }
  13307. module "babylonjs/scene" {
  13308. interface Scene {
  13309. /** @hidden */
  13310. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13311. /** @hidden */
  13312. _processLateAnimationBindingsForMatrices(holder: {
  13313. totalWeight: number;
  13314. animations: RuntimeAnimation[];
  13315. originalValue: Matrix;
  13316. }): any;
  13317. /** @hidden */
  13318. _processLateAnimationBindingsForQuaternions(holder: {
  13319. totalWeight: number;
  13320. animations: RuntimeAnimation[];
  13321. originalValue: Quaternion;
  13322. }, refQuaternion: Quaternion): Quaternion;
  13323. /** @hidden */
  13324. _processLateAnimationBindings(): void;
  13325. /**
  13326. * Will start the animation sequence of a given target
  13327. * @param target defines the target
  13328. * @param from defines from which frame should animation start
  13329. * @param to defines until which frame should animation run.
  13330. * @param weight defines the weight to apply to the animation (1.0 by default)
  13331. * @param loop defines if the animation loops
  13332. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13333. * @param onAnimationEnd defines the function to be executed when the animation ends
  13334. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13335. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13336. * @param onAnimationLoop defines the callback to call when an animation loops
  13337. * @returns the animatable object created for this animation
  13338. */
  13339. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13340. /**
  13341. * Will start the animation sequence of a given target
  13342. * @param target defines the target
  13343. * @param from defines from which frame should animation start
  13344. * @param to defines until which frame should animation run.
  13345. * @param loop defines if the animation loops
  13346. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13347. * @param onAnimationEnd defines the function to be executed when the animation ends
  13348. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13349. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13350. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13351. * @param onAnimationLoop defines the callback to call when an animation loops
  13352. * @returns the animatable object created for this animation
  13353. */
  13354. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13355. /**
  13356. * Will start the animation sequence of a given target and its hierarchy
  13357. * @param target defines the target
  13358. * @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.
  13359. * @param from defines from which frame should animation start
  13360. * @param to defines until which frame should animation run.
  13361. * @param loop defines if the animation loops
  13362. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13363. * @param onAnimationEnd defines the function to be executed when the animation ends
  13364. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13365. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13366. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13367. * @param onAnimationLoop defines the callback to call when an animation loops
  13368. * @returns the list of created animatables
  13369. */
  13370. 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[];
  13371. /**
  13372. * Begin a new animation on a given node
  13373. * @param target defines the target where the animation will take place
  13374. * @param animations defines the list of animations to start
  13375. * @param from defines the initial value
  13376. * @param to defines the final value
  13377. * @param loop defines if you want animation to loop (off by default)
  13378. * @param speedRatio defines the speed ratio to apply to all animations
  13379. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13380. * @param onAnimationLoop defines the callback to call when an animation loops
  13381. * @returns the list of created animatables
  13382. */
  13383. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13384. /**
  13385. * Begin a new animation on a given node and its hierarchy
  13386. * @param target defines the root node where the animation will take place
  13387. * @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.
  13388. * @param animations defines the list of animations to start
  13389. * @param from defines the initial value
  13390. * @param to defines the final value
  13391. * @param loop defines if you want animation to loop (off by default)
  13392. * @param speedRatio defines the speed ratio to apply to all animations
  13393. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13394. * @param onAnimationLoop defines the callback to call when an animation loops
  13395. * @returns the list of animatables created for all nodes
  13396. */
  13397. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13398. /**
  13399. * Gets the animatable associated with a specific target
  13400. * @param target defines the target of the animatable
  13401. * @returns the required animatable if found
  13402. */
  13403. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13404. /**
  13405. * Gets all animatables associated with a given target
  13406. * @param target defines the target to look animatables for
  13407. * @returns an array of Animatables
  13408. */
  13409. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13410. /**
  13411. * Stops and removes all animations that have been applied to the scene
  13412. */
  13413. stopAllAnimations(): void;
  13414. /**
  13415. * Gets the current delta time used by animation engine
  13416. */
  13417. deltaTime: number;
  13418. }
  13419. }
  13420. module "babylonjs/Bones/bone" {
  13421. interface Bone {
  13422. /**
  13423. * Copy an animation range from another bone
  13424. * @param source defines the source bone
  13425. * @param rangeName defines the range name to copy
  13426. * @param frameOffset defines the frame offset
  13427. * @param rescaleAsRequired defines if rescaling must be applied if required
  13428. * @param skelDimensionsRatio defines the scaling ratio
  13429. * @returns true if operation was successful
  13430. */
  13431. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13432. }
  13433. }
  13434. }
  13435. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13436. /**
  13437. * Class used to override all child animations of a given target
  13438. */
  13439. export class AnimationPropertiesOverride {
  13440. /**
  13441. * Gets or sets a value indicating if animation blending must be used
  13442. */
  13443. enableBlending: boolean;
  13444. /**
  13445. * Gets or sets the blending speed to use when enableBlending is true
  13446. */
  13447. blendingSpeed: number;
  13448. /**
  13449. * Gets or sets the default loop mode to use
  13450. */
  13451. loopMode: number;
  13452. }
  13453. }
  13454. declare module "babylonjs/Bones/skeleton" {
  13455. import { Bone } from "babylonjs/Bones/bone";
  13456. import { Observable } from "babylonjs/Misc/observable";
  13457. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13458. import { Scene } from "babylonjs/scene";
  13459. import { Nullable } from "babylonjs/types";
  13460. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13461. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13462. import { Animatable } from "babylonjs/Animations/animatable";
  13463. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13464. import { Animation } from "babylonjs/Animations/animation";
  13465. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13466. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13467. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13468. /**
  13469. * Class used to handle skinning animations
  13470. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13471. */
  13472. export class Skeleton implements IAnimatable {
  13473. /** defines the skeleton name */
  13474. name: string;
  13475. /** defines the skeleton Id */
  13476. id: string;
  13477. /**
  13478. * Defines the list of child bones
  13479. */
  13480. bones: Bone[];
  13481. /**
  13482. * Defines an estimate of the dimension of the skeleton at rest
  13483. */
  13484. dimensionsAtRest: Vector3;
  13485. /**
  13486. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13487. */
  13488. needInitialSkinMatrix: boolean;
  13489. /**
  13490. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13491. */
  13492. overrideMesh: Nullable<AbstractMesh>;
  13493. /**
  13494. * Gets the list of animations attached to this skeleton
  13495. */
  13496. animations: Array<Animation>;
  13497. private _scene;
  13498. private _isDirty;
  13499. private _transformMatrices;
  13500. private _transformMatrixTexture;
  13501. private _meshesWithPoseMatrix;
  13502. private _animatables;
  13503. private _identity;
  13504. private _synchronizedWithMesh;
  13505. private _ranges;
  13506. private _lastAbsoluteTransformsUpdateId;
  13507. private _canUseTextureForBones;
  13508. private _uniqueId;
  13509. /** @hidden */
  13510. _numBonesWithLinkedTransformNode: number;
  13511. /** @hidden */
  13512. _hasWaitingData: Nullable<boolean>;
  13513. /**
  13514. * Specifies if the skeleton should be serialized
  13515. */
  13516. doNotSerialize: boolean;
  13517. private _useTextureToStoreBoneMatrices;
  13518. /**
  13519. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13520. * Please note that this option is not available if the hardware does not support it
  13521. */
  13522. useTextureToStoreBoneMatrices: boolean;
  13523. private _animationPropertiesOverride;
  13524. /**
  13525. * Gets or sets the animation properties override
  13526. */
  13527. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13528. /**
  13529. * List of inspectable custom properties (used by the Inspector)
  13530. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13531. */
  13532. inspectableCustomProperties: IInspectable[];
  13533. /**
  13534. * An observable triggered before computing the skeleton's matrices
  13535. */
  13536. onBeforeComputeObservable: Observable<Skeleton>;
  13537. /**
  13538. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13539. */
  13540. readonly isUsingTextureForMatrices: boolean;
  13541. /**
  13542. * Gets the unique ID of this skeleton
  13543. */
  13544. readonly uniqueId: number;
  13545. /**
  13546. * Creates a new skeleton
  13547. * @param name defines the skeleton name
  13548. * @param id defines the skeleton Id
  13549. * @param scene defines the hosting scene
  13550. */
  13551. constructor(
  13552. /** defines the skeleton name */
  13553. name: string,
  13554. /** defines the skeleton Id */
  13555. id: string, scene: Scene);
  13556. /**
  13557. * Gets the current object class name.
  13558. * @return the class name
  13559. */
  13560. getClassName(): string;
  13561. /**
  13562. * Returns an array containing the root bones
  13563. * @returns an array containing the root bones
  13564. */
  13565. getChildren(): Array<Bone>;
  13566. /**
  13567. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13568. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13569. * @returns a Float32Array containing matrices data
  13570. */
  13571. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13572. /**
  13573. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13574. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13575. * @returns a raw texture containing the data
  13576. */
  13577. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13578. /**
  13579. * Gets the current hosting scene
  13580. * @returns a scene object
  13581. */
  13582. getScene(): Scene;
  13583. /**
  13584. * Gets a string representing the current skeleton data
  13585. * @param fullDetails defines a boolean indicating if we want a verbose version
  13586. * @returns a string representing the current skeleton data
  13587. */
  13588. toString(fullDetails?: boolean): string;
  13589. /**
  13590. * Get bone's index searching by name
  13591. * @param name defines bone's name to search for
  13592. * @return the indice of the bone. Returns -1 if not found
  13593. */
  13594. getBoneIndexByName(name: string): number;
  13595. /**
  13596. * Creater a new animation range
  13597. * @param name defines the name of the range
  13598. * @param from defines the start key
  13599. * @param to defines the end key
  13600. */
  13601. createAnimationRange(name: string, from: number, to: number): void;
  13602. /**
  13603. * Delete a specific animation range
  13604. * @param name defines the name of the range
  13605. * @param deleteFrames defines if frames must be removed as well
  13606. */
  13607. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13608. /**
  13609. * Gets a specific animation range
  13610. * @param name defines the name of the range to look for
  13611. * @returns the requested animation range or null if not found
  13612. */
  13613. getAnimationRange(name: string): Nullable<AnimationRange>;
  13614. /**
  13615. * Gets the list of all animation ranges defined on this skeleton
  13616. * @returns an array
  13617. */
  13618. getAnimationRanges(): Nullable<AnimationRange>[];
  13619. /**
  13620. * Copy animation range from a source skeleton.
  13621. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13622. * @param source defines the source skeleton
  13623. * @param name defines the name of the range to copy
  13624. * @param rescaleAsRequired defines if rescaling must be applied if required
  13625. * @returns true if operation was successful
  13626. */
  13627. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13628. /**
  13629. * Forces the skeleton to go to rest pose
  13630. */
  13631. returnToRest(): void;
  13632. private _getHighestAnimationFrame;
  13633. /**
  13634. * Begin a specific animation range
  13635. * @param name defines the name of the range to start
  13636. * @param loop defines if looping must be turned on (false by default)
  13637. * @param speedRatio defines the speed ratio to apply (1 by default)
  13638. * @param onAnimationEnd defines a callback which will be called when animation will end
  13639. * @returns a new animatable
  13640. */
  13641. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13642. /** @hidden */
  13643. _markAsDirty(): void;
  13644. /** @hidden */
  13645. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13646. /** @hidden */
  13647. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13648. private _computeTransformMatrices;
  13649. /**
  13650. * Build all resources required to render a skeleton
  13651. */
  13652. prepare(): void;
  13653. /**
  13654. * Gets the list of animatables currently running for this skeleton
  13655. * @returns an array of animatables
  13656. */
  13657. getAnimatables(): IAnimatable[];
  13658. /**
  13659. * Clone the current skeleton
  13660. * @param name defines the name of the new skeleton
  13661. * @param id defines the id of the new skeleton
  13662. * @returns the new skeleton
  13663. */
  13664. clone(name: string, id: string): Skeleton;
  13665. /**
  13666. * Enable animation blending for this skeleton
  13667. * @param blendingSpeed defines the blending speed to apply
  13668. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13669. */
  13670. enableBlending(blendingSpeed?: number): void;
  13671. /**
  13672. * Releases all resources associated with the current skeleton
  13673. */
  13674. dispose(): void;
  13675. /**
  13676. * Serialize the skeleton in a JSON object
  13677. * @returns a JSON object
  13678. */
  13679. serialize(): any;
  13680. /**
  13681. * Creates a new skeleton from serialized data
  13682. * @param parsedSkeleton defines the serialized data
  13683. * @param scene defines the hosting scene
  13684. * @returns a new skeleton
  13685. */
  13686. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13687. /**
  13688. * Compute all node absolute transforms
  13689. * @param forceUpdate defines if computation must be done even if cache is up to date
  13690. */
  13691. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13692. /**
  13693. * Gets the root pose matrix
  13694. * @returns a matrix
  13695. */
  13696. getPoseMatrix(): Nullable<Matrix>;
  13697. /**
  13698. * Sorts bones per internal index
  13699. */
  13700. sortBones(): void;
  13701. private _sortBones;
  13702. }
  13703. }
  13704. declare module "babylonjs/Bones/bone" {
  13705. import { Skeleton } from "babylonjs/Bones/skeleton";
  13706. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13707. import { Nullable } from "babylonjs/types";
  13708. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13709. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13710. import { Node } from "babylonjs/node";
  13711. import { Space } from "babylonjs/Maths/math.axis";
  13712. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13713. /**
  13714. * Class used to store bone information
  13715. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13716. */
  13717. export class Bone extends Node {
  13718. /**
  13719. * defines the bone name
  13720. */
  13721. name: string;
  13722. private static _tmpVecs;
  13723. private static _tmpQuat;
  13724. private static _tmpMats;
  13725. /**
  13726. * Gets the list of child bones
  13727. */
  13728. children: Bone[];
  13729. /** Gets the animations associated with this bone */
  13730. animations: import("babylonjs/Animations/animation").Animation[];
  13731. /**
  13732. * Gets or sets bone length
  13733. */
  13734. length: number;
  13735. /**
  13736. * @hidden Internal only
  13737. * Set this value to map this bone to a different index in the transform matrices
  13738. * Set this value to -1 to exclude the bone from the transform matrices
  13739. */
  13740. _index: Nullable<number>;
  13741. private _skeleton;
  13742. private _localMatrix;
  13743. private _restPose;
  13744. private _baseMatrix;
  13745. private _absoluteTransform;
  13746. private _invertedAbsoluteTransform;
  13747. private _parent;
  13748. private _scalingDeterminant;
  13749. private _worldTransform;
  13750. private _localScaling;
  13751. private _localRotation;
  13752. private _localPosition;
  13753. private _needToDecompose;
  13754. private _needToCompose;
  13755. /** @hidden */
  13756. _linkedTransformNode: Nullable<TransformNode>;
  13757. /** @hidden */
  13758. _waitingTransformNodeId: Nullable<string>;
  13759. /** @hidden */
  13760. /** @hidden */
  13761. _matrix: Matrix;
  13762. /**
  13763. * Create a new bone
  13764. * @param name defines the bone name
  13765. * @param skeleton defines the parent skeleton
  13766. * @param parentBone defines the parent (can be null if the bone is the root)
  13767. * @param localMatrix defines the local matrix
  13768. * @param restPose defines the rest pose matrix
  13769. * @param baseMatrix defines the base matrix
  13770. * @param index defines index of the bone in the hiearchy
  13771. */
  13772. constructor(
  13773. /**
  13774. * defines the bone name
  13775. */
  13776. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13777. /**
  13778. * Gets the current object class name.
  13779. * @return the class name
  13780. */
  13781. getClassName(): string;
  13782. /**
  13783. * Gets the parent skeleton
  13784. * @returns a skeleton
  13785. */
  13786. getSkeleton(): Skeleton;
  13787. /**
  13788. * Gets parent bone
  13789. * @returns a bone or null if the bone is the root of the bone hierarchy
  13790. */
  13791. getParent(): Nullable<Bone>;
  13792. /**
  13793. * Returns an array containing the root bones
  13794. * @returns an array containing the root bones
  13795. */
  13796. getChildren(): Array<Bone>;
  13797. /**
  13798. * Sets the parent bone
  13799. * @param parent defines the parent (can be null if the bone is the root)
  13800. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13801. */
  13802. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13803. /**
  13804. * Gets the local matrix
  13805. * @returns a matrix
  13806. */
  13807. getLocalMatrix(): Matrix;
  13808. /**
  13809. * Gets the base matrix (initial matrix which remains unchanged)
  13810. * @returns a matrix
  13811. */
  13812. getBaseMatrix(): Matrix;
  13813. /**
  13814. * Gets the rest pose matrix
  13815. * @returns a matrix
  13816. */
  13817. getRestPose(): Matrix;
  13818. /**
  13819. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13820. */
  13821. getWorldMatrix(): Matrix;
  13822. /**
  13823. * Sets the local matrix to rest pose matrix
  13824. */
  13825. returnToRest(): void;
  13826. /**
  13827. * Gets the inverse of the absolute transform matrix.
  13828. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13829. * @returns a matrix
  13830. */
  13831. getInvertedAbsoluteTransform(): Matrix;
  13832. /**
  13833. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13834. * @returns a matrix
  13835. */
  13836. getAbsoluteTransform(): Matrix;
  13837. /**
  13838. * Links with the given transform node.
  13839. * The local matrix of this bone is copied from the transform node every frame.
  13840. * @param transformNode defines the transform node to link to
  13841. */
  13842. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13843. /**
  13844. * Gets the node used to drive the bone's transformation
  13845. * @returns a transform node or null
  13846. */
  13847. getTransformNode(): Nullable<TransformNode>;
  13848. /** Gets or sets current position (in local space) */
  13849. position: Vector3;
  13850. /** Gets or sets current rotation (in local space) */
  13851. rotation: Vector3;
  13852. /** Gets or sets current rotation quaternion (in local space) */
  13853. rotationQuaternion: Quaternion;
  13854. /** Gets or sets current scaling (in local space) */
  13855. scaling: Vector3;
  13856. /**
  13857. * Gets the animation properties override
  13858. */
  13859. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13860. private _decompose;
  13861. private _compose;
  13862. /**
  13863. * Update the base and local matrices
  13864. * @param matrix defines the new base or local matrix
  13865. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13866. * @param updateLocalMatrix defines if the local matrix should be updated
  13867. */
  13868. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13869. /** @hidden */
  13870. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13871. /**
  13872. * Flag the bone as dirty (Forcing it to update everything)
  13873. */
  13874. markAsDirty(): void;
  13875. /** @hidden */
  13876. _markAsDirtyAndCompose(): void;
  13877. private _markAsDirtyAndDecompose;
  13878. /**
  13879. * Translate the bone in local or world space
  13880. * @param vec The amount to translate the bone
  13881. * @param space The space that the translation is in
  13882. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13883. */
  13884. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13885. /**
  13886. * Set the postion of the bone in local or world space
  13887. * @param position The position to set the bone
  13888. * @param space The space that the position is in
  13889. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13890. */
  13891. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13892. /**
  13893. * Set the absolute position of the bone (world space)
  13894. * @param position The position to set the bone
  13895. * @param mesh The mesh that this bone is attached to
  13896. */
  13897. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13898. /**
  13899. * Scale the bone on the x, y and z axes (in local space)
  13900. * @param x The amount to scale the bone on the x axis
  13901. * @param y The amount to scale the bone on the y axis
  13902. * @param z The amount to scale the bone on the z axis
  13903. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13904. */
  13905. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13906. /**
  13907. * Set the bone scaling in local space
  13908. * @param scale defines the scaling vector
  13909. */
  13910. setScale(scale: Vector3): void;
  13911. /**
  13912. * Gets the current scaling in local space
  13913. * @returns the current scaling vector
  13914. */
  13915. getScale(): Vector3;
  13916. /**
  13917. * Gets the current scaling in local space and stores it in a target vector
  13918. * @param result defines the target vector
  13919. */
  13920. getScaleToRef(result: Vector3): void;
  13921. /**
  13922. * Set the yaw, pitch, and roll of the bone in local or world space
  13923. * @param yaw The rotation of the bone on the y axis
  13924. * @param pitch The rotation of the bone on the x axis
  13925. * @param roll The rotation of the bone on the z axis
  13926. * @param space The space that the axes of rotation are in
  13927. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13928. */
  13929. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13930. /**
  13931. * Add a rotation to the bone on an axis in local or world space
  13932. * @param axis The axis to rotate the bone on
  13933. * @param amount The amount to rotate the bone
  13934. * @param space The space that the axis is in
  13935. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13936. */
  13937. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13938. /**
  13939. * Set the rotation of the bone to a particular axis angle in local or world space
  13940. * @param axis The axis to rotate the bone on
  13941. * @param angle The angle that the bone should be rotated to
  13942. * @param space The space that the axis is in
  13943. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13944. */
  13945. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13946. /**
  13947. * Set the euler rotation of the bone in local of world space
  13948. * @param rotation The euler rotation that the bone should be set to
  13949. * @param space The space that the rotation is in
  13950. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13951. */
  13952. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13953. /**
  13954. * Set the quaternion rotation of the bone in local of world space
  13955. * @param quat The quaternion rotation that the bone should be set to
  13956. * @param space The space that the rotation is in
  13957. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13958. */
  13959. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13960. /**
  13961. * Set the rotation matrix of the bone in local of world space
  13962. * @param rotMat The rotation matrix that the bone should be set to
  13963. * @param space The space that the rotation is in
  13964. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13965. */
  13966. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13967. private _rotateWithMatrix;
  13968. private _getNegativeRotationToRef;
  13969. /**
  13970. * Get the position of the bone in local or world space
  13971. * @param space The space that the returned position is in
  13972. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13973. * @returns The position of the bone
  13974. */
  13975. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13976. /**
  13977. * Copy the position of the bone to a vector3 in local or world space
  13978. * @param space The space that the returned position is in
  13979. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13980. * @param result The vector3 to copy the position to
  13981. */
  13982. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13983. /**
  13984. * Get the absolute position of the bone (world space)
  13985. * @param mesh The mesh that this bone is attached to
  13986. * @returns The absolute position of the bone
  13987. */
  13988. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13989. /**
  13990. * Copy the absolute position of the bone (world space) to the result param
  13991. * @param mesh The mesh that this bone is attached to
  13992. * @param result The vector3 to copy the absolute position to
  13993. */
  13994. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13995. /**
  13996. * Compute the absolute transforms of this bone and its children
  13997. */
  13998. computeAbsoluteTransforms(): void;
  13999. /**
  14000. * Get the world direction from an axis that is in the local space of the bone
  14001. * @param localAxis The local direction that is used to compute the world direction
  14002. * @param mesh The mesh that this bone is attached to
  14003. * @returns The world direction
  14004. */
  14005. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14006. /**
  14007. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14008. * @param localAxis The local direction that is used to compute the world direction
  14009. * @param mesh The mesh that this bone is attached to
  14010. * @param result The vector3 that the world direction will be copied to
  14011. */
  14012. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14013. /**
  14014. * Get the euler rotation of the bone in local or world space
  14015. * @param space The space that the rotation should be in
  14016. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14017. * @returns The euler rotation
  14018. */
  14019. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14020. /**
  14021. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14022. * @param space The space that the rotation should be in
  14023. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14024. * @param result The vector3 that the rotation should be copied to
  14025. */
  14026. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14027. /**
  14028. * Get the quaternion rotation of the bone in either local or world space
  14029. * @param space The space that the rotation should be in
  14030. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14031. * @returns The quaternion rotation
  14032. */
  14033. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14034. /**
  14035. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14036. * @param space The space that the rotation should be in
  14037. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14038. * @param result The quaternion that the rotation should be copied to
  14039. */
  14040. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14041. /**
  14042. * Get the rotation matrix of the bone in local or world space
  14043. * @param space The space that the rotation should be in
  14044. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14045. * @returns The rotation matrix
  14046. */
  14047. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14048. /**
  14049. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14050. * @param space The space that the rotation should be in
  14051. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14052. * @param result The quaternion that the rotation should be copied to
  14053. */
  14054. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14055. /**
  14056. * Get the world position of a point that is in the local space of the bone
  14057. * @param position The local position
  14058. * @param mesh The mesh that this bone is attached to
  14059. * @returns The world position
  14060. */
  14061. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14062. /**
  14063. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14064. * @param position The local position
  14065. * @param mesh The mesh that this bone is attached to
  14066. * @param result The vector3 that the world position should be copied to
  14067. */
  14068. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14069. /**
  14070. * Get the local position of a point that is in world space
  14071. * @param position The world position
  14072. * @param mesh The mesh that this bone is attached to
  14073. * @returns The local position
  14074. */
  14075. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14076. /**
  14077. * Get the local position of a point that is in world space and copy it to the result param
  14078. * @param position The world position
  14079. * @param mesh The mesh that this bone is attached to
  14080. * @param result The vector3 that the local position should be copied to
  14081. */
  14082. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14083. }
  14084. }
  14085. declare module "babylonjs/Meshes/transformNode" {
  14086. import { DeepImmutable } from "babylonjs/types";
  14087. import { Observable } from "babylonjs/Misc/observable";
  14088. import { Nullable } from "babylonjs/types";
  14089. import { Camera } from "babylonjs/Cameras/camera";
  14090. import { Scene } from "babylonjs/scene";
  14091. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14092. import { Node } from "babylonjs/node";
  14093. import { Bone } from "babylonjs/Bones/bone";
  14094. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14095. import { Space } from "babylonjs/Maths/math.axis";
  14096. /**
  14097. * 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.
  14098. * @see https://doc.babylonjs.com/how_to/transformnode
  14099. */
  14100. export class TransformNode extends Node {
  14101. /**
  14102. * Object will not rotate to face the camera
  14103. */
  14104. static BILLBOARDMODE_NONE: number;
  14105. /**
  14106. * Object will rotate to face the camera but only on the x axis
  14107. */
  14108. static BILLBOARDMODE_X: number;
  14109. /**
  14110. * Object will rotate to face the camera but only on the y axis
  14111. */
  14112. static BILLBOARDMODE_Y: number;
  14113. /**
  14114. * Object will rotate to face the camera but only on the z axis
  14115. */
  14116. static BILLBOARDMODE_Z: number;
  14117. /**
  14118. * Object will rotate to face the camera
  14119. */
  14120. static BILLBOARDMODE_ALL: number;
  14121. /**
  14122. * Object will rotate to face the camera's position instead of orientation
  14123. */
  14124. static BILLBOARDMODE_USE_POSITION: number;
  14125. private _forward;
  14126. private _forwardInverted;
  14127. private _up;
  14128. private _right;
  14129. private _rightInverted;
  14130. private _position;
  14131. private _rotation;
  14132. private _rotationQuaternion;
  14133. protected _scaling: Vector3;
  14134. protected _isDirty: boolean;
  14135. private _transformToBoneReferal;
  14136. private _isAbsoluteSynced;
  14137. private _billboardMode;
  14138. /**
  14139. * Gets or sets the billboard mode. Default is 0.
  14140. *
  14141. * | Value | Type | Description |
  14142. * | --- | --- | --- |
  14143. * | 0 | BILLBOARDMODE_NONE | |
  14144. * | 1 | BILLBOARDMODE_X | |
  14145. * | 2 | BILLBOARDMODE_Y | |
  14146. * | 4 | BILLBOARDMODE_Z | |
  14147. * | 7 | BILLBOARDMODE_ALL | |
  14148. *
  14149. */
  14150. billboardMode: number;
  14151. private _preserveParentRotationForBillboard;
  14152. /**
  14153. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14154. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14155. */
  14156. preserveParentRotationForBillboard: boolean;
  14157. /**
  14158. * 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
  14159. */
  14160. scalingDeterminant: number;
  14161. private _infiniteDistance;
  14162. /**
  14163. * Gets or sets the distance of the object to max, often used by skybox
  14164. */
  14165. infiniteDistance: boolean;
  14166. /**
  14167. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14168. * By default the system will update normals to compensate
  14169. */
  14170. ignoreNonUniformScaling: boolean;
  14171. /**
  14172. * 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
  14173. */
  14174. reIntegrateRotationIntoRotationQuaternion: boolean;
  14175. /** @hidden */
  14176. _poseMatrix: Nullable<Matrix>;
  14177. /** @hidden */
  14178. _localMatrix: Matrix;
  14179. private _usePivotMatrix;
  14180. private _absolutePosition;
  14181. private _absoluteScaling;
  14182. private _absoluteRotationQuaternion;
  14183. private _pivotMatrix;
  14184. private _pivotMatrixInverse;
  14185. protected _postMultiplyPivotMatrix: boolean;
  14186. protected _isWorldMatrixFrozen: boolean;
  14187. /** @hidden */
  14188. _indexInSceneTransformNodesArray: number;
  14189. /**
  14190. * An event triggered after the world matrix is updated
  14191. */
  14192. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14193. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14194. /**
  14195. * Gets a string identifying the name of the class
  14196. * @returns "TransformNode" string
  14197. */
  14198. getClassName(): string;
  14199. /**
  14200. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14201. */
  14202. position: Vector3;
  14203. /**
  14204. * 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)).
  14205. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14206. */
  14207. rotation: Vector3;
  14208. /**
  14209. * 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)).
  14210. */
  14211. scaling: Vector3;
  14212. /**
  14213. * 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).
  14214. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14215. */
  14216. rotationQuaternion: Nullable<Quaternion>;
  14217. /**
  14218. * The forward direction of that transform in world space.
  14219. */
  14220. readonly forward: Vector3;
  14221. /**
  14222. * The up direction of that transform in world space.
  14223. */
  14224. readonly up: Vector3;
  14225. /**
  14226. * The right direction of that transform in world space.
  14227. */
  14228. readonly right: Vector3;
  14229. /**
  14230. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14231. * @param matrix the matrix to copy the pose from
  14232. * @returns this TransformNode.
  14233. */
  14234. updatePoseMatrix(matrix: Matrix): TransformNode;
  14235. /**
  14236. * Returns the mesh Pose matrix.
  14237. * @returns the pose matrix
  14238. */
  14239. getPoseMatrix(): Matrix;
  14240. /** @hidden */
  14241. _isSynchronized(): boolean;
  14242. /** @hidden */
  14243. _initCache(): void;
  14244. /**
  14245. * Flag the transform node as dirty (Forcing it to update everything)
  14246. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14247. * @returns this transform node
  14248. */
  14249. markAsDirty(property: string): TransformNode;
  14250. /**
  14251. * Returns the current mesh absolute position.
  14252. * Returns a Vector3.
  14253. */
  14254. readonly absolutePosition: Vector3;
  14255. /**
  14256. * Returns the current mesh absolute scaling.
  14257. * Returns a Vector3.
  14258. */
  14259. readonly absoluteScaling: Vector3;
  14260. /**
  14261. * Returns the current mesh absolute rotation.
  14262. * Returns a Quaternion.
  14263. */
  14264. readonly absoluteRotationQuaternion: Quaternion;
  14265. /**
  14266. * Sets a new matrix to apply before all other transformation
  14267. * @param matrix defines the transform matrix
  14268. * @returns the current TransformNode
  14269. */
  14270. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14271. /**
  14272. * Sets a new pivot matrix to the current node
  14273. * @param matrix defines the new pivot matrix to use
  14274. * @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
  14275. * @returns the current TransformNode
  14276. */
  14277. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14278. /**
  14279. * Returns the mesh pivot matrix.
  14280. * Default : Identity.
  14281. * @returns the matrix
  14282. */
  14283. getPivotMatrix(): Matrix;
  14284. /**
  14285. * Instantiate (when possible) or clone that node with its hierarchy
  14286. * @param newParent defines the new parent to use for the instance (or clone)
  14287. * @returns an instance (or a clone) of the current node with its hiearchy
  14288. */
  14289. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  14290. /**
  14291. * Prevents the World matrix to be computed any longer
  14292. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14293. * @returns the TransformNode.
  14294. */
  14295. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14296. /**
  14297. * Allows back the World matrix computation.
  14298. * @returns the TransformNode.
  14299. */
  14300. unfreezeWorldMatrix(): this;
  14301. /**
  14302. * True if the World matrix has been frozen.
  14303. */
  14304. readonly isWorldMatrixFrozen: boolean;
  14305. /**
  14306. * Retuns the mesh absolute position in the World.
  14307. * @returns a Vector3.
  14308. */
  14309. getAbsolutePosition(): Vector3;
  14310. /**
  14311. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14312. * @param absolutePosition the absolute position to set
  14313. * @returns the TransformNode.
  14314. */
  14315. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14316. /**
  14317. * Sets the mesh position in its local space.
  14318. * @param vector3 the position to set in localspace
  14319. * @returns the TransformNode.
  14320. */
  14321. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14322. /**
  14323. * Returns the mesh position in the local space from the current World matrix values.
  14324. * @returns a new Vector3.
  14325. */
  14326. getPositionExpressedInLocalSpace(): Vector3;
  14327. /**
  14328. * Translates the mesh along the passed Vector3 in its local space.
  14329. * @param vector3 the distance to translate in localspace
  14330. * @returns the TransformNode.
  14331. */
  14332. locallyTranslate(vector3: Vector3): TransformNode;
  14333. private static _lookAtVectorCache;
  14334. /**
  14335. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14336. * @param targetPoint the position (must be in same space as current mesh) to look at
  14337. * @param yawCor optional yaw (y-axis) correction in radians
  14338. * @param pitchCor optional pitch (x-axis) correction in radians
  14339. * @param rollCor optional roll (z-axis) correction in radians
  14340. * @param space the choosen space of the target
  14341. * @returns the TransformNode.
  14342. */
  14343. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14344. /**
  14345. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14346. * This Vector3 is expressed in the World space.
  14347. * @param localAxis axis to rotate
  14348. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14349. */
  14350. getDirection(localAxis: Vector3): Vector3;
  14351. /**
  14352. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14353. * localAxis is expressed in the mesh local space.
  14354. * result is computed in the Wordl space from the mesh World matrix.
  14355. * @param localAxis axis to rotate
  14356. * @param result the resulting transformnode
  14357. * @returns this TransformNode.
  14358. */
  14359. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14360. /**
  14361. * Sets this transform node rotation to the given local axis.
  14362. * @param localAxis the axis in local space
  14363. * @param yawCor optional yaw (y-axis) correction in radians
  14364. * @param pitchCor optional pitch (x-axis) correction in radians
  14365. * @param rollCor optional roll (z-axis) correction in radians
  14366. * @returns this TransformNode
  14367. */
  14368. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14369. /**
  14370. * Sets a new pivot point to the current node
  14371. * @param point defines the new pivot point to use
  14372. * @param space defines if the point is in world or local space (local by default)
  14373. * @returns the current TransformNode
  14374. */
  14375. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14376. /**
  14377. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14378. * @returns the pivot point
  14379. */
  14380. getPivotPoint(): Vector3;
  14381. /**
  14382. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14383. * @param result the vector3 to store the result
  14384. * @returns this TransformNode.
  14385. */
  14386. getPivotPointToRef(result: Vector3): TransformNode;
  14387. /**
  14388. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14389. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14390. */
  14391. getAbsolutePivotPoint(): Vector3;
  14392. /**
  14393. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14394. * @param result vector3 to store the result
  14395. * @returns this TransformNode.
  14396. */
  14397. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14398. /**
  14399. * Defines the passed node as the parent of the current node.
  14400. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14401. * @see https://doc.babylonjs.com/how_to/parenting
  14402. * @param node the node ot set as the parent
  14403. * @returns this TransformNode.
  14404. */
  14405. setParent(node: Nullable<Node>): TransformNode;
  14406. private _nonUniformScaling;
  14407. /**
  14408. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14409. */
  14410. readonly nonUniformScaling: boolean;
  14411. /** @hidden */
  14412. _updateNonUniformScalingState(value: boolean): boolean;
  14413. /**
  14414. * Attach the current TransformNode to another TransformNode associated with a bone
  14415. * @param bone Bone affecting the TransformNode
  14416. * @param affectedTransformNode TransformNode associated with the bone
  14417. * @returns this object
  14418. */
  14419. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14420. /**
  14421. * Detach the transform node if its associated with a bone
  14422. * @returns this object
  14423. */
  14424. detachFromBone(): TransformNode;
  14425. private static _rotationAxisCache;
  14426. /**
  14427. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14428. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14429. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14430. * The passed axis is also normalized.
  14431. * @param axis the axis to rotate around
  14432. * @param amount the amount to rotate in radians
  14433. * @param space Space to rotate in (Default: local)
  14434. * @returns the TransformNode.
  14435. */
  14436. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14437. /**
  14438. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14439. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14440. * The passed axis is also normalized. .
  14441. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14442. * @param point the point to rotate around
  14443. * @param axis the axis to rotate around
  14444. * @param amount the amount to rotate in radians
  14445. * @returns the TransformNode
  14446. */
  14447. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14448. /**
  14449. * Translates the mesh along the axis vector for the passed distance in the given space.
  14450. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14451. * @param axis the axis to translate in
  14452. * @param distance the distance to translate
  14453. * @param space Space to rotate in (Default: local)
  14454. * @returns the TransformNode.
  14455. */
  14456. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14457. /**
  14458. * Adds a rotation step to the mesh current rotation.
  14459. * x, y, z are Euler angles expressed in radians.
  14460. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14461. * This means this rotation is made in the mesh local space only.
  14462. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14463. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14464. * ```javascript
  14465. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14466. * ```
  14467. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14468. * 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.
  14469. * @param x Rotation to add
  14470. * @param y Rotation to add
  14471. * @param z Rotation to add
  14472. * @returns the TransformNode.
  14473. */
  14474. addRotation(x: number, y: number, z: number): TransformNode;
  14475. /**
  14476. * @hidden
  14477. */
  14478. protected _getEffectiveParent(): Nullable<Node>;
  14479. /**
  14480. * Computes the world matrix of the node
  14481. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14482. * @returns the world matrix
  14483. */
  14484. computeWorldMatrix(force?: boolean): Matrix;
  14485. protected _afterComputeWorldMatrix(): void;
  14486. /**
  14487. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14488. * @param func callback function to add
  14489. *
  14490. * @returns the TransformNode.
  14491. */
  14492. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14493. /**
  14494. * Removes a registered callback function.
  14495. * @param func callback function to remove
  14496. * @returns the TransformNode.
  14497. */
  14498. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14499. /**
  14500. * Gets the position of the current mesh in camera space
  14501. * @param camera defines the camera to use
  14502. * @returns a position
  14503. */
  14504. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14505. /**
  14506. * Returns the distance from the mesh to the active camera
  14507. * @param camera defines the camera to use
  14508. * @returns the distance
  14509. */
  14510. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14511. /**
  14512. * Clone the current transform node
  14513. * @param name Name of the new clone
  14514. * @param newParent New parent for the clone
  14515. * @param doNotCloneChildren Do not clone children hierarchy
  14516. * @returns the new transform node
  14517. */
  14518. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14519. /**
  14520. * Serializes the objects information.
  14521. * @param currentSerializationObject defines the object to serialize in
  14522. * @returns the serialized object
  14523. */
  14524. serialize(currentSerializationObject?: any): any;
  14525. /**
  14526. * Returns a new TransformNode object parsed from the source provided.
  14527. * @param parsedTransformNode is the source.
  14528. * @param scene the scne the object belongs to
  14529. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14530. * @returns a new TransformNode object parsed from the source provided.
  14531. */
  14532. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14533. /**
  14534. * Get all child-transformNodes of this node
  14535. * @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
  14536. * @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
  14537. * @returns an array of TransformNode
  14538. */
  14539. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14540. /**
  14541. * Releases resources associated with this transform node.
  14542. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14543. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14544. */
  14545. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14546. /**
  14547. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14548. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14549. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14550. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14551. * @returns the current mesh
  14552. */
  14553. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14554. private _syncAbsoluteScalingAndRotation;
  14555. }
  14556. }
  14557. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14558. import { Observable } from "babylonjs/Misc/observable";
  14559. import { Nullable } from "babylonjs/types";
  14560. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14561. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14562. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14563. import { Ray } from "babylonjs/Culling/ray";
  14564. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14565. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14566. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14567. /**
  14568. * Defines the types of pose enabled controllers that are supported
  14569. */
  14570. export enum PoseEnabledControllerType {
  14571. /**
  14572. * HTC Vive
  14573. */
  14574. VIVE = 0,
  14575. /**
  14576. * Oculus Rift
  14577. */
  14578. OCULUS = 1,
  14579. /**
  14580. * Windows mixed reality
  14581. */
  14582. WINDOWS = 2,
  14583. /**
  14584. * Samsung gear VR
  14585. */
  14586. GEAR_VR = 3,
  14587. /**
  14588. * Google Daydream
  14589. */
  14590. DAYDREAM = 4,
  14591. /**
  14592. * Generic
  14593. */
  14594. GENERIC = 5
  14595. }
  14596. /**
  14597. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14598. */
  14599. export interface MutableGamepadButton {
  14600. /**
  14601. * Value of the button/trigger
  14602. */
  14603. value: number;
  14604. /**
  14605. * If the button/trigger is currently touched
  14606. */
  14607. touched: boolean;
  14608. /**
  14609. * If the button/trigger is currently pressed
  14610. */
  14611. pressed: boolean;
  14612. }
  14613. /**
  14614. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14615. * @hidden
  14616. */
  14617. export interface ExtendedGamepadButton extends GamepadButton {
  14618. /**
  14619. * If the button/trigger is currently pressed
  14620. */
  14621. readonly pressed: boolean;
  14622. /**
  14623. * If the button/trigger is currently touched
  14624. */
  14625. readonly touched: boolean;
  14626. /**
  14627. * Value of the button/trigger
  14628. */
  14629. readonly value: number;
  14630. }
  14631. /** @hidden */
  14632. export interface _GamePadFactory {
  14633. /**
  14634. * Returns wether or not the current gamepad can be created for this type of controller.
  14635. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14636. * @returns true if it can be created, otherwise false
  14637. */
  14638. canCreate(gamepadInfo: any): boolean;
  14639. /**
  14640. * Creates a new instance of the Gamepad.
  14641. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14642. * @returns the new gamepad instance
  14643. */
  14644. create(gamepadInfo: any): Gamepad;
  14645. }
  14646. /**
  14647. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14648. */
  14649. export class PoseEnabledControllerHelper {
  14650. /** @hidden */
  14651. static _ControllerFactories: _GamePadFactory[];
  14652. /** @hidden */
  14653. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14654. /**
  14655. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14656. * @param vrGamepad the gamepad to initialized
  14657. * @returns a vr controller of the type the gamepad identified as
  14658. */
  14659. static InitiateController(vrGamepad: any): Gamepad;
  14660. }
  14661. /**
  14662. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14663. */
  14664. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14665. /**
  14666. * If the controller is used in a webXR session
  14667. */
  14668. isXR: boolean;
  14669. private _deviceRoomPosition;
  14670. private _deviceRoomRotationQuaternion;
  14671. /**
  14672. * The device position in babylon space
  14673. */
  14674. devicePosition: Vector3;
  14675. /**
  14676. * The device rotation in babylon space
  14677. */
  14678. deviceRotationQuaternion: Quaternion;
  14679. /**
  14680. * The scale factor of the device in babylon space
  14681. */
  14682. deviceScaleFactor: number;
  14683. /**
  14684. * (Likely devicePosition should be used instead) The device position in its room space
  14685. */
  14686. position: Vector3;
  14687. /**
  14688. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14689. */
  14690. rotationQuaternion: Quaternion;
  14691. /**
  14692. * The type of controller (Eg. Windows mixed reality)
  14693. */
  14694. controllerType: PoseEnabledControllerType;
  14695. protected _calculatedPosition: Vector3;
  14696. private _calculatedRotation;
  14697. /**
  14698. * The raw pose from the device
  14699. */
  14700. rawPose: DevicePose;
  14701. private _trackPosition;
  14702. private _maxRotationDistFromHeadset;
  14703. private _draggedRoomRotation;
  14704. /**
  14705. * @hidden
  14706. */
  14707. _disableTrackPosition(fixedPosition: Vector3): void;
  14708. /**
  14709. * Internal, the mesh attached to the controller
  14710. * @hidden
  14711. */
  14712. _mesh: Nullable<AbstractMesh>;
  14713. private _poseControlledCamera;
  14714. private _leftHandSystemQuaternion;
  14715. /**
  14716. * Internal, matrix used to convert room space to babylon space
  14717. * @hidden
  14718. */
  14719. _deviceToWorld: Matrix;
  14720. /**
  14721. * Node to be used when casting a ray from the controller
  14722. * @hidden
  14723. */
  14724. _pointingPoseNode: Nullable<TransformNode>;
  14725. /**
  14726. * Name of the child mesh that can be used to cast a ray from the controller
  14727. */
  14728. static readonly POINTING_POSE: string;
  14729. /**
  14730. * Creates a new PoseEnabledController from a gamepad
  14731. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14732. */
  14733. constructor(browserGamepad: any);
  14734. private _workingMatrix;
  14735. /**
  14736. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14737. */
  14738. update(): void;
  14739. /**
  14740. * Updates only the pose device and mesh without doing any button event checking
  14741. */
  14742. protected _updatePoseAndMesh(): void;
  14743. /**
  14744. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14745. * @param poseData raw pose fromthe device
  14746. */
  14747. updateFromDevice(poseData: DevicePose): void;
  14748. /**
  14749. * @hidden
  14750. */
  14751. _meshAttachedObservable: Observable<AbstractMesh>;
  14752. /**
  14753. * Attaches a mesh to the controller
  14754. * @param mesh the mesh to be attached
  14755. */
  14756. attachToMesh(mesh: AbstractMesh): void;
  14757. /**
  14758. * Attaches the controllers mesh to a camera
  14759. * @param camera the camera the mesh should be attached to
  14760. */
  14761. attachToPoseControlledCamera(camera: TargetCamera): void;
  14762. /**
  14763. * Disposes of the controller
  14764. */
  14765. dispose(): void;
  14766. /**
  14767. * The mesh that is attached to the controller
  14768. */
  14769. readonly mesh: Nullable<AbstractMesh>;
  14770. /**
  14771. * Gets the ray of the controller in the direction the controller is pointing
  14772. * @param length the length the resulting ray should be
  14773. * @returns a ray in the direction the controller is pointing
  14774. */
  14775. getForwardRay(length?: number): Ray;
  14776. }
  14777. }
  14778. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14779. import { Observable } from "babylonjs/Misc/observable";
  14780. import { Scene } from "babylonjs/scene";
  14781. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14782. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14783. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14784. import { Nullable } from "babylonjs/types";
  14785. /**
  14786. * Defines the WebVRController object that represents controllers tracked in 3D space
  14787. */
  14788. export abstract class WebVRController extends PoseEnabledController {
  14789. /**
  14790. * Internal, the default controller model for the controller
  14791. */
  14792. protected _defaultModel: Nullable<AbstractMesh>;
  14793. /**
  14794. * Fired when the trigger state has changed
  14795. */
  14796. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14797. /**
  14798. * Fired when the main button state has changed
  14799. */
  14800. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14801. /**
  14802. * Fired when the secondary button state has changed
  14803. */
  14804. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14805. /**
  14806. * Fired when the pad state has changed
  14807. */
  14808. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14809. /**
  14810. * Fired when controllers stick values have changed
  14811. */
  14812. onPadValuesChangedObservable: Observable<StickValues>;
  14813. /**
  14814. * Array of button availible on the controller
  14815. */
  14816. protected _buttons: Array<MutableGamepadButton>;
  14817. private _onButtonStateChange;
  14818. /**
  14819. * Fired when a controller button's state has changed
  14820. * @param callback the callback containing the button that was modified
  14821. */
  14822. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14823. /**
  14824. * X and Y axis corresponding to the controllers joystick
  14825. */
  14826. pad: StickValues;
  14827. /**
  14828. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14829. */
  14830. hand: string;
  14831. /**
  14832. * The default controller model for the controller
  14833. */
  14834. readonly defaultModel: Nullable<AbstractMesh>;
  14835. /**
  14836. * Creates a new WebVRController from a gamepad
  14837. * @param vrGamepad the gamepad that the WebVRController should be created from
  14838. */
  14839. constructor(vrGamepad: any);
  14840. /**
  14841. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14842. */
  14843. update(): void;
  14844. /**
  14845. * Function to be called when a button is modified
  14846. */
  14847. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14848. /**
  14849. * Loads a mesh and attaches it to the controller
  14850. * @param scene the scene the mesh should be added to
  14851. * @param meshLoaded callback for when the mesh has been loaded
  14852. */
  14853. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14854. private _setButtonValue;
  14855. private _changes;
  14856. private _checkChanges;
  14857. /**
  14858. * Disposes of th webVRCOntroller
  14859. */
  14860. dispose(): void;
  14861. }
  14862. }
  14863. declare module "babylonjs/Lights/hemisphericLight" {
  14864. import { Nullable } from "babylonjs/types";
  14865. import { Scene } from "babylonjs/scene";
  14866. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14867. import { Color3 } from "babylonjs/Maths/math.color";
  14868. import { Effect } from "babylonjs/Materials/effect";
  14869. import { Light } from "babylonjs/Lights/light";
  14870. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14871. /**
  14872. * The HemisphericLight simulates the ambient environment light,
  14873. * so the passed direction is the light reflection direction, not the incoming direction.
  14874. */
  14875. export class HemisphericLight extends Light {
  14876. /**
  14877. * The groundColor is the light in the opposite direction to the one specified during creation.
  14878. * 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.
  14879. */
  14880. groundColor: Color3;
  14881. /**
  14882. * The light reflection direction, not the incoming direction.
  14883. */
  14884. direction: Vector3;
  14885. /**
  14886. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14887. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14888. * The HemisphericLight can't cast shadows.
  14889. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14890. * @param name The friendly name of the light
  14891. * @param direction The direction of the light reflection
  14892. * @param scene The scene the light belongs to
  14893. */
  14894. constructor(name: string, direction: Vector3, scene: Scene);
  14895. protected _buildUniformLayout(): void;
  14896. /**
  14897. * Returns the string "HemisphericLight".
  14898. * @return The class name
  14899. */
  14900. getClassName(): string;
  14901. /**
  14902. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14903. * Returns the updated direction.
  14904. * @param target The target the direction should point to
  14905. * @return The computed direction
  14906. */
  14907. setDirectionToTarget(target: Vector3): Vector3;
  14908. /**
  14909. * Returns the shadow generator associated to the light.
  14910. * @returns Always null for hemispheric lights because it does not support shadows.
  14911. */
  14912. getShadowGenerator(): Nullable<IShadowGenerator>;
  14913. /**
  14914. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14915. * @param effect The effect to update
  14916. * @param lightIndex The index of the light in the effect to update
  14917. * @returns The hemispheric light
  14918. */
  14919. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14920. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14921. /**
  14922. * Computes the world matrix of the node
  14923. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14924. * @param useWasUpdatedFlag defines a reserved property
  14925. * @returns the world matrix
  14926. */
  14927. computeWorldMatrix(): Matrix;
  14928. /**
  14929. * Returns the integer 3.
  14930. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14931. */
  14932. getTypeID(): number;
  14933. /**
  14934. * Prepares the list of defines specific to the light type.
  14935. * @param defines the list of defines
  14936. * @param lightIndex defines the index of the light for the effect
  14937. */
  14938. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14939. }
  14940. }
  14941. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14942. /** @hidden */
  14943. export var vrMultiviewToSingleviewPixelShader: {
  14944. name: string;
  14945. shader: string;
  14946. };
  14947. }
  14948. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14949. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14950. import { Scene } from "babylonjs/scene";
  14951. /**
  14952. * Renders to multiple views with a single draw call
  14953. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14954. */
  14955. export class MultiviewRenderTarget extends RenderTargetTexture {
  14956. /**
  14957. * Creates a multiview render target
  14958. * @param scene scene used with the render target
  14959. * @param size the size of the render target (used for each view)
  14960. */
  14961. constructor(scene: Scene, size?: number | {
  14962. width: number;
  14963. height: number;
  14964. } | {
  14965. ratio: number;
  14966. });
  14967. /**
  14968. * @hidden
  14969. * @param faceIndex the face index, if its a cube texture
  14970. */
  14971. _bindFrameBuffer(faceIndex?: number): void;
  14972. /**
  14973. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14974. * @returns the view count
  14975. */
  14976. getViewCount(): number;
  14977. }
  14978. }
  14979. declare module "babylonjs/Maths/math.frustum" {
  14980. import { Matrix } from "babylonjs/Maths/math.vector";
  14981. import { DeepImmutable } from "babylonjs/types";
  14982. import { Plane } from "babylonjs/Maths/math.plane";
  14983. /**
  14984. * Represents a camera frustum
  14985. */
  14986. export class Frustum {
  14987. /**
  14988. * Gets the planes representing the frustum
  14989. * @param transform matrix to be applied to the returned planes
  14990. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14991. */
  14992. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14993. /**
  14994. * Gets the near frustum plane transformed by the transform matrix
  14995. * @param transform transformation matrix to be applied to the resulting frustum plane
  14996. * @param frustumPlane the resuling frustum plane
  14997. */
  14998. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14999. /**
  15000. * Gets the far frustum plane transformed by the transform matrix
  15001. * @param transform transformation matrix to be applied to the resulting frustum plane
  15002. * @param frustumPlane the resuling frustum plane
  15003. */
  15004. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15005. /**
  15006. * Gets the left frustum plane transformed by the transform matrix
  15007. * @param transform transformation matrix to be applied to the resulting frustum plane
  15008. * @param frustumPlane the resuling frustum plane
  15009. */
  15010. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15011. /**
  15012. * Gets the right frustum plane transformed by the transform matrix
  15013. * @param transform transformation matrix to be applied to the resulting frustum plane
  15014. * @param frustumPlane the resuling frustum plane
  15015. */
  15016. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15017. /**
  15018. * Gets the top frustum plane transformed by the transform matrix
  15019. * @param transform transformation matrix to be applied to the resulting frustum plane
  15020. * @param frustumPlane the resuling frustum plane
  15021. */
  15022. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15023. /**
  15024. * Gets the bottom frustum plane transformed by the transform matrix
  15025. * @param transform transformation matrix to be applied to the resulting frustum plane
  15026. * @param frustumPlane the resuling frustum plane
  15027. */
  15028. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15029. /**
  15030. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15031. * @param transform transformation matrix to be applied to the resulting frustum planes
  15032. * @param frustumPlanes the resuling frustum planes
  15033. */
  15034. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15035. }
  15036. }
  15037. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15038. import { Camera } from "babylonjs/Cameras/camera";
  15039. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15040. import { Nullable } from "babylonjs/types";
  15041. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15042. import { Matrix } from "babylonjs/Maths/math.vector";
  15043. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15044. module "babylonjs/Engines/engine" {
  15045. interface Engine {
  15046. /**
  15047. * Creates a new multiview render target
  15048. * @param width defines the width of the texture
  15049. * @param height defines the height of the texture
  15050. * @returns the created multiview texture
  15051. */
  15052. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15053. /**
  15054. * Binds a multiview framebuffer to be drawn to
  15055. * @param multiviewTexture texture to bind
  15056. */
  15057. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15058. }
  15059. }
  15060. module "babylonjs/Cameras/camera" {
  15061. interface Camera {
  15062. /**
  15063. * @hidden
  15064. * 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)
  15065. */
  15066. _useMultiviewToSingleView: boolean;
  15067. /**
  15068. * @hidden
  15069. * 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)
  15070. */
  15071. _multiviewTexture: Nullable<RenderTargetTexture>;
  15072. /**
  15073. * @hidden
  15074. * ensures the multiview texture of the camera exists and has the specified width/height
  15075. * @param width height to set on the multiview texture
  15076. * @param height width to set on the multiview texture
  15077. */
  15078. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15079. }
  15080. }
  15081. module "babylonjs/scene" {
  15082. interface Scene {
  15083. /** @hidden */
  15084. _transformMatrixR: Matrix;
  15085. /** @hidden */
  15086. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15087. /** @hidden */
  15088. _createMultiviewUbo(): void;
  15089. /** @hidden */
  15090. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15091. /** @hidden */
  15092. _renderMultiviewToSingleView(camera: Camera): void;
  15093. }
  15094. }
  15095. }
  15096. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15097. import { Camera } from "babylonjs/Cameras/camera";
  15098. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15099. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15100. import "babylonjs/Engines/Extensions/engine.multiview";
  15101. /**
  15102. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15103. * This will not be used for webXR as it supports displaying texture arrays directly
  15104. */
  15105. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15106. /**
  15107. * Initializes a VRMultiviewToSingleview
  15108. * @param name name of the post process
  15109. * @param camera camera to be applied to
  15110. * @param scaleFactor scaling factor to the size of the output texture
  15111. */
  15112. constructor(name: string, camera: Camera, scaleFactor: number);
  15113. }
  15114. }
  15115. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15116. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15117. import { Nullable } from "babylonjs/types";
  15118. import { Size } from "babylonjs/Maths/math.size";
  15119. import { Observable } from "babylonjs/Misc/observable";
  15120. module "babylonjs/Engines/engine" {
  15121. interface Engine {
  15122. /** @hidden */
  15123. _vrDisplay: any;
  15124. /** @hidden */
  15125. _vrSupported: boolean;
  15126. /** @hidden */
  15127. _oldSize: Size;
  15128. /** @hidden */
  15129. _oldHardwareScaleFactor: number;
  15130. /** @hidden */
  15131. _vrExclusivePointerMode: boolean;
  15132. /** @hidden */
  15133. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15134. /** @hidden */
  15135. _onVRDisplayPointerRestricted: () => void;
  15136. /** @hidden */
  15137. _onVRDisplayPointerUnrestricted: () => void;
  15138. /** @hidden */
  15139. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15140. /** @hidden */
  15141. _onVrDisplayDisconnect: Nullable<() => void>;
  15142. /** @hidden */
  15143. _onVrDisplayPresentChange: Nullable<() => void>;
  15144. /**
  15145. * Observable signaled when VR display mode changes
  15146. */
  15147. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15148. /**
  15149. * Observable signaled when VR request present is complete
  15150. */
  15151. onVRRequestPresentComplete: Observable<boolean>;
  15152. /**
  15153. * Observable signaled when VR request present starts
  15154. */
  15155. onVRRequestPresentStart: Observable<Engine>;
  15156. /**
  15157. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15158. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15159. */
  15160. isInVRExclusivePointerMode: boolean;
  15161. /**
  15162. * Gets a boolean indicating if a webVR device was detected
  15163. * @returns true if a webVR device was detected
  15164. */
  15165. isVRDevicePresent(): boolean;
  15166. /**
  15167. * Gets the current webVR device
  15168. * @returns the current webVR device (or null)
  15169. */
  15170. getVRDevice(): any;
  15171. /**
  15172. * Initializes a webVR display and starts listening to display change events
  15173. * The onVRDisplayChangedObservable will be notified upon these changes
  15174. * @returns A promise containing a VRDisplay and if vr is supported
  15175. */
  15176. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15177. /** @hidden */
  15178. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15179. /**
  15180. * Call this function to switch to webVR mode
  15181. * Will do nothing if webVR is not supported or if there is no webVR device
  15182. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15183. */
  15184. enableVR(): void;
  15185. /** @hidden */
  15186. _onVRFullScreenTriggered(): void;
  15187. }
  15188. }
  15189. }
  15190. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15191. import { Nullable } from "babylonjs/types";
  15192. import { Observable } from "babylonjs/Misc/observable";
  15193. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15194. import { Scene } from "babylonjs/scene";
  15195. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15196. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15197. import { Node } from "babylonjs/node";
  15198. import { Ray } from "babylonjs/Culling/ray";
  15199. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15200. import "babylonjs/Engines/Extensions/engine.webVR";
  15201. /**
  15202. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15203. * IMPORTANT!! The data is right-hand data.
  15204. * @export
  15205. * @interface DevicePose
  15206. */
  15207. export interface DevicePose {
  15208. /**
  15209. * The position of the device, values in array are [x,y,z].
  15210. */
  15211. readonly position: Nullable<Float32Array>;
  15212. /**
  15213. * The linearVelocity of the device, values in array are [x,y,z].
  15214. */
  15215. readonly linearVelocity: Nullable<Float32Array>;
  15216. /**
  15217. * The linearAcceleration of the device, values in array are [x,y,z].
  15218. */
  15219. readonly linearAcceleration: Nullable<Float32Array>;
  15220. /**
  15221. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15222. */
  15223. readonly orientation: Nullable<Float32Array>;
  15224. /**
  15225. * The angularVelocity of the device, values in array are [x,y,z].
  15226. */
  15227. readonly angularVelocity: Nullable<Float32Array>;
  15228. /**
  15229. * The angularAcceleration of the device, values in array are [x,y,z].
  15230. */
  15231. readonly angularAcceleration: Nullable<Float32Array>;
  15232. }
  15233. /**
  15234. * Interface representing a pose controlled object in Babylon.
  15235. * A pose controlled object has both regular pose values as well as pose values
  15236. * from an external device such as a VR head mounted display
  15237. */
  15238. export interface PoseControlled {
  15239. /**
  15240. * The position of the object in babylon space.
  15241. */
  15242. position: Vector3;
  15243. /**
  15244. * The rotation quaternion of the object in babylon space.
  15245. */
  15246. rotationQuaternion: Quaternion;
  15247. /**
  15248. * The position of the device in babylon space.
  15249. */
  15250. devicePosition?: Vector3;
  15251. /**
  15252. * The rotation quaternion of the device in babylon space.
  15253. */
  15254. deviceRotationQuaternion: Quaternion;
  15255. /**
  15256. * The raw pose coming from the device.
  15257. */
  15258. rawPose: Nullable<DevicePose>;
  15259. /**
  15260. * The scale of the device to be used when translating from device space to babylon space.
  15261. */
  15262. deviceScaleFactor: number;
  15263. /**
  15264. * Updates the poseControlled values based on the input device pose.
  15265. * @param poseData the pose data to update the object with
  15266. */
  15267. updateFromDevice(poseData: DevicePose): void;
  15268. }
  15269. /**
  15270. * Set of options to customize the webVRCamera
  15271. */
  15272. export interface WebVROptions {
  15273. /**
  15274. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15275. */
  15276. trackPosition?: boolean;
  15277. /**
  15278. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15279. */
  15280. positionScale?: number;
  15281. /**
  15282. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15283. */
  15284. displayName?: string;
  15285. /**
  15286. * Should the native controller meshes be initialized. (default: true)
  15287. */
  15288. controllerMeshes?: boolean;
  15289. /**
  15290. * Creating a default HemiLight only on controllers. (default: true)
  15291. */
  15292. defaultLightingOnControllers?: boolean;
  15293. /**
  15294. * If you don't want to use the default VR button of the helper. (default: false)
  15295. */
  15296. useCustomVRButton?: boolean;
  15297. /**
  15298. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15299. */
  15300. customVRButton?: HTMLButtonElement;
  15301. /**
  15302. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15303. */
  15304. rayLength?: number;
  15305. /**
  15306. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15307. */
  15308. defaultHeight?: number;
  15309. /**
  15310. * If multiview should be used if availible (default: false)
  15311. */
  15312. useMultiview?: boolean;
  15313. }
  15314. /**
  15315. * This represents a WebVR camera.
  15316. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15317. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15318. */
  15319. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15320. private webVROptions;
  15321. /**
  15322. * @hidden
  15323. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15324. */
  15325. _vrDevice: any;
  15326. /**
  15327. * The rawPose of the vrDevice.
  15328. */
  15329. rawPose: Nullable<DevicePose>;
  15330. private _onVREnabled;
  15331. private _specsVersion;
  15332. private _attached;
  15333. private _frameData;
  15334. protected _descendants: Array<Node>;
  15335. private _deviceRoomPosition;
  15336. /** @hidden */
  15337. _deviceRoomRotationQuaternion: Quaternion;
  15338. private _standingMatrix;
  15339. /**
  15340. * Represents device position in babylon space.
  15341. */
  15342. devicePosition: Vector3;
  15343. /**
  15344. * Represents device rotation in babylon space.
  15345. */
  15346. deviceRotationQuaternion: Quaternion;
  15347. /**
  15348. * The scale of the device to be used when translating from device space to babylon space.
  15349. */
  15350. deviceScaleFactor: number;
  15351. private _deviceToWorld;
  15352. private _worldToDevice;
  15353. /**
  15354. * References to the webVR controllers for the vrDevice.
  15355. */
  15356. controllers: Array<WebVRController>;
  15357. /**
  15358. * Emits an event when a controller is attached.
  15359. */
  15360. onControllersAttachedObservable: Observable<WebVRController[]>;
  15361. /**
  15362. * Emits an event when a controller's mesh has been loaded;
  15363. */
  15364. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15365. /**
  15366. * Emits an event when the HMD's pose has been updated.
  15367. */
  15368. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15369. private _poseSet;
  15370. /**
  15371. * If the rig cameras be used as parent instead of this camera.
  15372. */
  15373. rigParenting: boolean;
  15374. private _lightOnControllers;
  15375. private _defaultHeight?;
  15376. /**
  15377. * Instantiates a WebVRFreeCamera.
  15378. * @param name The name of the WebVRFreeCamera
  15379. * @param position The starting anchor position for the camera
  15380. * @param scene The scene the camera belongs to
  15381. * @param webVROptions a set of customizable options for the webVRCamera
  15382. */
  15383. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15384. /**
  15385. * Gets the device distance from the ground in meters.
  15386. * @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.
  15387. */
  15388. deviceDistanceToRoomGround(): number;
  15389. /**
  15390. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15391. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15392. */
  15393. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15394. /**
  15395. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15396. * @returns A promise with a boolean set to if the standing matrix is supported.
  15397. */
  15398. useStandingMatrixAsync(): Promise<boolean>;
  15399. /**
  15400. * Disposes the camera
  15401. */
  15402. dispose(): void;
  15403. /**
  15404. * Gets a vrController by name.
  15405. * @param name The name of the controller to retreive
  15406. * @returns the controller matching the name specified or null if not found
  15407. */
  15408. getControllerByName(name: string): Nullable<WebVRController>;
  15409. private _leftController;
  15410. /**
  15411. * The controller corresponding to the users left hand.
  15412. */
  15413. readonly leftController: Nullable<WebVRController>;
  15414. private _rightController;
  15415. /**
  15416. * The controller corresponding to the users right hand.
  15417. */
  15418. readonly rightController: Nullable<WebVRController>;
  15419. /**
  15420. * Casts a ray forward from the vrCamera's gaze.
  15421. * @param length Length of the ray (default: 100)
  15422. * @returns the ray corresponding to the gaze
  15423. */
  15424. getForwardRay(length?: number): Ray;
  15425. /**
  15426. * @hidden
  15427. * Updates the camera based on device's frame data
  15428. */
  15429. _checkInputs(): void;
  15430. /**
  15431. * Updates the poseControlled values based on the input device pose.
  15432. * @param poseData Pose coming from the device
  15433. */
  15434. updateFromDevice(poseData: DevicePose): void;
  15435. private _htmlElementAttached;
  15436. private _detachIfAttached;
  15437. /**
  15438. * WebVR's attach control will start broadcasting frames to the device.
  15439. * Note that in certain browsers (chrome for example) this function must be called
  15440. * within a user-interaction callback. Example:
  15441. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15442. *
  15443. * @param element html element to attach the vrDevice to
  15444. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15445. */
  15446. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15447. /**
  15448. * Detaches the camera from the html element and disables VR
  15449. *
  15450. * @param element html element to detach from
  15451. */
  15452. detachControl(element: HTMLElement): void;
  15453. /**
  15454. * @returns the name of this class
  15455. */
  15456. getClassName(): string;
  15457. /**
  15458. * Calls resetPose on the vrDisplay
  15459. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15460. */
  15461. resetToCurrentRotation(): void;
  15462. /**
  15463. * @hidden
  15464. * Updates the rig cameras (left and right eye)
  15465. */
  15466. _updateRigCameras(): void;
  15467. private _workingVector;
  15468. private _oneVector;
  15469. private _workingMatrix;
  15470. private updateCacheCalled;
  15471. private _correctPositionIfNotTrackPosition;
  15472. /**
  15473. * @hidden
  15474. * Updates the cached values of the camera
  15475. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15476. */
  15477. _updateCache(ignoreParentClass?: boolean): void;
  15478. /**
  15479. * @hidden
  15480. * Get current device position in babylon world
  15481. */
  15482. _computeDevicePosition(): void;
  15483. /**
  15484. * Updates the current device position and rotation in the babylon world
  15485. */
  15486. update(): void;
  15487. /**
  15488. * @hidden
  15489. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15490. * @returns an identity matrix
  15491. */
  15492. _getViewMatrix(): Matrix;
  15493. private _tmpMatrix;
  15494. /**
  15495. * This function is called by the two RIG cameras.
  15496. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15497. * @hidden
  15498. */
  15499. _getWebVRViewMatrix(): Matrix;
  15500. /** @hidden */
  15501. _getWebVRProjectionMatrix(): Matrix;
  15502. private _onGamepadConnectedObserver;
  15503. private _onGamepadDisconnectedObserver;
  15504. private _updateCacheWhenTrackingDisabledObserver;
  15505. /**
  15506. * Initializes the controllers and their meshes
  15507. */
  15508. initControllers(): void;
  15509. }
  15510. }
  15511. declare module "babylonjs/PostProcesses/postProcess" {
  15512. import { Nullable } from "babylonjs/types";
  15513. import { SmartArray } from "babylonjs/Misc/smartArray";
  15514. import { Observable } from "babylonjs/Misc/observable";
  15515. import { Vector2 } from "babylonjs/Maths/math.vector";
  15516. import { Camera } from "babylonjs/Cameras/camera";
  15517. import { Effect } from "babylonjs/Materials/effect";
  15518. import "babylonjs/Shaders/postprocess.vertex";
  15519. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15520. import { Engine } from "babylonjs/Engines/engine";
  15521. import { Color4 } from "babylonjs/Maths/math.color";
  15522. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15523. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15524. /**
  15525. * Size options for a post process
  15526. */
  15527. export type PostProcessOptions = {
  15528. width: number;
  15529. height: number;
  15530. };
  15531. /**
  15532. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15533. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15534. */
  15535. export class PostProcess {
  15536. /** Name of the PostProcess. */
  15537. name: string;
  15538. /**
  15539. * Gets or sets the unique id of the post process
  15540. */
  15541. uniqueId: number;
  15542. /**
  15543. * Width of the texture to apply the post process on
  15544. */
  15545. width: number;
  15546. /**
  15547. * Height of the texture to apply the post process on
  15548. */
  15549. height: number;
  15550. /**
  15551. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15552. * @hidden
  15553. */
  15554. _outputTexture: Nullable<InternalTexture>;
  15555. /**
  15556. * Sampling mode used by the shader
  15557. * See https://doc.babylonjs.com/classes/3.1/texture
  15558. */
  15559. renderTargetSamplingMode: number;
  15560. /**
  15561. * Clear color to use when screen clearing
  15562. */
  15563. clearColor: Color4;
  15564. /**
  15565. * If the buffer needs to be cleared before applying the post process. (default: true)
  15566. * Should be set to false if shader will overwrite all previous pixels.
  15567. */
  15568. autoClear: boolean;
  15569. /**
  15570. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15571. */
  15572. alphaMode: number;
  15573. /**
  15574. * Sets the setAlphaBlendConstants of the babylon engine
  15575. */
  15576. alphaConstants: Color4;
  15577. /**
  15578. * Animations to be used for the post processing
  15579. */
  15580. animations: import("babylonjs/Animations/animation").Animation[];
  15581. /**
  15582. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15583. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15584. */
  15585. enablePixelPerfectMode: boolean;
  15586. /**
  15587. * Force the postprocess to be applied without taking in account viewport
  15588. */
  15589. forceFullscreenViewport: boolean;
  15590. /**
  15591. * List of inspectable custom properties (used by the Inspector)
  15592. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15593. */
  15594. inspectableCustomProperties: IInspectable[];
  15595. /**
  15596. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15597. *
  15598. * | Value | Type | Description |
  15599. * | ----- | ----------------------------------- | ----------- |
  15600. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15601. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15602. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15603. *
  15604. */
  15605. scaleMode: number;
  15606. /**
  15607. * Force textures to be a power of two (default: false)
  15608. */
  15609. alwaysForcePOT: boolean;
  15610. private _samples;
  15611. /**
  15612. * Number of sample textures (default: 1)
  15613. */
  15614. samples: number;
  15615. /**
  15616. * Modify the scale of the post process to be the same as the viewport (default: false)
  15617. */
  15618. adaptScaleToCurrentViewport: boolean;
  15619. private _camera;
  15620. private _scene;
  15621. private _engine;
  15622. private _options;
  15623. private _reusable;
  15624. private _textureType;
  15625. /**
  15626. * Smart array of input and output textures for the post process.
  15627. * @hidden
  15628. */
  15629. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15630. /**
  15631. * The index in _textures that corresponds to the output texture.
  15632. * @hidden
  15633. */
  15634. _currentRenderTextureInd: number;
  15635. private _effect;
  15636. private _samplers;
  15637. private _fragmentUrl;
  15638. private _vertexUrl;
  15639. private _parameters;
  15640. private _scaleRatio;
  15641. protected _indexParameters: any;
  15642. private _shareOutputWithPostProcess;
  15643. private _texelSize;
  15644. private _forcedOutputTexture;
  15645. /**
  15646. * Returns the fragment url or shader name used in the post process.
  15647. * @returns the fragment url or name in the shader store.
  15648. */
  15649. getEffectName(): string;
  15650. /**
  15651. * An event triggered when the postprocess is activated.
  15652. */
  15653. onActivateObservable: Observable<Camera>;
  15654. private _onActivateObserver;
  15655. /**
  15656. * A function that is added to the onActivateObservable
  15657. */
  15658. onActivate: Nullable<(camera: Camera) => void>;
  15659. /**
  15660. * An event triggered when the postprocess changes its size.
  15661. */
  15662. onSizeChangedObservable: Observable<PostProcess>;
  15663. private _onSizeChangedObserver;
  15664. /**
  15665. * A function that is added to the onSizeChangedObservable
  15666. */
  15667. onSizeChanged: (postProcess: PostProcess) => void;
  15668. /**
  15669. * An event triggered when the postprocess applies its effect.
  15670. */
  15671. onApplyObservable: Observable<Effect>;
  15672. private _onApplyObserver;
  15673. /**
  15674. * A function that is added to the onApplyObservable
  15675. */
  15676. onApply: (effect: Effect) => void;
  15677. /**
  15678. * An event triggered before rendering the postprocess
  15679. */
  15680. onBeforeRenderObservable: Observable<Effect>;
  15681. private _onBeforeRenderObserver;
  15682. /**
  15683. * A function that is added to the onBeforeRenderObservable
  15684. */
  15685. onBeforeRender: (effect: Effect) => void;
  15686. /**
  15687. * An event triggered after rendering the postprocess
  15688. */
  15689. onAfterRenderObservable: Observable<Effect>;
  15690. private _onAfterRenderObserver;
  15691. /**
  15692. * A function that is added to the onAfterRenderObservable
  15693. */
  15694. onAfterRender: (efect: Effect) => void;
  15695. /**
  15696. * 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
  15697. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15698. */
  15699. inputTexture: InternalTexture;
  15700. /**
  15701. * Gets the camera which post process is applied to.
  15702. * @returns The camera the post process is applied to.
  15703. */
  15704. getCamera(): Camera;
  15705. /**
  15706. * Gets the texel size of the postprocess.
  15707. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15708. */
  15709. readonly texelSize: Vector2;
  15710. /**
  15711. * Creates a new instance PostProcess
  15712. * @param name The name of the PostProcess.
  15713. * @param fragmentUrl The url of the fragment shader to be used.
  15714. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15715. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15716. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15717. * @param camera The camera to apply the render pass to.
  15718. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15719. * @param engine The engine which the post process will be applied. (default: current engine)
  15720. * @param reusable If the post process can be reused on the same frame. (default: false)
  15721. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15722. * @param textureType Type of textures used when performing the post process. (default: 0)
  15723. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15724. * @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
  15725. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15726. */
  15727. constructor(
  15728. /** Name of the PostProcess. */
  15729. 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);
  15730. /**
  15731. * Gets a string idenfifying the name of the class
  15732. * @returns "PostProcess" string
  15733. */
  15734. getClassName(): string;
  15735. /**
  15736. * Gets the engine which this post process belongs to.
  15737. * @returns The engine the post process was enabled with.
  15738. */
  15739. getEngine(): Engine;
  15740. /**
  15741. * The effect that is created when initializing the post process.
  15742. * @returns The created effect corresponding the the postprocess.
  15743. */
  15744. getEffect(): Effect;
  15745. /**
  15746. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15747. * @param postProcess The post process to share the output with.
  15748. * @returns This post process.
  15749. */
  15750. shareOutputWith(postProcess: PostProcess): PostProcess;
  15751. /**
  15752. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15753. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15754. */
  15755. useOwnOutput(): void;
  15756. /**
  15757. * Updates the effect with the current post process compile time values and recompiles the shader.
  15758. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15759. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15760. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15761. * @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
  15762. * @param onCompiled Called when the shader has been compiled.
  15763. * @param onError Called if there is an error when compiling a shader.
  15764. */
  15765. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15766. /**
  15767. * The post process is reusable if it can be used multiple times within one frame.
  15768. * @returns If the post process is reusable
  15769. */
  15770. isReusable(): boolean;
  15771. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15772. markTextureDirty(): void;
  15773. /**
  15774. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15775. * 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.
  15776. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15777. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15778. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15779. * @returns The target texture that was bound to be written to.
  15780. */
  15781. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15782. /**
  15783. * If the post process is supported.
  15784. */
  15785. readonly isSupported: boolean;
  15786. /**
  15787. * The aspect ratio of the output texture.
  15788. */
  15789. readonly aspectRatio: number;
  15790. /**
  15791. * Get a value indicating if the post-process is ready to be used
  15792. * @returns true if the post-process is ready (shader is compiled)
  15793. */
  15794. isReady(): boolean;
  15795. /**
  15796. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15797. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15798. */
  15799. apply(): Nullable<Effect>;
  15800. private _disposeTextures;
  15801. /**
  15802. * Disposes the post process.
  15803. * @param camera The camera to dispose the post process on.
  15804. */
  15805. dispose(camera?: Camera): void;
  15806. }
  15807. }
  15808. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15809. /** @hidden */
  15810. export var kernelBlurVaryingDeclaration: {
  15811. name: string;
  15812. shader: string;
  15813. };
  15814. }
  15815. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15816. /** @hidden */
  15817. export var kernelBlurFragment: {
  15818. name: string;
  15819. shader: string;
  15820. };
  15821. }
  15822. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15823. /** @hidden */
  15824. export var kernelBlurFragment2: {
  15825. name: string;
  15826. shader: string;
  15827. };
  15828. }
  15829. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15830. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15831. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15832. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15833. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15834. /** @hidden */
  15835. export var kernelBlurPixelShader: {
  15836. name: string;
  15837. shader: string;
  15838. };
  15839. }
  15840. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15841. /** @hidden */
  15842. export var kernelBlurVertex: {
  15843. name: string;
  15844. shader: string;
  15845. };
  15846. }
  15847. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15848. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15849. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15850. /** @hidden */
  15851. export var kernelBlurVertexShader: {
  15852. name: string;
  15853. shader: string;
  15854. };
  15855. }
  15856. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15857. import { Vector2 } from "babylonjs/Maths/math.vector";
  15858. import { Nullable } from "babylonjs/types";
  15859. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15860. import { Camera } from "babylonjs/Cameras/camera";
  15861. import { Effect } from "babylonjs/Materials/effect";
  15862. import { Engine } from "babylonjs/Engines/engine";
  15863. import "babylonjs/Shaders/kernelBlur.fragment";
  15864. import "babylonjs/Shaders/kernelBlur.vertex";
  15865. /**
  15866. * The Blur Post Process which blurs an image based on a kernel and direction.
  15867. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15868. */
  15869. export class BlurPostProcess extends PostProcess {
  15870. /** The direction in which to blur the image. */
  15871. direction: Vector2;
  15872. private blockCompilation;
  15873. protected _kernel: number;
  15874. protected _idealKernel: number;
  15875. protected _packedFloat: boolean;
  15876. private _staticDefines;
  15877. /**
  15878. * Sets the length in pixels of the blur sample region
  15879. */
  15880. /**
  15881. * Gets the length in pixels of the blur sample region
  15882. */
  15883. kernel: number;
  15884. /**
  15885. * Sets wether or not the blur needs to unpack/repack floats
  15886. */
  15887. /**
  15888. * Gets wether or not the blur is unpacking/repacking floats
  15889. */
  15890. packedFloat: boolean;
  15891. /**
  15892. * Creates a new instance BlurPostProcess
  15893. * @param name The name of the effect.
  15894. * @param direction The direction in which to blur the image.
  15895. * @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.
  15896. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15897. * @param camera The camera to apply the render pass to.
  15898. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15899. * @param engine The engine which the post process will be applied. (default: current engine)
  15900. * @param reusable If the post process can be reused on the same frame. (default: false)
  15901. * @param textureType Type of textures used when performing the post process. (default: 0)
  15902. * @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)
  15903. */
  15904. constructor(name: string,
  15905. /** The direction in which to blur the image. */
  15906. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15907. /**
  15908. * Updates the effect with the current post process compile time values and recompiles the shader.
  15909. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15910. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15911. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15912. * @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
  15913. * @param onCompiled Called when the shader has been compiled.
  15914. * @param onError Called if there is an error when compiling a shader.
  15915. */
  15916. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15917. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15918. /**
  15919. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15920. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15921. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15922. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15923. * The gaps between physical kernels are compensated for in the weighting of the samples
  15924. * @param idealKernel Ideal blur kernel.
  15925. * @return Nearest best kernel.
  15926. */
  15927. protected _nearestBestKernel(idealKernel: number): number;
  15928. /**
  15929. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15930. * @param x The point on the Gaussian distribution to sample.
  15931. * @return the value of the Gaussian function at x.
  15932. */
  15933. protected _gaussianWeight(x: number): number;
  15934. /**
  15935. * Generates a string that can be used as a floating point number in GLSL.
  15936. * @param x Value to print.
  15937. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15938. * @return GLSL float string.
  15939. */
  15940. protected _glslFloat(x: number, decimalFigures?: number): string;
  15941. }
  15942. }
  15943. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15944. import { Scene } from "babylonjs/scene";
  15945. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15946. import { Plane } from "babylonjs/Maths/math.plane";
  15947. /**
  15948. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15949. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15950. * You can then easily use it as a reflectionTexture on a flat surface.
  15951. * In case the surface is not a plane, please consider relying on reflection probes.
  15952. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15953. */
  15954. export class MirrorTexture extends RenderTargetTexture {
  15955. private scene;
  15956. /**
  15957. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15958. * 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.
  15959. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15960. */
  15961. mirrorPlane: Plane;
  15962. /**
  15963. * Define the blur ratio used to blur the reflection if needed.
  15964. */
  15965. blurRatio: number;
  15966. /**
  15967. * Define the adaptive blur kernel used to blur the reflection if needed.
  15968. * This will autocompute the closest best match for the `blurKernel`
  15969. */
  15970. adaptiveBlurKernel: number;
  15971. /**
  15972. * Define the blur kernel used to blur the reflection if needed.
  15973. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15974. */
  15975. blurKernel: number;
  15976. /**
  15977. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15978. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15979. */
  15980. blurKernelX: number;
  15981. /**
  15982. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15983. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15984. */
  15985. blurKernelY: number;
  15986. private _autoComputeBlurKernel;
  15987. protected _onRatioRescale(): void;
  15988. private _updateGammaSpace;
  15989. private _imageProcessingConfigChangeObserver;
  15990. private _transformMatrix;
  15991. private _mirrorMatrix;
  15992. private _savedViewMatrix;
  15993. private _blurX;
  15994. private _blurY;
  15995. private _adaptiveBlurKernel;
  15996. private _blurKernelX;
  15997. private _blurKernelY;
  15998. private _blurRatio;
  15999. /**
  16000. * Instantiates a Mirror Texture.
  16001. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16002. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16003. * You can then easily use it as a reflectionTexture on a flat surface.
  16004. * In case the surface is not a plane, please consider relying on reflection probes.
  16005. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16006. * @param name
  16007. * @param size
  16008. * @param scene
  16009. * @param generateMipMaps
  16010. * @param type
  16011. * @param samplingMode
  16012. * @param generateDepthBuffer
  16013. */
  16014. constructor(name: string, size: number | {
  16015. width: number;
  16016. height: number;
  16017. } | {
  16018. ratio: number;
  16019. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16020. private _preparePostProcesses;
  16021. /**
  16022. * Clone the mirror texture.
  16023. * @returns the cloned texture
  16024. */
  16025. clone(): MirrorTexture;
  16026. /**
  16027. * Serialize the texture to a JSON representation you could use in Parse later on
  16028. * @returns the serialized JSON representation
  16029. */
  16030. serialize(): any;
  16031. /**
  16032. * Dispose the texture and release its associated resources.
  16033. */
  16034. dispose(): void;
  16035. }
  16036. }
  16037. declare module "babylonjs/Materials/Textures/texture" {
  16038. import { Observable } from "babylonjs/Misc/observable";
  16039. import { Nullable } from "babylonjs/types";
  16040. import { Matrix } from "babylonjs/Maths/math.vector";
  16041. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16042. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16043. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16044. import { Scene } from "babylonjs/scene";
  16045. /**
  16046. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16047. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16048. */
  16049. export class Texture extends BaseTexture {
  16050. /**
  16051. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16052. */
  16053. static SerializeBuffers: boolean;
  16054. /** @hidden */
  16055. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16056. /** @hidden */
  16057. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16058. /** @hidden */
  16059. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16060. /** nearest is mag = nearest and min = nearest and mip = linear */
  16061. static readonly NEAREST_SAMPLINGMODE: number;
  16062. /** nearest is mag = nearest and min = nearest and mip = linear */
  16063. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16064. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16065. static readonly BILINEAR_SAMPLINGMODE: number;
  16066. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16067. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16068. /** Trilinear is mag = linear and min = linear and mip = linear */
  16069. static readonly TRILINEAR_SAMPLINGMODE: number;
  16070. /** Trilinear is mag = linear and min = linear and mip = linear */
  16071. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16072. /** mag = nearest and min = nearest and mip = nearest */
  16073. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16074. /** mag = nearest and min = linear and mip = nearest */
  16075. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16076. /** mag = nearest and min = linear and mip = linear */
  16077. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16078. /** mag = nearest and min = linear and mip = none */
  16079. static readonly NEAREST_LINEAR: number;
  16080. /** mag = nearest and min = nearest and mip = none */
  16081. static readonly NEAREST_NEAREST: number;
  16082. /** mag = linear and min = nearest and mip = nearest */
  16083. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16084. /** mag = linear and min = nearest and mip = linear */
  16085. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16086. /** mag = linear and min = linear and mip = none */
  16087. static readonly LINEAR_LINEAR: number;
  16088. /** mag = linear and min = nearest and mip = none */
  16089. static readonly LINEAR_NEAREST: number;
  16090. /** Explicit coordinates mode */
  16091. static readonly EXPLICIT_MODE: number;
  16092. /** Spherical coordinates mode */
  16093. static readonly SPHERICAL_MODE: number;
  16094. /** Planar coordinates mode */
  16095. static readonly PLANAR_MODE: number;
  16096. /** Cubic coordinates mode */
  16097. static readonly CUBIC_MODE: number;
  16098. /** Projection coordinates mode */
  16099. static readonly PROJECTION_MODE: number;
  16100. /** Inverse Cubic coordinates mode */
  16101. static readonly SKYBOX_MODE: number;
  16102. /** Inverse Cubic coordinates mode */
  16103. static readonly INVCUBIC_MODE: number;
  16104. /** Equirectangular coordinates mode */
  16105. static readonly EQUIRECTANGULAR_MODE: number;
  16106. /** Equirectangular Fixed coordinates mode */
  16107. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16108. /** Equirectangular Fixed Mirrored coordinates mode */
  16109. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16110. /** Texture is not repeating outside of 0..1 UVs */
  16111. static readonly CLAMP_ADDRESSMODE: number;
  16112. /** Texture is repeating outside of 0..1 UVs */
  16113. static readonly WRAP_ADDRESSMODE: number;
  16114. /** Texture is repeating and mirrored */
  16115. static readonly MIRROR_ADDRESSMODE: number;
  16116. /**
  16117. * 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
  16118. */
  16119. static UseSerializedUrlIfAny: boolean;
  16120. /**
  16121. * Define the url of the texture.
  16122. */
  16123. url: Nullable<string>;
  16124. /**
  16125. * Define an offset on the texture to offset the u coordinates of the UVs
  16126. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16127. */
  16128. uOffset: number;
  16129. /**
  16130. * Define an offset on the texture to offset the v coordinates of the UVs
  16131. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16132. */
  16133. vOffset: number;
  16134. /**
  16135. * Define an offset on the texture to scale the u coordinates of the UVs
  16136. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16137. */
  16138. uScale: number;
  16139. /**
  16140. * Define an offset on the texture to scale the v coordinates of the UVs
  16141. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16142. */
  16143. vScale: number;
  16144. /**
  16145. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16146. * @see http://doc.babylonjs.com/how_to/more_materials
  16147. */
  16148. uAng: number;
  16149. /**
  16150. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16151. * @see http://doc.babylonjs.com/how_to/more_materials
  16152. */
  16153. vAng: number;
  16154. /**
  16155. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16156. * @see http://doc.babylonjs.com/how_to/more_materials
  16157. */
  16158. wAng: number;
  16159. /**
  16160. * Defines the center of rotation (U)
  16161. */
  16162. uRotationCenter: number;
  16163. /**
  16164. * Defines the center of rotation (V)
  16165. */
  16166. vRotationCenter: number;
  16167. /**
  16168. * Defines the center of rotation (W)
  16169. */
  16170. wRotationCenter: number;
  16171. /**
  16172. * Are mip maps generated for this texture or not.
  16173. */
  16174. readonly noMipmap: boolean;
  16175. /**
  16176. * List of inspectable custom properties (used by the Inspector)
  16177. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16178. */
  16179. inspectableCustomProperties: Nullable<IInspectable[]>;
  16180. private _noMipmap;
  16181. /** @hidden */
  16182. _invertY: boolean;
  16183. private _rowGenerationMatrix;
  16184. private _cachedTextureMatrix;
  16185. private _projectionModeMatrix;
  16186. private _t0;
  16187. private _t1;
  16188. private _t2;
  16189. private _cachedUOffset;
  16190. private _cachedVOffset;
  16191. private _cachedUScale;
  16192. private _cachedVScale;
  16193. private _cachedUAng;
  16194. private _cachedVAng;
  16195. private _cachedWAng;
  16196. private _cachedProjectionMatrixId;
  16197. private _cachedCoordinatesMode;
  16198. /** @hidden */
  16199. protected _initialSamplingMode: number;
  16200. /** @hidden */
  16201. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16202. private _deleteBuffer;
  16203. protected _format: Nullable<number>;
  16204. private _delayedOnLoad;
  16205. private _delayedOnError;
  16206. private _mimeType?;
  16207. /**
  16208. * Observable triggered once the texture has been loaded.
  16209. */
  16210. onLoadObservable: Observable<Texture>;
  16211. protected _isBlocking: boolean;
  16212. /**
  16213. * Is the texture preventing material to render while loading.
  16214. * If false, a default texture will be used instead of the loading one during the preparation step.
  16215. */
  16216. isBlocking: boolean;
  16217. /**
  16218. * Get the current sampling mode associated with the texture.
  16219. */
  16220. readonly samplingMode: number;
  16221. /**
  16222. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16223. */
  16224. readonly invertY: boolean;
  16225. /**
  16226. * Instantiates a new texture.
  16227. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16228. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16229. * @param url defines the url of the picture to load as a texture
  16230. * @param scene defines the scene or engine the texture will belong to
  16231. * @param noMipmap defines if the texture will require mip maps or not
  16232. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16233. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16234. * @param onLoad defines a callback triggered when the texture has been loaded
  16235. * @param onError defines a callback triggered when an error occurred during the loading session
  16236. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16237. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16238. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16239. * @param mimeType defines an optional mime type information
  16240. */
  16241. 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);
  16242. /**
  16243. * Update the url (and optional buffer) of this texture if url was null during construction.
  16244. * @param url the url of the texture
  16245. * @param buffer the buffer of the texture (defaults to null)
  16246. * @param onLoad callback called when the texture is loaded (defaults to null)
  16247. */
  16248. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16249. /**
  16250. * Finish the loading sequence of a texture flagged as delayed load.
  16251. * @hidden
  16252. */
  16253. delayLoad(): void;
  16254. private _prepareRowForTextureGeneration;
  16255. /**
  16256. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16257. * @returns the transform matrix of the texture.
  16258. */
  16259. getTextureMatrix(): Matrix;
  16260. /**
  16261. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16262. * @returns The reflection texture transform
  16263. */
  16264. getReflectionTextureMatrix(): Matrix;
  16265. /**
  16266. * Clones the texture.
  16267. * @returns the cloned texture
  16268. */
  16269. clone(): Texture;
  16270. /**
  16271. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16272. * @returns The JSON representation of the texture
  16273. */
  16274. serialize(): any;
  16275. /**
  16276. * Get the current class name of the texture useful for serialization or dynamic coding.
  16277. * @returns "Texture"
  16278. */
  16279. getClassName(): string;
  16280. /**
  16281. * Dispose the texture and release its associated resources.
  16282. */
  16283. dispose(): void;
  16284. /**
  16285. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16286. * @param parsedTexture Define the JSON representation of the texture
  16287. * @param scene Define the scene the parsed texture should be instantiated in
  16288. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16289. * @returns The parsed texture if successful
  16290. */
  16291. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16292. /**
  16293. * Creates a texture from its base 64 representation.
  16294. * @param data Define the base64 payload without the data: prefix
  16295. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16296. * @param scene Define the scene the texture should belong to
  16297. * @param noMipmap Forces the texture to not create mip map information if true
  16298. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16299. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16300. * @param onLoad define a callback triggered when the texture has been loaded
  16301. * @param onError define a callback triggered when an error occurred during the loading session
  16302. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16303. * @returns the created texture
  16304. */
  16305. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16306. /**
  16307. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16308. * @param data Define the base64 payload without the data: prefix
  16309. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16310. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16311. * @param scene Define the scene the texture should belong to
  16312. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16313. * @param noMipmap Forces the texture to not create mip map information if true
  16314. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16315. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16316. * @param onLoad define a callback triggered when the texture has been loaded
  16317. * @param onError define a callback triggered when an error occurred during the loading session
  16318. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16319. * @returns the created texture
  16320. */
  16321. 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;
  16322. }
  16323. }
  16324. declare module "babylonjs/PostProcesses/postProcessManager" {
  16325. import { Nullable } from "babylonjs/types";
  16326. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16327. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16328. import { Scene } from "babylonjs/scene";
  16329. /**
  16330. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16331. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16332. */
  16333. export class PostProcessManager {
  16334. private _scene;
  16335. private _indexBuffer;
  16336. private _vertexBuffers;
  16337. /**
  16338. * Creates a new instance PostProcess
  16339. * @param scene The scene that the post process is associated with.
  16340. */
  16341. constructor(scene: Scene);
  16342. private _prepareBuffers;
  16343. private _buildIndexBuffer;
  16344. /**
  16345. * Rebuilds the vertex buffers of the manager.
  16346. * @hidden
  16347. */
  16348. _rebuild(): void;
  16349. /**
  16350. * Prepares a frame to be run through a post process.
  16351. * @param sourceTexture The input texture to the post procesess. (default: null)
  16352. * @param postProcesses An array of post processes to be run. (default: null)
  16353. * @returns True if the post processes were able to be run.
  16354. * @hidden
  16355. */
  16356. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16357. /**
  16358. * Manually render a set of post processes to a texture.
  16359. * @param postProcesses An array of post processes to be run.
  16360. * @param targetTexture The target texture to render to.
  16361. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16362. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16363. * @param lodLevel defines which lod of the texture to render to
  16364. */
  16365. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16366. /**
  16367. * Finalize the result of the output of the postprocesses.
  16368. * @param doNotPresent If true the result will not be displayed to the screen.
  16369. * @param targetTexture The target texture to render to.
  16370. * @param faceIndex The index of the face to bind the target texture to.
  16371. * @param postProcesses The array of post processes to render.
  16372. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16373. * @hidden
  16374. */
  16375. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16376. /**
  16377. * Disposes of the post process manager.
  16378. */
  16379. dispose(): void;
  16380. }
  16381. }
  16382. declare module "babylonjs/Misc/gradients" {
  16383. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16384. /** Interface used by value gradients (color, factor, ...) */
  16385. export interface IValueGradient {
  16386. /**
  16387. * Gets or sets the gradient value (between 0 and 1)
  16388. */
  16389. gradient: number;
  16390. }
  16391. /** Class used to store color4 gradient */
  16392. export class ColorGradient implements IValueGradient {
  16393. /**
  16394. * Gets or sets the gradient value (between 0 and 1)
  16395. */
  16396. gradient: number;
  16397. /**
  16398. * Gets or sets first associated color
  16399. */
  16400. color1: Color4;
  16401. /**
  16402. * Gets or sets second associated color
  16403. */
  16404. color2?: Color4;
  16405. /**
  16406. * Will get a color picked randomly between color1 and color2.
  16407. * If color2 is undefined then color1 will be used
  16408. * @param result defines the target Color4 to store the result in
  16409. */
  16410. getColorToRef(result: Color4): void;
  16411. }
  16412. /** Class used to store color 3 gradient */
  16413. export class Color3Gradient implements IValueGradient {
  16414. /**
  16415. * Gets or sets the gradient value (between 0 and 1)
  16416. */
  16417. gradient: number;
  16418. /**
  16419. * Gets or sets the associated color
  16420. */
  16421. color: Color3;
  16422. }
  16423. /** Class used to store factor gradient */
  16424. export class FactorGradient implements IValueGradient {
  16425. /**
  16426. * Gets or sets the gradient value (between 0 and 1)
  16427. */
  16428. gradient: number;
  16429. /**
  16430. * Gets or sets first associated factor
  16431. */
  16432. factor1: number;
  16433. /**
  16434. * Gets or sets second associated factor
  16435. */
  16436. factor2?: number;
  16437. /**
  16438. * Will get a number picked randomly between factor1 and factor2.
  16439. * If factor2 is undefined then factor1 will be used
  16440. * @returns the picked number
  16441. */
  16442. getFactor(): number;
  16443. }
  16444. /**
  16445. * Helper used to simplify some generic gradient tasks
  16446. */
  16447. export class GradientHelper {
  16448. /**
  16449. * Gets the current gradient from an array of IValueGradient
  16450. * @param ratio defines the current ratio to get
  16451. * @param gradients defines the array of IValueGradient
  16452. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16453. */
  16454. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16455. }
  16456. }
  16457. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16458. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16459. import { Nullable } from "babylonjs/types";
  16460. module "babylonjs/Engines/thinEngine" {
  16461. interface ThinEngine {
  16462. /**
  16463. * Creates a dynamic texture
  16464. * @param width defines the width of the texture
  16465. * @param height defines the height of the texture
  16466. * @param generateMipMaps defines if the engine should generate the mip levels
  16467. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16468. * @returns the dynamic texture inside an InternalTexture
  16469. */
  16470. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16471. /**
  16472. * Update the content of a dynamic texture
  16473. * @param texture defines the texture to update
  16474. * @param canvas defines the canvas containing the source
  16475. * @param invertY defines if data must be stored with Y axis inverted
  16476. * @param premulAlpha defines if alpha is stored as premultiplied
  16477. * @param format defines the format of the data
  16478. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16479. */
  16480. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16481. }
  16482. }
  16483. }
  16484. declare module "babylonjs/Misc/canvasGenerator" {
  16485. /**
  16486. * Helper class used to generate a canvas to manipulate images
  16487. */
  16488. export class CanvasGenerator {
  16489. /**
  16490. * Create a new canvas (or offscreen canvas depending on the context)
  16491. * @param width defines the expected width
  16492. * @param height defines the expected height
  16493. * @return a new canvas or offscreen canvas
  16494. */
  16495. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16496. }
  16497. }
  16498. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16499. import { Scene } from "babylonjs/scene";
  16500. import { Texture } from "babylonjs/Materials/Textures/texture";
  16501. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16502. /**
  16503. * A class extending Texture allowing drawing on a texture
  16504. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16505. */
  16506. export class DynamicTexture extends Texture {
  16507. private _generateMipMaps;
  16508. private _canvas;
  16509. private _context;
  16510. private _engine;
  16511. /**
  16512. * Creates a DynamicTexture
  16513. * @param name defines the name of the texture
  16514. * @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
  16515. * @param scene defines the scene where you want the texture
  16516. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16517. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16518. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16519. */
  16520. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16521. /**
  16522. * Get the current class name of the texture useful for serialization or dynamic coding.
  16523. * @returns "DynamicTexture"
  16524. */
  16525. getClassName(): string;
  16526. /**
  16527. * Gets the current state of canRescale
  16528. */
  16529. readonly canRescale: boolean;
  16530. private _recreate;
  16531. /**
  16532. * Scales the texture
  16533. * @param ratio the scale factor to apply to both width and height
  16534. */
  16535. scale(ratio: number): void;
  16536. /**
  16537. * Resizes the texture
  16538. * @param width the new width
  16539. * @param height the new height
  16540. */
  16541. scaleTo(width: number, height: number): void;
  16542. /**
  16543. * Gets the context of the canvas used by the texture
  16544. * @returns the canvas context of the dynamic texture
  16545. */
  16546. getContext(): CanvasRenderingContext2D;
  16547. /**
  16548. * Clears the texture
  16549. */
  16550. clear(): void;
  16551. /**
  16552. * Updates the texture
  16553. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16554. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16555. */
  16556. update(invertY?: boolean, premulAlpha?: boolean): void;
  16557. /**
  16558. * Draws text onto the texture
  16559. * @param text defines the text to be drawn
  16560. * @param x defines the placement of the text from the left
  16561. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16562. * @param font defines the font to be used with font-style, font-size, font-name
  16563. * @param color defines the color used for the text
  16564. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16565. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16566. * @param update defines whether texture is immediately update (default is true)
  16567. */
  16568. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16569. /**
  16570. * Clones the texture
  16571. * @returns the clone of the texture.
  16572. */
  16573. clone(): DynamicTexture;
  16574. /**
  16575. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16576. * @returns a serialized dynamic texture object
  16577. */
  16578. serialize(): any;
  16579. /** @hidden */
  16580. _rebuild(): void;
  16581. }
  16582. }
  16583. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16584. import { Scene } from "babylonjs/scene";
  16585. import { ISceneComponent } from "babylonjs/sceneComponent";
  16586. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16587. module "babylonjs/abstractScene" {
  16588. interface AbstractScene {
  16589. /**
  16590. * The list of procedural textures added to the scene
  16591. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16592. */
  16593. proceduralTextures: Array<ProceduralTexture>;
  16594. }
  16595. }
  16596. /**
  16597. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16598. * in a given scene.
  16599. */
  16600. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16601. /**
  16602. * The component name helpfull to identify the component in the list of scene components.
  16603. */
  16604. readonly name: string;
  16605. /**
  16606. * The scene the component belongs to.
  16607. */
  16608. scene: Scene;
  16609. /**
  16610. * Creates a new instance of the component for the given scene
  16611. * @param scene Defines the scene to register the component in
  16612. */
  16613. constructor(scene: Scene);
  16614. /**
  16615. * Registers the component in a given scene
  16616. */
  16617. register(): void;
  16618. /**
  16619. * Rebuilds the elements related to this component in case of
  16620. * context lost for instance.
  16621. */
  16622. rebuild(): void;
  16623. /**
  16624. * Disposes the component and the associated ressources.
  16625. */
  16626. dispose(): void;
  16627. private _beforeClear;
  16628. }
  16629. }
  16630. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16631. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16632. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16633. module "babylonjs/Engines/thinEngine" {
  16634. interface ThinEngine {
  16635. /**
  16636. * Creates a new render target cube texture
  16637. * @param size defines the size of the texture
  16638. * @param options defines the options used to create the texture
  16639. * @returns a new render target cube texture stored in an InternalTexture
  16640. */
  16641. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16642. }
  16643. }
  16644. }
  16645. declare module "babylonjs/Shaders/procedural.vertex" {
  16646. /** @hidden */
  16647. export var proceduralVertexShader: {
  16648. name: string;
  16649. shader: string;
  16650. };
  16651. }
  16652. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16653. import { Observable } from "babylonjs/Misc/observable";
  16654. import { Nullable } from "babylonjs/types";
  16655. import { Scene } from "babylonjs/scene";
  16656. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16657. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16658. import { Effect } from "babylonjs/Materials/effect";
  16659. import { Texture } from "babylonjs/Materials/Textures/texture";
  16660. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16661. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16662. import "babylonjs/Shaders/procedural.vertex";
  16663. /**
  16664. * 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.
  16665. * This is the base class of any Procedural texture and contains most of the shareable code.
  16666. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16667. */
  16668. export class ProceduralTexture extends Texture {
  16669. isCube: boolean;
  16670. /**
  16671. * Define if the texture is enabled or not (disabled texture will not render)
  16672. */
  16673. isEnabled: boolean;
  16674. /**
  16675. * Define if the texture must be cleared before rendering (default is true)
  16676. */
  16677. autoClear: boolean;
  16678. /**
  16679. * Callback called when the texture is generated
  16680. */
  16681. onGenerated: () => void;
  16682. /**
  16683. * Event raised when the texture is generated
  16684. */
  16685. onGeneratedObservable: Observable<ProceduralTexture>;
  16686. /** @hidden */
  16687. _generateMipMaps: boolean;
  16688. /** @hidden **/
  16689. _effect: Effect;
  16690. /** @hidden */
  16691. _textures: {
  16692. [key: string]: Texture;
  16693. };
  16694. private _size;
  16695. private _currentRefreshId;
  16696. private _refreshRate;
  16697. private _vertexBuffers;
  16698. private _indexBuffer;
  16699. private _uniforms;
  16700. private _samplers;
  16701. private _fragment;
  16702. private _floats;
  16703. private _ints;
  16704. private _floatsArrays;
  16705. private _colors3;
  16706. private _colors4;
  16707. private _vectors2;
  16708. private _vectors3;
  16709. private _matrices;
  16710. private _fallbackTexture;
  16711. private _fallbackTextureUsed;
  16712. private _engine;
  16713. private _cachedDefines;
  16714. private _contentUpdateId;
  16715. private _contentData;
  16716. /**
  16717. * Instantiates a new procedural texture.
  16718. * 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.
  16719. * This is the base class of any Procedural texture and contains most of the shareable code.
  16720. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16721. * @param name Define the name of the texture
  16722. * @param size Define the size of the texture to create
  16723. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16724. * @param scene Define the scene the texture belongs to
  16725. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16726. * @param generateMipMaps Define if the texture should creates mip maps or not
  16727. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16728. */
  16729. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16730. /**
  16731. * The effect that is created when initializing the post process.
  16732. * @returns The created effect corresponding the the postprocess.
  16733. */
  16734. getEffect(): Effect;
  16735. /**
  16736. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16737. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16738. */
  16739. getContent(): Nullable<ArrayBufferView>;
  16740. private _createIndexBuffer;
  16741. /** @hidden */
  16742. _rebuild(): void;
  16743. /**
  16744. * Resets the texture in order to recreate its associated resources.
  16745. * This can be called in case of context loss
  16746. */
  16747. reset(): void;
  16748. protected _getDefines(): string;
  16749. /**
  16750. * Is the texture ready to be used ? (rendered at least once)
  16751. * @returns true if ready, otherwise, false.
  16752. */
  16753. isReady(): boolean;
  16754. /**
  16755. * Resets the refresh counter of the texture and start bak from scratch.
  16756. * Could be useful to regenerate the texture if it is setup to render only once.
  16757. */
  16758. resetRefreshCounter(): void;
  16759. /**
  16760. * Set the fragment shader to use in order to render the texture.
  16761. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16762. */
  16763. setFragment(fragment: any): void;
  16764. /**
  16765. * Define the refresh rate of the texture or the rendering frequency.
  16766. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16767. */
  16768. refreshRate: number;
  16769. /** @hidden */
  16770. _shouldRender(): boolean;
  16771. /**
  16772. * Get the size the texture is rendering at.
  16773. * @returns the size (texture is always squared)
  16774. */
  16775. getRenderSize(): number;
  16776. /**
  16777. * Resize the texture to new value.
  16778. * @param size Define the new size the texture should have
  16779. * @param generateMipMaps Define whether the new texture should create mip maps
  16780. */
  16781. resize(size: number, generateMipMaps: boolean): void;
  16782. private _checkUniform;
  16783. /**
  16784. * Set a texture in the shader program used to render.
  16785. * @param name Define the name of the uniform samplers as defined in the shader
  16786. * @param texture Define the texture to bind to this sampler
  16787. * @return the texture itself allowing "fluent" like uniform updates
  16788. */
  16789. setTexture(name: string, texture: Texture): ProceduralTexture;
  16790. /**
  16791. * Set a float in the shader.
  16792. * @param name Define the name of the uniform as defined in the shader
  16793. * @param value Define the value to give to the uniform
  16794. * @return the texture itself allowing "fluent" like uniform updates
  16795. */
  16796. setFloat(name: string, value: number): ProceduralTexture;
  16797. /**
  16798. * Set a int in the shader.
  16799. * @param name Define the name of the uniform as defined in the shader
  16800. * @param value Define the value to give to the uniform
  16801. * @return the texture itself allowing "fluent" like uniform updates
  16802. */
  16803. setInt(name: string, value: number): ProceduralTexture;
  16804. /**
  16805. * Set an array of floats in the shader.
  16806. * @param name Define the name of the uniform as defined in the shader
  16807. * @param value Define the value to give to the uniform
  16808. * @return the texture itself allowing "fluent" like uniform updates
  16809. */
  16810. setFloats(name: string, value: number[]): ProceduralTexture;
  16811. /**
  16812. * Set a vec3 in the shader from a Color3.
  16813. * @param name Define the name of the uniform as defined in the shader
  16814. * @param value Define the value to give to the uniform
  16815. * @return the texture itself allowing "fluent" like uniform updates
  16816. */
  16817. setColor3(name: string, value: Color3): ProceduralTexture;
  16818. /**
  16819. * Set a vec4 in the shader from a Color4.
  16820. * @param name Define the name of the uniform as defined in the shader
  16821. * @param value Define the value to give to the uniform
  16822. * @return the texture itself allowing "fluent" like uniform updates
  16823. */
  16824. setColor4(name: string, value: Color4): ProceduralTexture;
  16825. /**
  16826. * Set a vec2 in the shader from a Vector2.
  16827. * @param name Define the name of the uniform as defined in the shader
  16828. * @param value Define the value to give to the uniform
  16829. * @return the texture itself allowing "fluent" like uniform updates
  16830. */
  16831. setVector2(name: string, value: Vector2): ProceduralTexture;
  16832. /**
  16833. * Set a vec3 in the shader from a Vector3.
  16834. * @param name Define the name of the uniform as defined in the shader
  16835. * @param value Define the value to give to the uniform
  16836. * @return the texture itself allowing "fluent" like uniform updates
  16837. */
  16838. setVector3(name: string, value: Vector3): ProceduralTexture;
  16839. /**
  16840. * Set a mat4 in the shader from a MAtrix.
  16841. * @param name Define the name of the uniform as defined in the shader
  16842. * @param value Define the value to give to the uniform
  16843. * @return the texture itself allowing "fluent" like uniform updates
  16844. */
  16845. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16846. /**
  16847. * Render the texture to its associated render target.
  16848. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16849. */
  16850. render(useCameraPostProcess?: boolean): void;
  16851. /**
  16852. * Clone the texture.
  16853. * @returns the cloned texture
  16854. */
  16855. clone(): ProceduralTexture;
  16856. /**
  16857. * Dispose the texture and release its asoociated resources.
  16858. */
  16859. dispose(): void;
  16860. }
  16861. }
  16862. declare module "babylonjs/Particles/baseParticleSystem" {
  16863. import { Nullable } from "babylonjs/types";
  16864. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16865. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16866. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16867. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16868. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16869. import { Scene } from "babylonjs/scene";
  16870. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16871. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16872. import { Texture } from "babylonjs/Materials/Textures/texture";
  16873. import { Color4 } from "babylonjs/Maths/math.color";
  16874. import { Animation } from "babylonjs/Animations/animation";
  16875. /**
  16876. * This represents the base class for particle system in Babylon.
  16877. * 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.
  16878. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16879. * @example https://doc.babylonjs.com/babylon101/particles
  16880. */
  16881. export class BaseParticleSystem {
  16882. /**
  16883. * Source color is added to the destination color without alpha affecting the result
  16884. */
  16885. static BLENDMODE_ONEONE: number;
  16886. /**
  16887. * Blend current color and particle color using particle’s alpha
  16888. */
  16889. static BLENDMODE_STANDARD: number;
  16890. /**
  16891. * Add current color and particle color multiplied by particle’s alpha
  16892. */
  16893. static BLENDMODE_ADD: number;
  16894. /**
  16895. * Multiply current color with particle color
  16896. */
  16897. static BLENDMODE_MULTIPLY: number;
  16898. /**
  16899. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16900. */
  16901. static BLENDMODE_MULTIPLYADD: number;
  16902. /**
  16903. * List of animations used by the particle system.
  16904. */
  16905. animations: Animation[];
  16906. /**
  16907. * The id of the Particle system.
  16908. */
  16909. id: string;
  16910. /**
  16911. * The friendly name of the Particle system.
  16912. */
  16913. name: string;
  16914. /**
  16915. * The rendering group used by the Particle system to chose when to render.
  16916. */
  16917. renderingGroupId: number;
  16918. /**
  16919. * The emitter represents the Mesh or position we are attaching the particle system to.
  16920. */
  16921. emitter: Nullable<AbstractMesh | Vector3>;
  16922. /**
  16923. * The maximum number of particles to emit per frame
  16924. */
  16925. emitRate: number;
  16926. /**
  16927. * If you want to launch only a few particles at once, that can be done, as well.
  16928. */
  16929. manualEmitCount: number;
  16930. /**
  16931. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16932. */
  16933. updateSpeed: number;
  16934. /**
  16935. * The amount of time the particle system is running (depends of the overall update speed).
  16936. */
  16937. targetStopDuration: number;
  16938. /**
  16939. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16940. */
  16941. disposeOnStop: boolean;
  16942. /**
  16943. * Minimum power of emitting particles.
  16944. */
  16945. minEmitPower: number;
  16946. /**
  16947. * Maximum power of emitting particles.
  16948. */
  16949. maxEmitPower: number;
  16950. /**
  16951. * Minimum life time of emitting particles.
  16952. */
  16953. minLifeTime: number;
  16954. /**
  16955. * Maximum life time of emitting particles.
  16956. */
  16957. maxLifeTime: number;
  16958. /**
  16959. * Minimum Size of emitting particles.
  16960. */
  16961. minSize: number;
  16962. /**
  16963. * Maximum Size of emitting particles.
  16964. */
  16965. maxSize: number;
  16966. /**
  16967. * Minimum scale of emitting particles on X axis.
  16968. */
  16969. minScaleX: number;
  16970. /**
  16971. * Maximum scale of emitting particles on X axis.
  16972. */
  16973. maxScaleX: number;
  16974. /**
  16975. * Minimum scale of emitting particles on Y axis.
  16976. */
  16977. minScaleY: number;
  16978. /**
  16979. * Maximum scale of emitting particles on Y axis.
  16980. */
  16981. maxScaleY: number;
  16982. /**
  16983. * Gets or sets the minimal initial rotation in radians.
  16984. */
  16985. minInitialRotation: number;
  16986. /**
  16987. * Gets or sets the maximal initial rotation in radians.
  16988. */
  16989. maxInitialRotation: number;
  16990. /**
  16991. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16992. */
  16993. minAngularSpeed: number;
  16994. /**
  16995. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16996. */
  16997. maxAngularSpeed: number;
  16998. /**
  16999. * The texture used to render each particle. (this can be a spritesheet)
  17000. */
  17001. particleTexture: Nullable<Texture>;
  17002. /**
  17003. * The layer mask we are rendering the particles through.
  17004. */
  17005. layerMask: number;
  17006. /**
  17007. * This can help using your own shader to render the particle system.
  17008. * The according effect will be created
  17009. */
  17010. customShader: any;
  17011. /**
  17012. * By default particle system starts as soon as they are created. This prevents the
  17013. * automatic start to happen and let you decide when to start emitting particles.
  17014. */
  17015. preventAutoStart: boolean;
  17016. private _noiseTexture;
  17017. /**
  17018. * Gets or sets a texture used to add random noise to particle positions
  17019. */
  17020. noiseTexture: Nullable<ProceduralTexture>;
  17021. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17022. noiseStrength: Vector3;
  17023. /**
  17024. * Callback triggered when the particle animation is ending.
  17025. */
  17026. onAnimationEnd: Nullable<() => void>;
  17027. /**
  17028. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17029. */
  17030. blendMode: number;
  17031. /**
  17032. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17033. * to override the particles.
  17034. */
  17035. forceDepthWrite: boolean;
  17036. /** 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 */
  17037. preWarmCycles: number;
  17038. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17039. preWarmStepOffset: number;
  17040. /**
  17041. * 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)
  17042. */
  17043. spriteCellChangeSpeed: number;
  17044. /**
  17045. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17046. */
  17047. startSpriteCellID: number;
  17048. /**
  17049. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17050. */
  17051. endSpriteCellID: number;
  17052. /**
  17053. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17054. */
  17055. spriteCellWidth: number;
  17056. /**
  17057. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17058. */
  17059. spriteCellHeight: number;
  17060. /**
  17061. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17062. */
  17063. spriteRandomStartCell: boolean;
  17064. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17065. translationPivot: Vector2;
  17066. /** @hidden */
  17067. protected _isAnimationSheetEnabled: boolean;
  17068. /**
  17069. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17070. */
  17071. beginAnimationOnStart: boolean;
  17072. /**
  17073. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17074. */
  17075. beginAnimationFrom: number;
  17076. /**
  17077. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17078. */
  17079. beginAnimationTo: number;
  17080. /**
  17081. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17082. */
  17083. beginAnimationLoop: boolean;
  17084. /**
  17085. * Gets or sets a world offset applied to all particles
  17086. */
  17087. worldOffset: Vector3;
  17088. /**
  17089. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17090. */
  17091. isAnimationSheetEnabled: boolean;
  17092. /**
  17093. * Get hosting scene
  17094. * @returns the scene
  17095. */
  17096. getScene(): Scene;
  17097. /**
  17098. * You can use gravity if you want to give an orientation to your particles.
  17099. */
  17100. gravity: Vector3;
  17101. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17102. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17103. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17104. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17105. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17106. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17107. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17108. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17109. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17110. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17111. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17112. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17113. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17114. /**
  17115. * Defines the delay in milliseconds before starting the system (0 by default)
  17116. */
  17117. startDelay: number;
  17118. /**
  17119. * Gets the current list of drag gradients.
  17120. * You must use addDragGradient and removeDragGradient to udpate this list
  17121. * @returns the list of drag gradients
  17122. */
  17123. getDragGradients(): Nullable<Array<FactorGradient>>;
  17124. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17125. limitVelocityDamping: number;
  17126. /**
  17127. * Gets the current list of limit velocity gradients.
  17128. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17129. * @returns the list of limit velocity gradients
  17130. */
  17131. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17132. /**
  17133. * Gets the current list of color gradients.
  17134. * You must use addColorGradient and removeColorGradient to udpate this list
  17135. * @returns the list of color gradients
  17136. */
  17137. getColorGradients(): Nullable<Array<ColorGradient>>;
  17138. /**
  17139. * Gets the current list of size gradients.
  17140. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17141. * @returns the list of size gradients
  17142. */
  17143. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17144. /**
  17145. * Gets the current list of color remap gradients.
  17146. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17147. * @returns the list of color remap gradients
  17148. */
  17149. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17150. /**
  17151. * Gets the current list of alpha remap gradients.
  17152. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17153. * @returns the list of alpha remap gradients
  17154. */
  17155. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17156. /**
  17157. * Gets the current list of life time gradients.
  17158. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17159. * @returns the list of life time gradients
  17160. */
  17161. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17162. /**
  17163. * Gets the current list of angular speed gradients.
  17164. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17165. * @returns the list of angular speed gradients
  17166. */
  17167. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17168. /**
  17169. * Gets the current list of velocity gradients.
  17170. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17171. * @returns the list of velocity gradients
  17172. */
  17173. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17174. /**
  17175. * Gets the current list of start size gradients.
  17176. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17177. * @returns the list of start size gradients
  17178. */
  17179. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17180. /**
  17181. * Gets the current list of emit rate gradients.
  17182. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17183. * @returns the list of emit rate gradients
  17184. */
  17185. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17186. /**
  17187. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17188. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17189. */
  17190. direction1: Vector3;
  17191. /**
  17192. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17193. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17194. */
  17195. direction2: Vector3;
  17196. /**
  17197. * 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.
  17198. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17199. */
  17200. minEmitBox: Vector3;
  17201. /**
  17202. * 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.
  17203. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17204. */
  17205. maxEmitBox: Vector3;
  17206. /**
  17207. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17208. */
  17209. color1: Color4;
  17210. /**
  17211. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17212. */
  17213. color2: Color4;
  17214. /**
  17215. * Color the particle will have at the end of its lifetime
  17216. */
  17217. colorDead: Color4;
  17218. /**
  17219. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17220. */
  17221. textureMask: Color4;
  17222. /**
  17223. * The particle emitter type defines the emitter used by the particle system.
  17224. * It can be for example box, sphere, or cone...
  17225. */
  17226. particleEmitterType: IParticleEmitterType;
  17227. /** @hidden */
  17228. _isSubEmitter: boolean;
  17229. /**
  17230. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17231. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17232. */
  17233. billboardMode: number;
  17234. protected _isBillboardBased: boolean;
  17235. /**
  17236. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17237. */
  17238. isBillboardBased: boolean;
  17239. /**
  17240. * The scene the particle system belongs to.
  17241. */
  17242. protected _scene: Scene;
  17243. /**
  17244. * Local cache of defines for image processing.
  17245. */
  17246. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17247. /**
  17248. * Default configuration related to image processing available in the standard Material.
  17249. */
  17250. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17251. /**
  17252. * Gets the image processing configuration used either in this material.
  17253. */
  17254. /**
  17255. * Sets the Default image processing configuration used either in the this material.
  17256. *
  17257. * If sets to null, the scene one is in use.
  17258. */
  17259. imageProcessingConfiguration: ImageProcessingConfiguration;
  17260. /**
  17261. * Attaches a new image processing configuration to the Standard Material.
  17262. * @param configuration
  17263. */
  17264. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17265. /** @hidden */
  17266. protected _reset(): void;
  17267. /** @hidden */
  17268. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17269. /**
  17270. * Instantiates a particle system.
  17271. * 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.
  17272. * @param name The name of the particle system
  17273. */
  17274. constructor(name: string);
  17275. /**
  17276. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17277. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17278. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17279. * @returns the emitter
  17280. */
  17281. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17282. /**
  17283. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17284. * @param radius The radius of the hemisphere to emit from
  17285. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17286. * @returns the emitter
  17287. */
  17288. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17289. /**
  17290. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17291. * @param radius The radius of the sphere to emit from
  17292. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17293. * @returns the emitter
  17294. */
  17295. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17296. /**
  17297. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17298. * @param radius The radius of the sphere to emit from
  17299. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17300. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17301. * @returns the emitter
  17302. */
  17303. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17304. /**
  17305. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17306. * @param radius The radius of the emission cylinder
  17307. * @param height The height of the emission cylinder
  17308. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17309. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17310. * @returns the emitter
  17311. */
  17312. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17313. /**
  17314. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17315. * @param radius The radius of the cylinder to emit from
  17316. * @param height The height of the emission cylinder
  17317. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17318. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17319. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17320. * @returns the emitter
  17321. */
  17322. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17323. /**
  17324. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17325. * @param radius The radius of the cone to emit from
  17326. * @param angle The base angle of the cone
  17327. * @returns the emitter
  17328. */
  17329. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17330. /**
  17331. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17332. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17333. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17334. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17335. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17336. * @returns the emitter
  17337. */
  17338. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17339. }
  17340. }
  17341. declare module "babylonjs/Particles/subEmitter" {
  17342. import { Scene } from "babylonjs/scene";
  17343. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17344. /**
  17345. * Type of sub emitter
  17346. */
  17347. export enum SubEmitterType {
  17348. /**
  17349. * Attached to the particle over it's lifetime
  17350. */
  17351. ATTACHED = 0,
  17352. /**
  17353. * Created when the particle dies
  17354. */
  17355. END = 1
  17356. }
  17357. /**
  17358. * Sub emitter class used to emit particles from an existing particle
  17359. */
  17360. export class SubEmitter {
  17361. /**
  17362. * the particle system to be used by the sub emitter
  17363. */
  17364. particleSystem: ParticleSystem;
  17365. /**
  17366. * Type of the submitter (Default: END)
  17367. */
  17368. type: SubEmitterType;
  17369. /**
  17370. * 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)
  17371. * Note: This only is supported when using an emitter of type Mesh
  17372. */
  17373. inheritDirection: boolean;
  17374. /**
  17375. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17376. */
  17377. inheritedVelocityAmount: number;
  17378. /**
  17379. * Creates a sub emitter
  17380. * @param particleSystem the particle system to be used by the sub emitter
  17381. */
  17382. constructor(
  17383. /**
  17384. * the particle system to be used by the sub emitter
  17385. */
  17386. particleSystem: ParticleSystem);
  17387. /**
  17388. * Clones the sub emitter
  17389. * @returns the cloned sub emitter
  17390. */
  17391. clone(): SubEmitter;
  17392. /**
  17393. * Serialize current object to a JSON object
  17394. * @returns the serialized object
  17395. */
  17396. serialize(): any;
  17397. /** @hidden */
  17398. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17399. /**
  17400. * Creates a new SubEmitter from a serialized JSON version
  17401. * @param serializationObject defines the JSON object to read from
  17402. * @param scene defines the hosting scene
  17403. * @param rootUrl defines the rootUrl for data loading
  17404. * @returns a new SubEmitter
  17405. */
  17406. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17407. /** Release associated resources */
  17408. dispose(): void;
  17409. }
  17410. }
  17411. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17412. /** @hidden */
  17413. export var clipPlaneFragmentDeclaration: {
  17414. name: string;
  17415. shader: string;
  17416. };
  17417. }
  17418. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17419. /** @hidden */
  17420. export var imageProcessingDeclaration: {
  17421. name: string;
  17422. shader: string;
  17423. };
  17424. }
  17425. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17426. /** @hidden */
  17427. export var imageProcessingFunctions: {
  17428. name: string;
  17429. shader: string;
  17430. };
  17431. }
  17432. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17433. /** @hidden */
  17434. export var clipPlaneFragment: {
  17435. name: string;
  17436. shader: string;
  17437. };
  17438. }
  17439. declare module "babylonjs/Shaders/particles.fragment" {
  17440. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17441. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17442. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17443. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17444. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17445. /** @hidden */
  17446. export var particlesPixelShader: {
  17447. name: string;
  17448. shader: string;
  17449. };
  17450. }
  17451. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17452. /** @hidden */
  17453. export var clipPlaneVertexDeclaration: {
  17454. name: string;
  17455. shader: string;
  17456. };
  17457. }
  17458. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17459. /** @hidden */
  17460. export var clipPlaneVertex: {
  17461. name: string;
  17462. shader: string;
  17463. };
  17464. }
  17465. declare module "babylonjs/Shaders/particles.vertex" {
  17466. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17467. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17468. /** @hidden */
  17469. export var particlesVertexShader: {
  17470. name: string;
  17471. shader: string;
  17472. };
  17473. }
  17474. declare module "babylonjs/Particles/particleSystem" {
  17475. import { Nullable } from "babylonjs/types";
  17476. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17477. import { Observable } from "babylonjs/Misc/observable";
  17478. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17479. import { Effect } from "babylonjs/Materials/effect";
  17480. import { Scene, IDisposable } from "babylonjs/scene";
  17481. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17482. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17483. import { Particle } from "babylonjs/Particles/particle";
  17484. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17485. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17486. import "babylonjs/Shaders/particles.fragment";
  17487. import "babylonjs/Shaders/particles.vertex";
  17488. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17489. /**
  17490. * This represents a particle system in Babylon.
  17491. * 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.
  17492. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17493. * @example https://doc.babylonjs.com/babylon101/particles
  17494. */
  17495. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17496. /**
  17497. * Billboard mode will only apply to Y axis
  17498. */
  17499. static readonly BILLBOARDMODE_Y: number;
  17500. /**
  17501. * Billboard mode will apply to all axes
  17502. */
  17503. static readonly BILLBOARDMODE_ALL: number;
  17504. /**
  17505. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17506. */
  17507. static readonly BILLBOARDMODE_STRETCHED: number;
  17508. /**
  17509. * This function can be defined to provide custom update for active particles.
  17510. * This function will be called instead of regular update (age, position, color, etc.).
  17511. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17512. */
  17513. updateFunction: (particles: Particle[]) => void;
  17514. private _emitterWorldMatrix;
  17515. /**
  17516. * This function can be defined to specify initial direction for every new particle.
  17517. * It by default use the emitterType defined function
  17518. */
  17519. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17520. /**
  17521. * This function can be defined to specify initial position for every new particle.
  17522. * It by default use the emitterType defined function
  17523. */
  17524. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17525. /**
  17526. * @hidden
  17527. */
  17528. _inheritedVelocityOffset: Vector3;
  17529. /**
  17530. * An event triggered when the system is disposed
  17531. */
  17532. onDisposeObservable: Observable<ParticleSystem>;
  17533. private _onDisposeObserver;
  17534. /**
  17535. * Sets a callback that will be triggered when the system is disposed
  17536. */
  17537. onDispose: () => void;
  17538. private _particles;
  17539. private _epsilon;
  17540. private _capacity;
  17541. private _stockParticles;
  17542. private _newPartsExcess;
  17543. private _vertexData;
  17544. private _vertexBuffer;
  17545. private _vertexBuffers;
  17546. private _spriteBuffer;
  17547. private _indexBuffer;
  17548. private _effect;
  17549. private _customEffect;
  17550. private _cachedDefines;
  17551. private _scaledColorStep;
  17552. private _colorDiff;
  17553. private _scaledDirection;
  17554. private _scaledGravity;
  17555. private _currentRenderId;
  17556. private _alive;
  17557. private _useInstancing;
  17558. private _started;
  17559. private _stopped;
  17560. private _actualFrame;
  17561. private _scaledUpdateSpeed;
  17562. private _vertexBufferSize;
  17563. /** @hidden */
  17564. _currentEmitRateGradient: Nullable<FactorGradient>;
  17565. /** @hidden */
  17566. _currentEmitRate1: number;
  17567. /** @hidden */
  17568. _currentEmitRate2: number;
  17569. /** @hidden */
  17570. _currentStartSizeGradient: Nullable<FactorGradient>;
  17571. /** @hidden */
  17572. _currentStartSize1: number;
  17573. /** @hidden */
  17574. _currentStartSize2: number;
  17575. private readonly _rawTextureWidth;
  17576. private _rampGradientsTexture;
  17577. private _useRampGradients;
  17578. /** Gets or sets a boolean indicating that ramp gradients must be used
  17579. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17580. */
  17581. useRampGradients: boolean;
  17582. /**
  17583. * 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.
  17584. * 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: [])
  17585. */
  17586. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17587. private _subEmitters;
  17588. /**
  17589. * @hidden
  17590. * If the particle systems emitter should be disposed when the particle system is disposed
  17591. */
  17592. _disposeEmitterOnDispose: boolean;
  17593. /**
  17594. * The current active Sub-systems, this property is used by the root particle system only.
  17595. */
  17596. activeSubSystems: Array<ParticleSystem>;
  17597. private _rootParticleSystem;
  17598. /**
  17599. * Gets the current list of active particles
  17600. */
  17601. readonly particles: Particle[];
  17602. /**
  17603. * Returns the string "ParticleSystem"
  17604. * @returns a string containing the class name
  17605. */
  17606. getClassName(): string;
  17607. /**
  17608. * Instantiates a particle system.
  17609. * 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.
  17610. * @param name The name of the particle system
  17611. * @param capacity The max number of particles alive at the same time
  17612. * @param scene The scene the particle system belongs to
  17613. * @param customEffect a custom effect used to change the way particles are rendered by default
  17614. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17615. * @param epsilon Offset used to render the particles
  17616. */
  17617. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17618. private _addFactorGradient;
  17619. private _removeFactorGradient;
  17620. /**
  17621. * Adds a new life time gradient
  17622. * @param gradient defines the gradient to use (between 0 and 1)
  17623. * @param factor defines the life time factor to affect to the specified gradient
  17624. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17625. * @returns the current particle system
  17626. */
  17627. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17628. /**
  17629. * Remove a specific life time gradient
  17630. * @param gradient defines the gradient to remove
  17631. * @returns the current particle system
  17632. */
  17633. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17634. /**
  17635. * Adds a new size gradient
  17636. * @param gradient defines the gradient to use (between 0 and 1)
  17637. * @param factor defines the size factor to affect to the specified gradient
  17638. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17639. * @returns the current particle system
  17640. */
  17641. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17642. /**
  17643. * Remove a specific size gradient
  17644. * @param gradient defines the gradient to remove
  17645. * @returns the current particle system
  17646. */
  17647. removeSizeGradient(gradient: number): IParticleSystem;
  17648. /**
  17649. * Adds a new color remap gradient
  17650. * @param gradient defines the gradient to use (between 0 and 1)
  17651. * @param min defines the color remap minimal range
  17652. * @param max defines the color remap maximal range
  17653. * @returns the current particle system
  17654. */
  17655. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17656. /**
  17657. * Remove a specific color remap gradient
  17658. * @param gradient defines the gradient to remove
  17659. * @returns the current particle system
  17660. */
  17661. removeColorRemapGradient(gradient: number): IParticleSystem;
  17662. /**
  17663. * Adds a new alpha remap gradient
  17664. * @param gradient defines the gradient to use (between 0 and 1)
  17665. * @param min defines the alpha remap minimal range
  17666. * @param max defines the alpha remap maximal range
  17667. * @returns the current particle system
  17668. */
  17669. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17670. /**
  17671. * Remove a specific alpha remap gradient
  17672. * @param gradient defines the gradient to remove
  17673. * @returns the current particle system
  17674. */
  17675. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17676. /**
  17677. * Adds a new angular speed gradient
  17678. * @param gradient defines the gradient to use (between 0 and 1)
  17679. * @param factor defines the angular speed to affect to the specified gradient
  17680. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17681. * @returns the current particle system
  17682. */
  17683. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17684. /**
  17685. * Remove a specific angular speed gradient
  17686. * @param gradient defines the gradient to remove
  17687. * @returns the current particle system
  17688. */
  17689. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17690. /**
  17691. * Adds a new velocity gradient
  17692. * @param gradient defines the gradient to use (between 0 and 1)
  17693. * @param factor defines the velocity to affect to the specified gradient
  17694. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17695. * @returns the current particle system
  17696. */
  17697. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17698. /**
  17699. * Remove a specific velocity gradient
  17700. * @param gradient defines the gradient to remove
  17701. * @returns the current particle system
  17702. */
  17703. removeVelocityGradient(gradient: number): IParticleSystem;
  17704. /**
  17705. * Adds a new limit velocity gradient
  17706. * @param gradient defines the gradient to use (between 0 and 1)
  17707. * @param factor defines the limit velocity value to affect to the specified gradient
  17708. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17709. * @returns the current particle system
  17710. */
  17711. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17712. /**
  17713. * Remove a specific limit velocity gradient
  17714. * @param gradient defines the gradient to remove
  17715. * @returns the current particle system
  17716. */
  17717. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17718. /**
  17719. * Adds a new drag gradient
  17720. * @param gradient defines the gradient to use (between 0 and 1)
  17721. * @param factor defines the drag value to affect to the specified gradient
  17722. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17723. * @returns the current particle system
  17724. */
  17725. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17726. /**
  17727. * Remove a specific drag gradient
  17728. * @param gradient defines the gradient to remove
  17729. * @returns the current particle system
  17730. */
  17731. removeDragGradient(gradient: number): IParticleSystem;
  17732. /**
  17733. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17734. * @param gradient defines the gradient to use (between 0 and 1)
  17735. * @param factor defines the emit rate value to affect to the specified gradient
  17736. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17737. * @returns the current particle system
  17738. */
  17739. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17740. /**
  17741. * Remove a specific emit rate gradient
  17742. * @param gradient defines the gradient to remove
  17743. * @returns the current particle system
  17744. */
  17745. removeEmitRateGradient(gradient: number): IParticleSystem;
  17746. /**
  17747. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17748. * @param gradient defines the gradient to use (between 0 and 1)
  17749. * @param factor defines the start size value to affect to the specified gradient
  17750. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17751. * @returns the current particle system
  17752. */
  17753. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17754. /**
  17755. * Remove a specific start size gradient
  17756. * @param gradient defines the gradient to remove
  17757. * @returns the current particle system
  17758. */
  17759. removeStartSizeGradient(gradient: number): IParticleSystem;
  17760. private _createRampGradientTexture;
  17761. /**
  17762. * Gets the current list of ramp gradients.
  17763. * You must use addRampGradient and removeRampGradient to udpate this list
  17764. * @returns the list of ramp gradients
  17765. */
  17766. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17767. /**
  17768. * Adds a new ramp gradient used to remap particle colors
  17769. * @param gradient defines the gradient to use (between 0 and 1)
  17770. * @param color defines the color to affect to the specified gradient
  17771. * @returns the current particle system
  17772. */
  17773. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17774. /**
  17775. * Remove a specific ramp gradient
  17776. * @param gradient defines the gradient to remove
  17777. * @returns the current particle system
  17778. */
  17779. removeRampGradient(gradient: number): ParticleSystem;
  17780. /**
  17781. * Adds a new color gradient
  17782. * @param gradient defines the gradient to use (between 0 and 1)
  17783. * @param color1 defines the color to affect to the specified gradient
  17784. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17785. * @returns this particle system
  17786. */
  17787. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17788. /**
  17789. * Remove a specific color gradient
  17790. * @param gradient defines the gradient to remove
  17791. * @returns this particle system
  17792. */
  17793. removeColorGradient(gradient: number): IParticleSystem;
  17794. private _fetchR;
  17795. protected _reset(): void;
  17796. private _resetEffect;
  17797. private _createVertexBuffers;
  17798. private _createIndexBuffer;
  17799. /**
  17800. * Gets the maximum number of particles active at the same time.
  17801. * @returns The max number of active particles.
  17802. */
  17803. getCapacity(): number;
  17804. /**
  17805. * Gets whether there are still active particles in the system.
  17806. * @returns True if it is alive, otherwise false.
  17807. */
  17808. isAlive(): boolean;
  17809. /**
  17810. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17811. * @returns True if it has been started, otherwise false.
  17812. */
  17813. isStarted(): boolean;
  17814. private _prepareSubEmitterInternalArray;
  17815. /**
  17816. * Starts the particle system and begins to emit
  17817. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17818. */
  17819. start(delay?: number): void;
  17820. /**
  17821. * Stops the particle system.
  17822. * @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.
  17823. */
  17824. stop(stopSubEmitters?: boolean): void;
  17825. /**
  17826. * Remove all active particles
  17827. */
  17828. reset(): void;
  17829. /**
  17830. * @hidden (for internal use only)
  17831. */
  17832. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17833. /**
  17834. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17835. * Its lifetime will start back at 0.
  17836. */
  17837. recycleParticle: (particle: Particle) => void;
  17838. private _stopSubEmitters;
  17839. private _createParticle;
  17840. private _removeFromRoot;
  17841. private _emitFromParticle;
  17842. private _update;
  17843. /** @hidden */
  17844. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17845. /** @hidden */
  17846. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17847. /** @hidden */
  17848. private _getEffect;
  17849. /**
  17850. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17851. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17852. */
  17853. animate(preWarmOnly?: boolean): void;
  17854. private _appendParticleVertices;
  17855. /**
  17856. * Rebuilds the particle system.
  17857. */
  17858. rebuild(): void;
  17859. /**
  17860. * Is this system ready to be used/rendered
  17861. * @return true if the system is ready
  17862. */
  17863. isReady(): boolean;
  17864. private _render;
  17865. /**
  17866. * Renders the particle system in its current state.
  17867. * @returns the current number of particles
  17868. */
  17869. render(): number;
  17870. /**
  17871. * Disposes the particle system and free the associated resources
  17872. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17873. */
  17874. dispose(disposeTexture?: boolean): void;
  17875. /**
  17876. * Clones the particle system.
  17877. * @param name The name of the cloned object
  17878. * @param newEmitter The new emitter to use
  17879. * @returns the cloned particle system
  17880. */
  17881. clone(name: string, newEmitter: any): ParticleSystem;
  17882. /**
  17883. * Serializes the particle system to a JSON object.
  17884. * @returns the JSON object
  17885. */
  17886. serialize(): any;
  17887. /** @hidden */
  17888. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17889. /** @hidden */
  17890. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17891. /**
  17892. * Parses a JSON object to create a particle system.
  17893. * @param parsedParticleSystem The JSON object to parse
  17894. * @param scene The scene to create the particle system in
  17895. * @param rootUrl The root url to use to load external dependencies like texture
  17896. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17897. * @returns the Parsed particle system
  17898. */
  17899. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17900. }
  17901. }
  17902. declare module "babylonjs/Particles/particle" {
  17903. import { Nullable } from "babylonjs/types";
  17904. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17905. import { Color4 } from "babylonjs/Maths/math.color";
  17906. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17907. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17908. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17909. /**
  17910. * A particle represents one of the element emitted by a particle system.
  17911. * This is mainly define by its coordinates, direction, velocity and age.
  17912. */
  17913. export class Particle {
  17914. /**
  17915. * The particle system the particle belongs to.
  17916. */
  17917. particleSystem: ParticleSystem;
  17918. private static _Count;
  17919. /**
  17920. * Unique ID of the particle
  17921. */
  17922. id: number;
  17923. /**
  17924. * The world position of the particle in the scene.
  17925. */
  17926. position: Vector3;
  17927. /**
  17928. * The world direction of the particle in the scene.
  17929. */
  17930. direction: Vector3;
  17931. /**
  17932. * The color of the particle.
  17933. */
  17934. color: Color4;
  17935. /**
  17936. * The color change of the particle per step.
  17937. */
  17938. colorStep: Color4;
  17939. /**
  17940. * Defines how long will the life of the particle be.
  17941. */
  17942. lifeTime: number;
  17943. /**
  17944. * The current age of the particle.
  17945. */
  17946. age: number;
  17947. /**
  17948. * The current size of the particle.
  17949. */
  17950. size: number;
  17951. /**
  17952. * The current scale of the particle.
  17953. */
  17954. scale: Vector2;
  17955. /**
  17956. * The current angle of the particle.
  17957. */
  17958. angle: number;
  17959. /**
  17960. * Defines how fast is the angle changing.
  17961. */
  17962. angularSpeed: number;
  17963. /**
  17964. * Defines the cell index used by the particle to be rendered from a sprite.
  17965. */
  17966. cellIndex: number;
  17967. /**
  17968. * The information required to support color remapping
  17969. */
  17970. remapData: Vector4;
  17971. /** @hidden */
  17972. _randomCellOffset?: number;
  17973. /** @hidden */
  17974. _initialDirection: Nullable<Vector3>;
  17975. /** @hidden */
  17976. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17977. /** @hidden */
  17978. _initialStartSpriteCellID: number;
  17979. /** @hidden */
  17980. _initialEndSpriteCellID: number;
  17981. /** @hidden */
  17982. _currentColorGradient: Nullable<ColorGradient>;
  17983. /** @hidden */
  17984. _currentColor1: Color4;
  17985. /** @hidden */
  17986. _currentColor2: Color4;
  17987. /** @hidden */
  17988. _currentSizeGradient: Nullable<FactorGradient>;
  17989. /** @hidden */
  17990. _currentSize1: number;
  17991. /** @hidden */
  17992. _currentSize2: number;
  17993. /** @hidden */
  17994. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17995. /** @hidden */
  17996. _currentAngularSpeed1: number;
  17997. /** @hidden */
  17998. _currentAngularSpeed2: number;
  17999. /** @hidden */
  18000. _currentVelocityGradient: Nullable<FactorGradient>;
  18001. /** @hidden */
  18002. _currentVelocity1: number;
  18003. /** @hidden */
  18004. _currentVelocity2: number;
  18005. /** @hidden */
  18006. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18007. /** @hidden */
  18008. _currentLimitVelocity1: number;
  18009. /** @hidden */
  18010. _currentLimitVelocity2: number;
  18011. /** @hidden */
  18012. _currentDragGradient: Nullable<FactorGradient>;
  18013. /** @hidden */
  18014. _currentDrag1: number;
  18015. /** @hidden */
  18016. _currentDrag2: number;
  18017. /** @hidden */
  18018. _randomNoiseCoordinates1: Vector3;
  18019. /** @hidden */
  18020. _randomNoiseCoordinates2: Vector3;
  18021. /**
  18022. * Creates a new instance Particle
  18023. * @param particleSystem the particle system the particle belongs to
  18024. */
  18025. constructor(
  18026. /**
  18027. * The particle system the particle belongs to.
  18028. */
  18029. particleSystem: ParticleSystem);
  18030. private updateCellInfoFromSystem;
  18031. /**
  18032. * Defines how the sprite cell index is updated for the particle
  18033. */
  18034. updateCellIndex(): void;
  18035. /** @hidden */
  18036. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18037. /** @hidden */
  18038. _inheritParticleInfoToSubEmitters(): void;
  18039. /** @hidden */
  18040. _reset(): void;
  18041. /**
  18042. * Copy the properties of particle to another one.
  18043. * @param other the particle to copy the information to.
  18044. */
  18045. copyTo(other: Particle): void;
  18046. }
  18047. }
  18048. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18049. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18050. import { Effect } from "babylonjs/Materials/effect";
  18051. import { Particle } from "babylonjs/Particles/particle";
  18052. /**
  18053. * Particle emitter represents a volume emitting particles.
  18054. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18055. */
  18056. export interface IParticleEmitterType {
  18057. /**
  18058. * Called by the particle System when the direction is computed for the created particle.
  18059. * @param worldMatrix is the world matrix of the particle system
  18060. * @param directionToUpdate is the direction vector to update with the result
  18061. * @param particle is the particle we are computed the direction for
  18062. */
  18063. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18064. /**
  18065. * Called by the particle System when the position is computed for the created particle.
  18066. * @param worldMatrix is the world matrix of the particle system
  18067. * @param positionToUpdate is the position vector to update with the result
  18068. * @param particle is the particle we are computed the position for
  18069. */
  18070. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18071. /**
  18072. * Clones the current emitter and returns a copy of it
  18073. * @returns the new emitter
  18074. */
  18075. clone(): IParticleEmitterType;
  18076. /**
  18077. * Called by the GPUParticleSystem to setup the update shader
  18078. * @param effect defines the update shader
  18079. */
  18080. applyToShader(effect: Effect): void;
  18081. /**
  18082. * Returns a string to use to update the GPU particles update shader
  18083. * @returns the effect defines string
  18084. */
  18085. getEffectDefines(): string;
  18086. /**
  18087. * Returns a string representing the class name
  18088. * @returns a string containing the class name
  18089. */
  18090. getClassName(): string;
  18091. /**
  18092. * Serializes the particle system to a JSON object.
  18093. * @returns the JSON object
  18094. */
  18095. serialize(): any;
  18096. /**
  18097. * Parse properties from a JSON object
  18098. * @param serializationObject defines the JSON object
  18099. */
  18100. parse(serializationObject: any): void;
  18101. }
  18102. }
  18103. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18104. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18105. import { Effect } from "babylonjs/Materials/effect";
  18106. import { Particle } from "babylonjs/Particles/particle";
  18107. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18108. /**
  18109. * Particle emitter emitting particles from the inside of a box.
  18110. * It emits the particles randomly between 2 given directions.
  18111. */
  18112. export class BoxParticleEmitter implements IParticleEmitterType {
  18113. /**
  18114. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18115. */
  18116. direction1: Vector3;
  18117. /**
  18118. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18119. */
  18120. direction2: Vector3;
  18121. /**
  18122. * 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.
  18123. */
  18124. minEmitBox: Vector3;
  18125. /**
  18126. * 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.
  18127. */
  18128. maxEmitBox: Vector3;
  18129. /**
  18130. * Creates a new instance BoxParticleEmitter
  18131. */
  18132. constructor();
  18133. /**
  18134. * Called by the particle System when the direction is computed for the created particle.
  18135. * @param worldMatrix is the world matrix of the particle system
  18136. * @param directionToUpdate is the direction vector to update with the result
  18137. * @param particle is the particle we are computed the direction for
  18138. */
  18139. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18140. /**
  18141. * Called by the particle System when the position is computed for the created particle.
  18142. * @param worldMatrix is the world matrix of the particle system
  18143. * @param positionToUpdate is the position vector to update with the result
  18144. * @param particle is the particle we are computed the position for
  18145. */
  18146. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18147. /**
  18148. * Clones the current emitter and returns a copy of it
  18149. * @returns the new emitter
  18150. */
  18151. clone(): BoxParticleEmitter;
  18152. /**
  18153. * Called by the GPUParticleSystem to setup the update shader
  18154. * @param effect defines the update shader
  18155. */
  18156. applyToShader(effect: Effect): void;
  18157. /**
  18158. * Returns a string to use to update the GPU particles update shader
  18159. * @returns a string containng the defines string
  18160. */
  18161. getEffectDefines(): string;
  18162. /**
  18163. * Returns the string "BoxParticleEmitter"
  18164. * @returns a string containing the class name
  18165. */
  18166. getClassName(): string;
  18167. /**
  18168. * Serializes the particle system to a JSON object.
  18169. * @returns the JSON object
  18170. */
  18171. serialize(): any;
  18172. /**
  18173. * Parse properties from a JSON object
  18174. * @param serializationObject defines the JSON object
  18175. */
  18176. parse(serializationObject: any): void;
  18177. }
  18178. }
  18179. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18180. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18181. import { Effect } from "babylonjs/Materials/effect";
  18182. import { Particle } from "babylonjs/Particles/particle";
  18183. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18184. /**
  18185. * Particle emitter emitting particles from the inside of a cone.
  18186. * It emits the particles alongside the cone volume from the base to the particle.
  18187. * The emission direction might be randomized.
  18188. */
  18189. export class ConeParticleEmitter implements IParticleEmitterType {
  18190. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18191. directionRandomizer: number;
  18192. private _radius;
  18193. private _angle;
  18194. private _height;
  18195. /**
  18196. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18197. */
  18198. radiusRange: number;
  18199. /**
  18200. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18201. */
  18202. heightRange: number;
  18203. /**
  18204. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18205. */
  18206. emitFromSpawnPointOnly: boolean;
  18207. /**
  18208. * Gets or sets the radius of the emission cone
  18209. */
  18210. radius: number;
  18211. /**
  18212. * Gets or sets the angle of the emission cone
  18213. */
  18214. angle: number;
  18215. private _buildHeight;
  18216. /**
  18217. * Creates a new instance ConeParticleEmitter
  18218. * @param radius the radius of the emission cone (1 by default)
  18219. * @param angle the cone base angle (PI by default)
  18220. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18221. */
  18222. constructor(radius?: number, angle?: number,
  18223. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18224. directionRandomizer?: number);
  18225. /**
  18226. * Called by the particle System when the direction is computed for the created particle.
  18227. * @param worldMatrix is the world matrix of the particle system
  18228. * @param directionToUpdate is the direction vector to update with the result
  18229. * @param particle is the particle we are computed the direction for
  18230. */
  18231. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18232. /**
  18233. * Called by the particle System when the position is computed for the created particle.
  18234. * @param worldMatrix is the world matrix of the particle system
  18235. * @param positionToUpdate is the position vector to update with the result
  18236. * @param particle is the particle we are computed the position for
  18237. */
  18238. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18239. /**
  18240. * Clones the current emitter and returns a copy of it
  18241. * @returns the new emitter
  18242. */
  18243. clone(): ConeParticleEmitter;
  18244. /**
  18245. * Called by the GPUParticleSystem to setup the update shader
  18246. * @param effect defines the update shader
  18247. */
  18248. applyToShader(effect: Effect): void;
  18249. /**
  18250. * Returns a string to use to update the GPU particles update shader
  18251. * @returns a string containng the defines string
  18252. */
  18253. getEffectDefines(): string;
  18254. /**
  18255. * Returns the string "ConeParticleEmitter"
  18256. * @returns a string containing the class name
  18257. */
  18258. getClassName(): string;
  18259. /**
  18260. * Serializes the particle system to a JSON object.
  18261. * @returns the JSON object
  18262. */
  18263. serialize(): any;
  18264. /**
  18265. * Parse properties from a JSON object
  18266. * @param serializationObject defines the JSON object
  18267. */
  18268. parse(serializationObject: any): void;
  18269. }
  18270. }
  18271. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18272. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18273. import { Effect } from "babylonjs/Materials/effect";
  18274. import { Particle } from "babylonjs/Particles/particle";
  18275. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18276. /**
  18277. * Particle emitter emitting particles from the inside of a cylinder.
  18278. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18279. */
  18280. export class CylinderParticleEmitter implements IParticleEmitterType {
  18281. /**
  18282. * The radius of the emission cylinder.
  18283. */
  18284. radius: number;
  18285. /**
  18286. * The height of the emission cylinder.
  18287. */
  18288. height: number;
  18289. /**
  18290. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18291. */
  18292. radiusRange: number;
  18293. /**
  18294. * How much to randomize the particle direction [0-1].
  18295. */
  18296. directionRandomizer: number;
  18297. /**
  18298. * Creates a new instance CylinderParticleEmitter
  18299. * @param radius the radius of the emission cylinder (1 by default)
  18300. * @param height the height of the emission cylinder (1 by default)
  18301. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18302. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18303. */
  18304. constructor(
  18305. /**
  18306. * The radius of the emission cylinder.
  18307. */
  18308. radius?: number,
  18309. /**
  18310. * The height of the emission cylinder.
  18311. */
  18312. height?: number,
  18313. /**
  18314. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18315. */
  18316. radiusRange?: number,
  18317. /**
  18318. * How much to randomize the particle direction [0-1].
  18319. */
  18320. directionRandomizer?: number);
  18321. /**
  18322. * Called by the particle System when the direction is computed for the created particle.
  18323. * @param worldMatrix is the world matrix of the particle system
  18324. * @param directionToUpdate is the direction vector to update with the result
  18325. * @param particle is the particle we are computed the direction for
  18326. */
  18327. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18328. /**
  18329. * Called by the particle System when the position is computed for the created particle.
  18330. * @param worldMatrix is the world matrix of the particle system
  18331. * @param positionToUpdate is the position vector to update with the result
  18332. * @param particle is the particle we are computed the position for
  18333. */
  18334. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18335. /**
  18336. * Clones the current emitter and returns a copy of it
  18337. * @returns the new emitter
  18338. */
  18339. clone(): CylinderParticleEmitter;
  18340. /**
  18341. * Called by the GPUParticleSystem to setup the update shader
  18342. * @param effect defines the update shader
  18343. */
  18344. applyToShader(effect: Effect): void;
  18345. /**
  18346. * Returns a string to use to update the GPU particles update shader
  18347. * @returns a string containng the defines string
  18348. */
  18349. getEffectDefines(): string;
  18350. /**
  18351. * Returns the string "CylinderParticleEmitter"
  18352. * @returns a string containing the class name
  18353. */
  18354. getClassName(): string;
  18355. /**
  18356. * Serializes the particle system to a JSON object.
  18357. * @returns the JSON object
  18358. */
  18359. serialize(): any;
  18360. /**
  18361. * Parse properties from a JSON object
  18362. * @param serializationObject defines the JSON object
  18363. */
  18364. parse(serializationObject: any): void;
  18365. }
  18366. /**
  18367. * Particle emitter emitting particles from the inside of a cylinder.
  18368. * It emits the particles randomly between two vectors.
  18369. */
  18370. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18371. /**
  18372. * The min limit of the emission direction.
  18373. */
  18374. direction1: Vector3;
  18375. /**
  18376. * The max limit of the emission direction.
  18377. */
  18378. direction2: Vector3;
  18379. /**
  18380. * Creates a new instance CylinderDirectedParticleEmitter
  18381. * @param radius the radius of the emission cylinder (1 by default)
  18382. * @param height the height of the emission cylinder (1 by default)
  18383. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18384. * @param direction1 the min limit of the emission direction (up vector by default)
  18385. * @param direction2 the max limit of the emission direction (up vector by default)
  18386. */
  18387. constructor(radius?: number, height?: number, radiusRange?: number,
  18388. /**
  18389. * The min limit of the emission direction.
  18390. */
  18391. direction1?: Vector3,
  18392. /**
  18393. * The max limit of the emission direction.
  18394. */
  18395. direction2?: Vector3);
  18396. /**
  18397. * Called by the particle System when the direction is computed for the created particle.
  18398. * @param worldMatrix is the world matrix of the particle system
  18399. * @param directionToUpdate is the direction vector to update with the result
  18400. * @param particle is the particle we are computed the direction for
  18401. */
  18402. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18403. /**
  18404. * Clones the current emitter and returns a copy of it
  18405. * @returns the new emitter
  18406. */
  18407. clone(): CylinderDirectedParticleEmitter;
  18408. /**
  18409. * Called by the GPUParticleSystem to setup the update shader
  18410. * @param effect defines the update shader
  18411. */
  18412. applyToShader(effect: Effect): void;
  18413. /**
  18414. * Returns a string to use to update the GPU particles update shader
  18415. * @returns a string containng the defines string
  18416. */
  18417. getEffectDefines(): string;
  18418. /**
  18419. * Returns the string "CylinderDirectedParticleEmitter"
  18420. * @returns a string containing the class name
  18421. */
  18422. getClassName(): string;
  18423. /**
  18424. * Serializes the particle system to a JSON object.
  18425. * @returns the JSON object
  18426. */
  18427. serialize(): any;
  18428. /**
  18429. * Parse properties from a JSON object
  18430. * @param serializationObject defines the JSON object
  18431. */
  18432. parse(serializationObject: any): void;
  18433. }
  18434. }
  18435. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18436. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18437. import { Effect } from "babylonjs/Materials/effect";
  18438. import { Particle } from "babylonjs/Particles/particle";
  18439. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18440. /**
  18441. * Particle emitter emitting particles from the inside of a hemisphere.
  18442. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18443. */
  18444. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18445. /**
  18446. * The radius of the emission hemisphere.
  18447. */
  18448. radius: number;
  18449. /**
  18450. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18451. */
  18452. radiusRange: number;
  18453. /**
  18454. * How much to randomize the particle direction [0-1].
  18455. */
  18456. directionRandomizer: number;
  18457. /**
  18458. * Creates a new instance HemisphericParticleEmitter
  18459. * @param radius the radius of the emission hemisphere (1 by default)
  18460. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18461. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18462. */
  18463. constructor(
  18464. /**
  18465. * The radius of the emission hemisphere.
  18466. */
  18467. radius?: number,
  18468. /**
  18469. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18470. */
  18471. radiusRange?: number,
  18472. /**
  18473. * How much to randomize the particle direction [0-1].
  18474. */
  18475. directionRandomizer?: number);
  18476. /**
  18477. * Called by the particle System when the direction is computed for the created particle.
  18478. * @param worldMatrix is the world matrix of the particle system
  18479. * @param directionToUpdate is the direction vector to update with the result
  18480. * @param particle is the particle we are computed the direction for
  18481. */
  18482. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18483. /**
  18484. * Called by the particle System when the position is computed for the created particle.
  18485. * @param worldMatrix is the world matrix of the particle system
  18486. * @param positionToUpdate is the position vector to update with the result
  18487. * @param particle is the particle we are computed the position for
  18488. */
  18489. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18490. /**
  18491. * Clones the current emitter and returns a copy of it
  18492. * @returns the new emitter
  18493. */
  18494. clone(): HemisphericParticleEmitter;
  18495. /**
  18496. * Called by the GPUParticleSystem to setup the update shader
  18497. * @param effect defines the update shader
  18498. */
  18499. applyToShader(effect: Effect): void;
  18500. /**
  18501. * Returns a string to use to update the GPU particles update shader
  18502. * @returns a string containng the defines string
  18503. */
  18504. getEffectDefines(): string;
  18505. /**
  18506. * Returns the string "HemisphericParticleEmitter"
  18507. * @returns a string containing the class name
  18508. */
  18509. getClassName(): string;
  18510. /**
  18511. * Serializes the particle system to a JSON object.
  18512. * @returns the JSON object
  18513. */
  18514. serialize(): any;
  18515. /**
  18516. * Parse properties from a JSON object
  18517. * @param serializationObject defines the JSON object
  18518. */
  18519. parse(serializationObject: any): void;
  18520. }
  18521. }
  18522. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18523. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18524. import { Effect } from "babylonjs/Materials/effect";
  18525. import { Particle } from "babylonjs/Particles/particle";
  18526. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18527. /**
  18528. * Particle emitter emitting particles from a point.
  18529. * It emits the particles randomly between 2 given directions.
  18530. */
  18531. export class PointParticleEmitter implements IParticleEmitterType {
  18532. /**
  18533. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18534. */
  18535. direction1: Vector3;
  18536. /**
  18537. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18538. */
  18539. direction2: Vector3;
  18540. /**
  18541. * Creates a new instance PointParticleEmitter
  18542. */
  18543. constructor();
  18544. /**
  18545. * Called by the particle System when the direction is computed for the created particle.
  18546. * @param worldMatrix is the world matrix of the particle system
  18547. * @param directionToUpdate is the direction vector to update with the result
  18548. * @param particle is the particle we are computed the direction for
  18549. */
  18550. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18551. /**
  18552. * Called by the particle System when the position is computed for the created particle.
  18553. * @param worldMatrix is the world matrix of the particle system
  18554. * @param positionToUpdate is the position vector to update with the result
  18555. * @param particle is the particle we are computed the position for
  18556. */
  18557. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18558. /**
  18559. * Clones the current emitter and returns a copy of it
  18560. * @returns the new emitter
  18561. */
  18562. clone(): PointParticleEmitter;
  18563. /**
  18564. * Called by the GPUParticleSystem to setup the update shader
  18565. * @param effect defines the update shader
  18566. */
  18567. applyToShader(effect: Effect): void;
  18568. /**
  18569. * Returns a string to use to update the GPU particles update shader
  18570. * @returns a string containng the defines string
  18571. */
  18572. getEffectDefines(): string;
  18573. /**
  18574. * Returns the string "PointParticleEmitter"
  18575. * @returns a string containing the class name
  18576. */
  18577. getClassName(): string;
  18578. /**
  18579. * Serializes the particle system to a JSON object.
  18580. * @returns the JSON object
  18581. */
  18582. serialize(): any;
  18583. /**
  18584. * Parse properties from a JSON object
  18585. * @param serializationObject defines the JSON object
  18586. */
  18587. parse(serializationObject: any): void;
  18588. }
  18589. }
  18590. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18591. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18592. import { Effect } from "babylonjs/Materials/effect";
  18593. import { Particle } from "babylonjs/Particles/particle";
  18594. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18595. /**
  18596. * Particle emitter emitting particles from the inside of a sphere.
  18597. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18598. */
  18599. export class SphereParticleEmitter implements IParticleEmitterType {
  18600. /**
  18601. * The radius of the emission sphere.
  18602. */
  18603. radius: number;
  18604. /**
  18605. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18606. */
  18607. radiusRange: number;
  18608. /**
  18609. * How much to randomize the particle direction [0-1].
  18610. */
  18611. directionRandomizer: number;
  18612. /**
  18613. * Creates a new instance SphereParticleEmitter
  18614. * @param radius the radius of the emission sphere (1 by default)
  18615. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18616. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18617. */
  18618. constructor(
  18619. /**
  18620. * The radius of the emission sphere.
  18621. */
  18622. radius?: number,
  18623. /**
  18624. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18625. */
  18626. radiusRange?: number,
  18627. /**
  18628. * How much to randomize the particle direction [0-1].
  18629. */
  18630. directionRandomizer?: number);
  18631. /**
  18632. * Called by the particle System when the direction is computed for the created particle.
  18633. * @param worldMatrix is the world matrix of the particle system
  18634. * @param directionToUpdate is the direction vector to update with the result
  18635. * @param particle is the particle we are computed the direction for
  18636. */
  18637. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18638. /**
  18639. * Called by the particle System when the position is computed for the created particle.
  18640. * @param worldMatrix is the world matrix of the particle system
  18641. * @param positionToUpdate is the position vector to update with the result
  18642. * @param particle is the particle we are computed the position for
  18643. */
  18644. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18645. /**
  18646. * Clones the current emitter and returns a copy of it
  18647. * @returns the new emitter
  18648. */
  18649. clone(): SphereParticleEmitter;
  18650. /**
  18651. * Called by the GPUParticleSystem to setup the update shader
  18652. * @param effect defines the update shader
  18653. */
  18654. applyToShader(effect: Effect): void;
  18655. /**
  18656. * Returns a string to use to update the GPU particles update shader
  18657. * @returns a string containng the defines string
  18658. */
  18659. getEffectDefines(): string;
  18660. /**
  18661. * Returns the string "SphereParticleEmitter"
  18662. * @returns a string containing the class name
  18663. */
  18664. getClassName(): string;
  18665. /**
  18666. * Serializes the particle system to a JSON object.
  18667. * @returns the JSON object
  18668. */
  18669. serialize(): any;
  18670. /**
  18671. * Parse properties from a JSON object
  18672. * @param serializationObject defines the JSON object
  18673. */
  18674. parse(serializationObject: any): void;
  18675. }
  18676. /**
  18677. * Particle emitter emitting particles from the inside of a sphere.
  18678. * It emits the particles randomly between two vectors.
  18679. */
  18680. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18681. /**
  18682. * The min limit of the emission direction.
  18683. */
  18684. direction1: Vector3;
  18685. /**
  18686. * The max limit of the emission direction.
  18687. */
  18688. direction2: Vector3;
  18689. /**
  18690. * Creates a new instance SphereDirectedParticleEmitter
  18691. * @param radius the radius of the emission sphere (1 by default)
  18692. * @param direction1 the min limit of the emission direction (up vector by default)
  18693. * @param direction2 the max limit of the emission direction (up vector by default)
  18694. */
  18695. constructor(radius?: number,
  18696. /**
  18697. * The min limit of the emission direction.
  18698. */
  18699. direction1?: Vector3,
  18700. /**
  18701. * The max limit of the emission direction.
  18702. */
  18703. direction2?: Vector3);
  18704. /**
  18705. * Called by the particle System when the direction is computed for the created particle.
  18706. * @param worldMatrix is the world matrix of the particle system
  18707. * @param directionToUpdate is the direction vector to update with the result
  18708. * @param particle is the particle we are computed the direction for
  18709. */
  18710. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18711. /**
  18712. * Clones the current emitter and returns a copy of it
  18713. * @returns the new emitter
  18714. */
  18715. clone(): SphereDirectedParticleEmitter;
  18716. /**
  18717. * Called by the GPUParticleSystem to setup the update shader
  18718. * @param effect defines the update shader
  18719. */
  18720. applyToShader(effect: Effect): void;
  18721. /**
  18722. * Returns a string to use to update the GPU particles update shader
  18723. * @returns a string containng the defines string
  18724. */
  18725. getEffectDefines(): string;
  18726. /**
  18727. * Returns the string "SphereDirectedParticleEmitter"
  18728. * @returns a string containing the class name
  18729. */
  18730. getClassName(): string;
  18731. /**
  18732. * Serializes the particle system to a JSON object.
  18733. * @returns the JSON object
  18734. */
  18735. serialize(): any;
  18736. /**
  18737. * Parse properties from a JSON object
  18738. * @param serializationObject defines the JSON object
  18739. */
  18740. parse(serializationObject: any): void;
  18741. }
  18742. }
  18743. declare module "babylonjs/Particles/EmitterTypes/index" {
  18744. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18745. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18746. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18747. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18748. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18749. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18750. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18751. }
  18752. declare module "babylonjs/Particles/IParticleSystem" {
  18753. import { Nullable } from "babylonjs/types";
  18754. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18755. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18757. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18758. import { Texture } from "babylonjs/Materials/Textures/texture";
  18759. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18760. import { Scene } from "babylonjs/scene";
  18761. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18762. import { Animation } from "babylonjs/Animations/animation";
  18763. /**
  18764. * Interface representing a particle system in Babylon.js.
  18765. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18766. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18767. */
  18768. export interface IParticleSystem {
  18769. /**
  18770. * List of animations used by the particle system.
  18771. */
  18772. animations: Animation[];
  18773. /**
  18774. * The id of the Particle system.
  18775. */
  18776. id: string;
  18777. /**
  18778. * The name of the Particle system.
  18779. */
  18780. name: string;
  18781. /**
  18782. * The emitter represents the Mesh or position we are attaching the particle system to.
  18783. */
  18784. emitter: Nullable<AbstractMesh | Vector3>;
  18785. /**
  18786. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18787. */
  18788. isBillboardBased: boolean;
  18789. /**
  18790. * The rendering group used by the Particle system to chose when to render.
  18791. */
  18792. renderingGroupId: number;
  18793. /**
  18794. * The layer mask we are rendering the particles through.
  18795. */
  18796. layerMask: number;
  18797. /**
  18798. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18799. */
  18800. updateSpeed: number;
  18801. /**
  18802. * The amount of time the particle system is running (depends of the overall update speed).
  18803. */
  18804. targetStopDuration: number;
  18805. /**
  18806. * The texture used to render each particle. (this can be a spritesheet)
  18807. */
  18808. particleTexture: Nullable<Texture>;
  18809. /**
  18810. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18811. */
  18812. blendMode: number;
  18813. /**
  18814. * Minimum life time of emitting particles.
  18815. */
  18816. minLifeTime: number;
  18817. /**
  18818. * Maximum life time of emitting particles.
  18819. */
  18820. maxLifeTime: number;
  18821. /**
  18822. * Minimum Size of emitting particles.
  18823. */
  18824. minSize: number;
  18825. /**
  18826. * Maximum Size of emitting particles.
  18827. */
  18828. maxSize: number;
  18829. /**
  18830. * Minimum scale of emitting particles on X axis.
  18831. */
  18832. minScaleX: number;
  18833. /**
  18834. * Maximum scale of emitting particles on X axis.
  18835. */
  18836. maxScaleX: number;
  18837. /**
  18838. * Minimum scale of emitting particles on Y axis.
  18839. */
  18840. minScaleY: number;
  18841. /**
  18842. * Maximum scale of emitting particles on Y axis.
  18843. */
  18844. maxScaleY: number;
  18845. /**
  18846. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18847. */
  18848. color1: Color4;
  18849. /**
  18850. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18851. */
  18852. color2: Color4;
  18853. /**
  18854. * Color the particle will have at the end of its lifetime.
  18855. */
  18856. colorDead: Color4;
  18857. /**
  18858. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18859. */
  18860. emitRate: number;
  18861. /**
  18862. * You can use gravity if you want to give an orientation to your particles.
  18863. */
  18864. gravity: Vector3;
  18865. /**
  18866. * Minimum power of emitting particles.
  18867. */
  18868. minEmitPower: number;
  18869. /**
  18870. * Maximum power of emitting particles.
  18871. */
  18872. maxEmitPower: number;
  18873. /**
  18874. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18875. */
  18876. minAngularSpeed: number;
  18877. /**
  18878. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18879. */
  18880. maxAngularSpeed: number;
  18881. /**
  18882. * Gets or sets the minimal initial rotation in radians.
  18883. */
  18884. minInitialRotation: number;
  18885. /**
  18886. * Gets or sets the maximal initial rotation in radians.
  18887. */
  18888. maxInitialRotation: number;
  18889. /**
  18890. * The particle emitter type defines the emitter used by the particle system.
  18891. * It can be for example box, sphere, or cone...
  18892. */
  18893. particleEmitterType: Nullable<IParticleEmitterType>;
  18894. /**
  18895. * Defines the delay in milliseconds before starting the system (0 by default)
  18896. */
  18897. startDelay: number;
  18898. /**
  18899. * 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
  18900. */
  18901. preWarmCycles: number;
  18902. /**
  18903. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18904. */
  18905. preWarmStepOffset: number;
  18906. /**
  18907. * 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)
  18908. */
  18909. spriteCellChangeSpeed: number;
  18910. /**
  18911. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18912. */
  18913. startSpriteCellID: number;
  18914. /**
  18915. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18916. */
  18917. endSpriteCellID: number;
  18918. /**
  18919. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18920. */
  18921. spriteCellWidth: number;
  18922. /**
  18923. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18924. */
  18925. spriteCellHeight: number;
  18926. /**
  18927. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18928. */
  18929. spriteRandomStartCell: boolean;
  18930. /**
  18931. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18932. */
  18933. isAnimationSheetEnabled: boolean;
  18934. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18935. translationPivot: Vector2;
  18936. /**
  18937. * Gets or sets a texture used to add random noise to particle positions
  18938. */
  18939. noiseTexture: Nullable<BaseTexture>;
  18940. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18941. noiseStrength: Vector3;
  18942. /**
  18943. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18944. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18945. */
  18946. billboardMode: number;
  18947. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18948. limitVelocityDamping: number;
  18949. /**
  18950. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18951. */
  18952. beginAnimationOnStart: boolean;
  18953. /**
  18954. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18955. */
  18956. beginAnimationFrom: number;
  18957. /**
  18958. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18959. */
  18960. beginAnimationTo: number;
  18961. /**
  18962. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18963. */
  18964. beginAnimationLoop: boolean;
  18965. /**
  18966. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18967. */
  18968. disposeOnStop: boolean;
  18969. /**
  18970. * Gets the maximum number of particles active at the same time.
  18971. * @returns The max number of active particles.
  18972. */
  18973. getCapacity(): number;
  18974. /**
  18975. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18976. * @returns True if it has been started, otherwise false.
  18977. */
  18978. isStarted(): boolean;
  18979. /**
  18980. * Animates the particle system for this frame.
  18981. */
  18982. animate(): void;
  18983. /**
  18984. * Renders the particle system in its current state.
  18985. * @returns the current number of particles
  18986. */
  18987. render(): number;
  18988. /**
  18989. * Dispose the particle system and frees its associated resources.
  18990. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18991. */
  18992. dispose(disposeTexture?: boolean): void;
  18993. /**
  18994. * Clones the particle system.
  18995. * @param name The name of the cloned object
  18996. * @param newEmitter The new emitter to use
  18997. * @returns the cloned particle system
  18998. */
  18999. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19000. /**
  19001. * Serializes the particle system to a JSON object.
  19002. * @returns the JSON object
  19003. */
  19004. serialize(): any;
  19005. /**
  19006. * Rebuild the particle system
  19007. */
  19008. rebuild(): void;
  19009. /**
  19010. * Starts the particle system and begins to emit
  19011. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19012. */
  19013. start(delay?: number): void;
  19014. /**
  19015. * Stops the particle system.
  19016. */
  19017. stop(): void;
  19018. /**
  19019. * Remove all active particles
  19020. */
  19021. reset(): void;
  19022. /**
  19023. * Is this system ready to be used/rendered
  19024. * @return true if the system is ready
  19025. */
  19026. isReady(): boolean;
  19027. /**
  19028. * Adds a new color gradient
  19029. * @param gradient defines the gradient to use (between 0 and 1)
  19030. * @param color1 defines the color to affect to the specified gradient
  19031. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19032. * @returns the current particle system
  19033. */
  19034. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19035. /**
  19036. * Remove a specific color gradient
  19037. * @param gradient defines the gradient to remove
  19038. * @returns the current particle system
  19039. */
  19040. removeColorGradient(gradient: number): IParticleSystem;
  19041. /**
  19042. * Adds a new size gradient
  19043. * @param gradient defines the gradient to use (between 0 and 1)
  19044. * @param factor defines the size factor to affect to the specified gradient
  19045. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19046. * @returns the current particle system
  19047. */
  19048. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19049. /**
  19050. * Remove a specific size gradient
  19051. * @param gradient defines the gradient to remove
  19052. * @returns the current particle system
  19053. */
  19054. removeSizeGradient(gradient: number): IParticleSystem;
  19055. /**
  19056. * Gets the current list of color gradients.
  19057. * You must use addColorGradient and removeColorGradient to udpate this list
  19058. * @returns the list of color gradients
  19059. */
  19060. getColorGradients(): Nullable<Array<ColorGradient>>;
  19061. /**
  19062. * Gets the current list of size gradients.
  19063. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19064. * @returns the list of size gradients
  19065. */
  19066. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19067. /**
  19068. * Gets the current list of angular speed gradients.
  19069. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19070. * @returns the list of angular speed gradients
  19071. */
  19072. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19073. /**
  19074. * Adds a new angular speed gradient
  19075. * @param gradient defines the gradient to use (between 0 and 1)
  19076. * @param factor defines the angular speed to affect to the specified gradient
  19077. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19078. * @returns the current particle system
  19079. */
  19080. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19081. /**
  19082. * Remove a specific angular speed gradient
  19083. * @param gradient defines the gradient to remove
  19084. * @returns the current particle system
  19085. */
  19086. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19087. /**
  19088. * Gets the current list of velocity gradients.
  19089. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19090. * @returns the list of velocity gradients
  19091. */
  19092. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19093. /**
  19094. * Adds a new velocity gradient
  19095. * @param gradient defines the gradient to use (between 0 and 1)
  19096. * @param factor defines the velocity to affect to the specified gradient
  19097. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19098. * @returns the current particle system
  19099. */
  19100. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19101. /**
  19102. * Remove a specific velocity gradient
  19103. * @param gradient defines the gradient to remove
  19104. * @returns the current particle system
  19105. */
  19106. removeVelocityGradient(gradient: number): IParticleSystem;
  19107. /**
  19108. * Gets the current list of limit velocity gradients.
  19109. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19110. * @returns the list of limit velocity gradients
  19111. */
  19112. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19113. /**
  19114. * Adds a new limit velocity gradient
  19115. * @param gradient defines the gradient to use (between 0 and 1)
  19116. * @param factor defines the limit velocity to affect to the specified gradient
  19117. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19118. * @returns the current particle system
  19119. */
  19120. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19121. /**
  19122. * Remove a specific limit velocity gradient
  19123. * @param gradient defines the gradient to remove
  19124. * @returns the current particle system
  19125. */
  19126. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19127. /**
  19128. * Adds a new drag gradient
  19129. * @param gradient defines the gradient to use (between 0 and 1)
  19130. * @param factor defines the drag to affect to the specified gradient
  19131. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19132. * @returns the current particle system
  19133. */
  19134. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19135. /**
  19136. * Remove a specific drag gradient
  19137. * @param gradient defines the gradient to remove
  19138. * @returns the current particle system
  19139. */
  19140. removeDragGradient(gradient: number): IParticleSystem;
  19141. /**
  19142. * Gets the current list of drag gradients.
  19143. * You must use addDragGradient and removeDragGradient to udpate this list
  19144. * @returns the list of drag gradients
  19145. */
  19146. getDragGradients(): Nullable<Array<FactorGradient>>;
  19147. /**
  19148. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19149. * @param gradient defines the gradient to use (between 0 and 1)
  19150. * @param factor defines the emit rate to affect to the specified gradient
  19151. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19152. * @returns the current particle system
  19153. */
  19154. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19155. /**
  19156. * Remove a specific emit rate gradient
  19157. * @param gradient defines the gradient to remove
  19158. * @returns the current particle system
  19159. */
  19160. removeEmitRateGradient(gradient: number): IParticleSystem;
  19161. /**
  19162. * Gets the current list of emit rate gradients.
  19163. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19164. * @returns the list of emit rate gradients
  19165. */
  19166. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19167. /**
  19168. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19169. * @param gradient defines the gradient to use (between 0 and 1)
  19170. * @param factor defines the start size to affect to the specified gradient
  19171. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19172. * @returns the current particle system
  19173. */
  19174. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19175. /**
  19176. * Remove a specific start size gradient
  19177. * @param gradient defines the gradient to remove
  19178. * @returns the current particle system
  19179. */
  19180. removeStartSizeGradient(gradient: number): IParticleSystem;
  19181. /**
  19182. * Gets the current list of start size gradients.
  19183. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19184. * @returns the list of start size gradients
  19185. */
  19186. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19187. /**
  19188. * Adds a new life time gradient
  19189. * @param gradient defines the gradient to use (between 0 and 1)
  19190. * @param factor defines the life time factor to affect to the specified gradient
  19191. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19192. * @returns the current particle system
  19193. */
  19194. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19195. /**
  19196. * Remove a specific life time gradient
  19197. * @param gradient defines the gradient to remove
  19198. * @returns the current particle system
  19199. */
  19200. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19201. /**
  19202. * Gets the current list of life time gradients.
  19203. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19204. * @returns the list of life time gradients
  19205. */
  19206. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19207. /**
  19208. * Gets the current list of color gradients.
  19209. * You must use addColorGradient and removeColorGradient to udpate this list
  19210. * @returns the list of color gradients
  19211. */
  19212. getColorGradients(): Nullable<Array<ColorGradient>>;
  19213. /**
  19214. * Adds a new ramp gradient used to remap particle colors
  19215. * @param gradient defines the gradient to use (between 0 and 1)
  19216. * @param color defines the color to affect to the specified gradient
  19217. * @returns the current particle system
  19218. */
  19219. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19220. /**
  19221. * Gets the current list of ramp gradients.
  19222. * You must use addRampGradient and removeRampGradient to udpate this list
  19223. * @returns the list of ramp gradients
  19224. */
  19225. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19226. /** Gets or sets a boolean indicating that ramp gradients must be used
  19227. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19228. */
  19229. useRampGradients: boolean;
  19230. /**
  19231. * Adds a new color remap gradient
  19232. * @param gradient defines the gradient to use (between 0 and 1)
  19233. * @param min defines the color remap minimal range
  19234. * @param max defines the color remap maximal range
  19235. * @returns the current particle system
  19236. */
  19237. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19238. /**
  19239. * Gets the current list of color remap gradients.
  19240. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19241. * @returns the list of color remap gradients
  19242. */
  19243. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19244. /**
  19245. * Adds a new alpha remap gradient
  19246. * @param gradient defines the gradient to use (between 0 and 1)
  19247. * @param min defines the alpha remap minimal range
  19248. * @param max defines the alpha remap maximal range
  19249. * @returns the current particle system
  19250. */
  19251. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19252. /**
  19253. * Gets the current list of alpha remap gradients.
  19254. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19255. * @returns the list of alpha remap gradients
  19256. */
  19257. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19258. /**
  19259. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19260. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19261. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19262. * @returns the emitter
  19263. */
  19264. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19265. /**
  19266. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19267. * @param radius The radius of the hemisphere to emit from
  19268. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19269. * @returns the emitter
  19270. */
  19271. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19272. /**
  19273. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19274. * @param radius The radius of the sphere to emit from
  19275. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19276. * @returns the emitter
  19277. */
  19278. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19279. /**
  19280. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19281. * @param radius The radius of the sphere to emit from
  19282. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19283. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19284. * @returns the emitter
  19285. */
  19286. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19287. /**
  19288. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19289. * @param radius The radius of the emission cylinder
  19290. * @param height The height of the emission cylinder
  19291. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19292. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19293. * @returns the emitter
  19294. */
  19295. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19296. /**
  19297. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19298. * @param radius The radius of the cylinder to emit from
  19299. * @param height The height of the emission cylinder
  19300. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19301. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19302. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19303. * @returns the emitter
  19304. */
  19305. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19306. /**
  19307. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19308. * @param radius The radius of the cone to emit from
  19309. * @param angle The base angle of the cone
  19310. * @returns the emitter
  19311. */
  19312. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19313. /**
  19314. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19315. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19316. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19317. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19318. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19319. * @returns the emitter
  19320. */
  19321. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19322. /**
  19323. * Get hosting scene
  19324. * @returns the scene
  19325. */
  19326. getScene(): Scene;
  19327. }
  19328. }
  19329. declare module "babylonjs/Meshes/instancedMesh" {
  19330. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19331. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19332. import { Camera } from "babylonjs/Cameras/camera";
  19333. import { Node } from "babylonjs/node";
  19334. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19335. import { Mesh } from "babylonjs/Meshes/mesh";
  19336. import { Material } from "babylonjs/Materials/material";
  19337. import { Skeleton } from "babylonjs/Bones/skeleton";
  19338. import { Light } from "babylonjs/Lights/light";
  19339. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19340. /**
  19341. * Creates an instance based on a source mesh.
  19342. */
  19343. export class InstancedMesh extends AbstractMesh {
  19344. private _sourceMesh;
  19345. private _currentLOD;
  19346. /** @hidden */
  19347. _indexInSourceMeshInstanceArray: number;
  19348. constructor(name: string, source: Mesh);
  19349. /**
  19350. * Returns the string "InstancedMesh".
  19351. */
  19352. getClassName(): string;
  19353. /** Gets the list of lights affecting that mesh */
  19354. readonly lightSources: Light[];
  19355. _resyncLightSources(): void;
  19356. _resyncLighSource(light: Light): void;
  19357. _removeLightSource(light: Light, dispose: boolean): void;
  19358. /**
  19359. * If the source mesh receives shadows
  19360. */
  19361. readonly receiveShadows: boolean;
  19362. /**
  19363. * The material of the source mesh
  19364. */
  19365. readonly material: Nullable<Material>;
  19366. /**
  19367. * Visibility of the source mesh
  19368. */
  19369. readonly visibility: number;
  19370. /**
  19371. * Skeleton of the source mesh
  19372. */
  19373. readonly skeleton: Nullable<Skeleton>;
  19374. /**
  19375. * Rendering ground id of the source mesh
  19376. */
  19377. renderingGroupId: number;
  19378. /**
  19379. * Returns the total number of vertices (integer).
  19380. */
  19381. getTotalVertices(): number;
  19382. /**
  19383. * Returns a positive integer : the total number of indices in this mesh geometry.
  19384. * @returns the numner of indices or zero if the mesh has no geometry.
  19385. */
  19386. getTotalIndices(): number;
  19387. /**
  19388. * The source mesh of the instance
  19389. */
  19390. readonly sourceMesh: Mesh;
  19391. /**
  19392. * Is this node ready to be used/rendered
  19393. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19394. * @return {boolean} is it ready
  19395. */
  19396. isReady(completeCheck?: boolean): boolean;
  19397. /**
  19398. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19399. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19400. * @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.
  19401. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19402. */
  19403. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19404. /**
  19405. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19406. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19407. * The `data` are either a numeric array either a Float32Array.
  19408. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19409. * 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).
  19410. * Note that a new underlying VertexBuffer object is created each call.
  19411. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19412. *
  19413. * Possible `kind` values :
  19414. * - VertexBuffer.PositionKind
  19415. * - VertexBuffer.UVKind
  19416. * - VertexBuffer.UV2Kind
  19417. * - VertexBuffer.UV3Kind
  19418. * - VertexBuffer.UV4Kind
  19419. * - VertexBuffer.UV5Kind
  19420. * - VertexBuffer.UV6Kind
  19421. * - VertexBuffer.ColorKind
  19422. * - VertexBuffer.MatricesIndicesKind
  19423. * - VertexBuffer.MatricesIndicesExtraKind
  19424. * - VertexBuffer.MatricesWeightsKind
  19425. * - VertexBuffer.MatricesWeightsExtraKind
  19426. *
  19427. * Returns the Mesh.
  19428. */
  19429. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19430. /**
  19431. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19432. * If the mesh has no geometry, it is simply returned as it is.
  19433. * The `data` are either a numeric array either a Float32Array.
  19434. * No new underlying VertexBuffer object is created.
  19435. * 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.
  19436. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19437. *
  19438. * Possible `kind` values :
  19439. * - VertexBuffer.PositionKind
  19440. * - VertexBuffer.UVKind
  19441. * - VertexBuffer.UV2Kind
  19442. * - VertexBuffer.UV3Kind
  19443. * - VertexBuffer.UV4Kind
  19444. * - VertexBuffer.UV5Kind
  19445. * - VertexBuffer.UV6Kind
  19446. * - VertexBuffer.ColorKind
  19447. * - VertexBuffer.MatricesIndicesKind
  19448. * - VertexBuffer.MatricesIndicesExtraKind
  19449. * - VertexBuffer.MatricesWeightsKind
  19450. * - VertexBuffer.MatricesWeightsExtraKind
  19451. *
  19452. * Returns the Mesh.
  19453. */
  19454. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19455. /**
  19456. * Sets the mesh indices.
  19457. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19458. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19459. * This method creates a new index buffer each call.
  19460. * Returns the Mesh.
  19461. */
  19462. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19463. /**
  19464. * Boolean : True if the mesh owns the requested kind of data.
  19465. */
  19466. isVerticesDataPresent(kind: string): boolean;
  19467. /**
  19468. * Returns an array of indices (IndicesArray).
  19469. */
  19470. getIndices(): Nullable<IndicesArray>;
  19471. readonly _positions: Nullable<Vector3[]>;
  19472. /**
  19473. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19474. * This means the mesh underlying bounding box and sphere are recomputed.
  19475. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19476. * @returns the current mesh
  19477. */
  19478. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19479. /** @hidden */
  19480. _preActivate(): InstancedMesh;
  19481. /** @hidden */
  19482. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19483. /** @hidden */
  19484. _postActivate(): void;
  19485. getWorldMatrix(): Matrix;
  19486. readonly isAnInstance: boolean;
  19487. /**
  19488. * Returns the current associated LOD AbstractMesh.
  19489. */
  19490. getLOD(camera: Camera): AbstractMesh;
  19491. /** @hidden */
  19492. _syncSubMeshes(): InstancedMesh;
  19493. /** @hidden */
  19494. _generatePointsArray(): boolean;
  19495. /**
  19496. * Creates a new InstancedMesh from the current mesh.
  19497. * - name (string) : the cloned mesh name
  19498. * - newParent (optional Node) : the optional Node to parent the clone to.
  19499. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19500. *
  19501. * Returns the clone.
  19502. */
  19503. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19504. /**
  19505. * Disposes the InstancedMesh.
  19506. * Returns nothing.
  19507. */
  19508. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19509. }
  19510. module "babylonjs/Meshes/mesh" {
  19511. interface Mesh {
  19512. /**
  19513. * Register a custom buffer that will be instanced
  19514. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19515. * @param kind defines the buffer kind
  19516. * @param stride defines the stride in floats
  19517. */
  19518. registerInstancedBuffer(kind: string, stride: number): void;
  19519. /** @hidden */
  19520. _userInstancedBuffersStorage: {
  19521. data: {
  19522. [key: string]: Float32Array;
  19523. };
  19524. sizes: {
  19525. [key: string]: number;
  19526. };
  19527. vertexBuffers: {
  19528. [key: string]: Nullable<VertexBuffer>;
  19529. };
  19530. strides: {
  19531. [key: string]: number;
  19532. };
  19533. };
  19534. }
  19535. }
  19536. module "babylonjs/Meshes/abstractMesh" {
  19537. interface AbstractMesh {
  19538. /**
  19539. * Object used to store instanced buffers defined by user
  19540. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19541. */
  19542. instancedBuffers: {
  19543. [key: string]: any;
  19544. };
  19545. }
  19546. }
  19547. }
  19548. declare module "babylonjs/Materials/shaderMaterial" {
  19549. import { Scene } from "babylonjs/scene";
  19550. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19551. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19552. import { Mesh } from "babylonjs/Meshes/mesh";
  19553. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19554. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19555. import { Texture } from "babylonjs/Materials/Textures/texture";
  19556. import { Material } from "babylonjs/Materials/material";
  19557. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19558. /**
  19559. * Defines the options associated with the creation of a shader material.
  19560. */
  19561. export interface IShaderMaterialOptions {
  19562. /**
  19563. * Does the material work in alpha blend mode
  19564. */
  19565. needAlphaBlending: boolean;
  19566. /**
  19567. * Does the material work in alpha test mode
  19568. */
  19569. needAlphaTesting: boolean;
  19570. /**
  19571. * The list of attribute names used in the shader
  19572. */
  19573. attributes: string[];
  19574. /**
  19575. * The list of unifrom names used in the shader
  19576. */
  19577. uniforms: string[];
  19578. /**
  19579. * The list of UBO names used in the shader
  19580. */
  19581. uniformBuffers: string[];
  19582. /**
  19583. * The list of sampler names used in the shader
  19584. */
  19585. samplers: string[];
  19586. /**
  19587. * The list of defines used in the shader
  19588. */
  19589. defines: string[];
  19590. }
  19591. /**
  19592. * 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.
  19593. *
  19594. * This returned material effects how the mesh will look based on the code in the shaders.
  19595. *
  19596. * @see http://doc.babylonjs.com/how_to/shader_material
  19597. */
  19598. export class ShaderMaterial extends Material {
  19599. private _shaderPath;
  19600. private _options;
  19601. private _textures;
  19602. private _textureArrays;
  19603. private _floats;
  19604. private _ints;
  19605. private _floatsArrays;
  19606. private _colors3;
  19607. private _colors3Arrays;
  19608. private _colors4;
  19609. private _colors4Arrays;
  19610. private _vectors2;
  19611. private _vectors3;
  19612. private _vectors4;
  19613. private _matrices;
  19614. private _matrices3x3;
  19615. private _matrices2x2;
  19616. private _vectors2Arrays;
  19617. private _vectors3Arrays;
  19618. private _vectors4Arrays;
  19619. private _cachedWorldViewMatrix;
  19620. private _cachedWorldViewProjectionMatrix;
  19621. private _renderId;
  19622. /**
  19623. * Instantiate a new shader material.
  19624. * 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.
  19625. * This returned material effects how the mesh will look based on the code in the shaders.
  19626. * @see http://doc.babylonjs.com/how_to/shader_material
  19627. * @param name Define the name of the material in the scene
  19628. * @param scene Define the scene the material belongs to
  19629. * @param shaderPath Defines the route to the shader code in one of three ways:
  19630. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19631. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19632. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19633. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19634. * @param options Define the options used to create the shader
  19635. */
  19636. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19637. /**
  19638. * Gets the options used to compile the shader.
  19639. * They can be modified to trigger a new compilation
  19640. */
  19641. readonly options: IShaderMaterialOptions;
  19642. /**
  19643. * Gets the current class name of the material e.g. "ShaderMaterial"
  19644. * Mainly use in serialization.
  19645. * @returns the class name
  19646. */
  19647. getClassName(): string;
  19648. /**
  19649. * Specifies if the material will require alpha blending
  19650. * @returns a boolean specifying if alpha blending is needed
  19651. */
  19652. needAlphaBlending(): boolean;
  19653. /**
  19654. * Specifies if this material should be rendered in alpha test mode
  19655. * @returns a boolean specifying if an alpha test is needed.
  19656. */
  19657. needAlphaTesting(): boolean;
  19658. private _checkUniform;
  19659. /**
  19660. * Set a texture in the shader.
  19661. * @param name Define the name of the uniform samplers as defined in the shader
  19662. * @param texture Define the texture to bind to this sampler
  19663. * @return the material itself allowing "fluent" like uniform updates
  19664. */
  19665. setTexture(name: string, texture: Texture): ShaderMaterial;
  19666. /**
  19667. * Set a texture array in the shader.
  19668. * @param name Define the name of the uniform sampler array as defined in the shader
  19669. * @param textures Define the list of textures to bind to this sampler
  19670. * @return the material itself allowing "fluent" like uniform updates
  19671. */
  19672. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19673. /**
  19674. * Set a float in the shader.
  19675. * @param name Define the name of the uniform as defined in the shader
  19676. * @param value Define the value to give to the uniform
  19677. * @return the material itself allowing "fluent" like uniform updates
  19678. */
  19679. setFloat(name: string, value: number): ShaderMaterial;
  19680. /**
  19681. * Set a int in the shader.
  19682. * @param name Define the name of the uniform as defined in the shader
  19683. * @param value Define the value to give to the uniform
  19684. * @return the material itself allowing "fluent" like uniform updates
  19685. */
  19686. setInt(name: string, value: number): ShaderMaterial;
  19687. /**
  19688. * Set an array of floats in the shader.
  19689. * @param name Define the name of the uniform as defined in the shader
  19690. * @param value Define the value to give to the uniform
  19691. * @return the material itself allowing "fluent" like uniform updates
  19692. */
  19693. setFloats(name: string, value: number[]): ShaderMaterial;
  19694. /**
  19695. * Set a vec3 in the shader from a Color3.
  19696. * @param name Define the name of the uniform as defined in the shader
  19697. * @param value Define the value to give to the uniform
  19698. * @return the material itself allowing "fluent" like uniform updates
  19699. */
  19700. setColor3(name: string, value: Color3): ShaderMaterial;
  19701. /**
  19702. * Set a vec3 array in the shader from a Color3 array.
  19703. * @param name Define the name of the uniform as defined in the shader
  19704. * @param value Define the value to give to the uniform
  19705. * @return the material itself allowing "fluent" like uniform updates
  19706. */
  19707. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19708. /**
  19709. * Set a vec4 in the shader from a Color4.
  19710. * @param name Define the name of the uniform as defined in the shader
  19711. * @param value Define the value to give to the uniform
  19712. * @return the material itself allowing "fluent" like uniform updates
  19713. */
  19714. setColor4(name: string, value: Color4): ShaderMaterial;
  19715. /**
  19716. * Set a vec4 array in the shader from a Color4 array.
  19717. * @param name Define the name of the uniform as defined in the shader
  19718. * @param value Define the value to give to the uniform
  19719. * @return the material itself allowing "fluent" like uniform updates
  19720. */
  19721. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19722. /**
  19723. * Set a vec2 in the shader from a Vector2.
  19724. * @param name Define the name of the uniform as defined in the shader
  19725. * @param value Define the value to give to the uniform
  19726. * @return the material itself allowing "fluent" like uniform updates
  19727. */
  19728. setVector2(name: string, value: Vector2): ShaderMaterial;
  19729. /**
  19730. * Set a vec3 in the shader from a Vector3.
  19731. * @param name Define the name of the uniform as defined in the shader
  19732. * @param value Define the value to give to the uniform
  19733. * @return the material itself allowing "fluent" like uniform updates
  19734. */
  19735. setVector3(name: string, value: Vector3): ShaderMaterial;
  19736. /**
  19737. * Set a vec4 in the shader from a Vector4.
  19738. * @param name Define the name of the uniform as defined in the shader
  19739. * @param value Define the value to give to the uniform
  19740. * @return the material itself allowing "fluent" like uniform updates
  19741. */
  19742. setVector4(name: string, value: Vector4): ShaderMaterial;
  19743. /**
  19744. * Set a mat4 in the shader from a Matrix.
  19745. * @param name Define the name of the uniform as defined in the shader
  19746. * @param value Define the value to give to the uniform
  19747. * @return the material itself allowing "fluent" like uniform updates
  19748. */
  19749. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19750. /**
  19751. * Set a mat3 in the shader from a Float32Array.
  19752. * @param name Define the name of the uniform as defined in the shader
  19753. * @param value Define the value to give to the uniform
  19754. * @return the material itself allowing "fluent" like uniform updates
  19755. */
  19756. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19757. /**
  19758. * Set a mat2 in the shader from a Float32Array.
  19759. * @param name Define the name of the uniform as defined in the shader
  19760. * @param value Define the value to give to the uniform
  19761. * @return the material itself allowing "fluent" like uniform updates
  19762. */
  19763. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19764. /**
  19765. * Set a vec2 array in the shader from a number array.
  19766. * @param name Define the name of the uniform as defined in the shader
  19767. * @param value Define the value to give to the uniform
  19768. * @return the material itself allowing "fluent" like uniform updates
  19769. */
  19770. setArray2(name: string, value: number[]): ShaderMaterial;
  19771. /**
  19772. * Set a vec3 array in the shader from a number array.
  19773. * @param name Define the name of the uniform as defined in the shader
  19774. * @param value Define the value to give to the uniform
  19775. * @return the material itself allowing "fluent" like uniform updates
  19776. */
  19777. setArray3(name: string, value: number[]): ShaderMaterial;
  19778. /**
  19779. * Set a vec4 array in the shader from a number array.
  19780. * @param name Define the name of the uniform as defined in the shader
  19781. * @param value Define the value to give to the uniform
  19782. * @return the material itself allowing "fluent" like uniform updates
  19783. */
  19784. setArray4(name: string, value: number[]): ShaderMaterial;
  19785. private _checkCache;
  19786. /**
  19787. * Specifies that the submesh is ready to be used
  19788. * @param mesh defines the mesh to check
  19789. * @param subMesh defines which submesh to check
  19790. * @param useInstances specifies that instances should be used
  19791. * @returns a boolean indicating that the submesh is ready or not
  19792. */
  19793. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19794. /**
  19795. * Checks if the material is ready to render the requested mesh
  19796. * @param mesh Define the mesh to render
  19797. * @param useInstances Define whether or not the material is used with instances
  19798. * @returns true if ready, otherwise false
  19799. */
  19800. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19801. /**
  19802. * Binds the world matrix to the material
  19803. * @param world defines the world transformation matrix
  19804. */
  19805. bindOnlyWorldMatrix(world: Matrix): void;
  19806. /**
  19807. * Binds the material to the mesh
  19808. * @param world defines the world transformation matrix
  19809. * @param mesh defines the mesh to bind the material to
  19810. */
  19811. bind(world: Matrix, mesh?: Mesh): void;
  19812. /**
  19813. * Gets the active textures from the material
  19814. * @returns an array of textures
  19815. */
  19816. getActiveTextures(): BaseTexture[];
  19817. /**
  19818. * Specifies if the material uses a texture
  19819. * @param texture defines the texture to check against the material
  19820. * @returns a boolean specifying if the material uses the texture
  19821. */
  19822. hasTexture(texture: BaseTexture): boolean;
  19823. /**
  19824. * Makes a duplicate of the material, and gives it a new name
  19825. * @param name defines the new name for the duplicated material
  19826. * @returns the cloned material
  19827. */
  19828. clone(name: string): ShaderMaterial;
  19829. /**
  19830. * Disposes the material
  19831. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19832. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19833. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19834. */
  19835. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19836. /**
  19837. * Serializes this material in a JSON representation
  19838. * @returns the serialized material object
  19839. */
  19840. serialize(): any;
  19841. /**
  19842. * Creates a shader material from parsed shader material data
  19843. * @param source defines the JSON represnetation of the material
  19844. * @param scene defines the hosting scene
  19845. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19846. * @returns a new material
  19847. */
  19848. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19849. }
  19850. }
  19851. declare module "babylonjs/Shaders/color.fragment" {
  19852. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19853. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19854. /** @hidden */
  19855. export var colorPixelShader: {
  19856. name: string;
  19857. shader: string;
  19858. };
  19859. }
  19860. declare module "babylonjs/Shaders/color.vertex" {
  19861. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19862. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19863. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19864. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19865. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19866. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19867. /** @hidden */
  19868. export var colorVertexShader: {
  19869. name: string;
  19870. shader: string;
  19871. };
  19872. }
  19873. declare module "babylonjs/Meshes/linesMesh" {
  19874. import { Nullable } from "babylonjs/types";
  19875. import { Scene } from "babylonjs/scene";
  19876. import { Color3 } from "babylonjs/Maths/math.color";
  19877. import { Node } from "babylonjs/node";
  19878. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19879. import { Mesh } from "babylonjs/Meshes/mesh";
  19880. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19881. import { Effect } from "babylonjs/Materials/effect";
  19882. import { Material } from "babylonjs/Materials/material";
  19883. import "babylonjs/Shaders/color.fragment";
  19884. import "babylonjs/Shaders/color.vertex";
  19885. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19886. /**
  19887. * Line mesh
  19888. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19889. */
  19890. export class LinesMesh extends Mesh {
  19891. /**
  19892. * If vertex color should be applied to the mesh
  19893. */
  19894. readonly useVertexColor?: boolean | undefined;
  19895. /**
  19896. * If vertex alpha should be applied to the mesh
  19897. */
  19898. readonly useVertexAlpha?: boolean | undefined;
  19899. /**
  19900. * Color of the line (Default: White)
  19901. */
  19902. color: Color3;
  19903. /**
  19904. * Alpha of the line (Default: 1)
  19905. */
  19906. alpha: number;
  19907. /**
  19908. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19909. * This margin is expressed in world space coordinates, so its value may vary.
  19910. * Default value is 0.1
  19911. */
  19912. intersectionThreshold: number;
  19913. private _colorShader;
  19914. private color4;
  19915. /**
  19916. * Creates a new LinesMesh
  19917. * @param name defines the name
  19918. * @param scene defines the hosting scene
  19919. * @param parent defines the parent mesh if any
  19920. * @param source defines the optional source LinesMesh used to clone data from
  19921. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19922. * When false, achieved by calling a clone(), also passing False.
  19923. * This will make creation of children, recursive.
  19924. * @param useVertexColor defines if this LinesMesh supports vertex color
  19925. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19926. */
  19927. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19928. /**
  19929. * If vertex color should be applied to the mesh
  19930. */
  19931. useVertexColor?: boolean | undefined,
  19932. /**
  19933. * If vertex alpha should be applied to the mesh
  19934. */
  19935. useVertexAlpha?: boolean | undefined);
  19936. private _addClipPlaneDefine;
  19937. private _removeClipPlaneDefine;
  19938. isReady(): boolean;
  19939. /**
  19940. * Returns the string "LineMesh"
  19941. */
  19942. getClassName(): string;
  19943. /**
  19944. * @hidden
  19945. */
  19946. /**
  19947. * @hidden
  19948. */
  19949. material: Material;
  19950. /**
  19951. * @hidden
  19952. */
  19953. readonly checkCollisions: boolean;
  19954. /** @hidden */
  19955. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19956. /** @hidden */
  19957. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19958. /**
  19959. * Disposes of the line mesh
  19960. * @param doNotRecurse If children should be disposed
  19961. */
  19962. dispose(doNotRecurse?: boolean): void;
  19963. /**
  19964. * Returns a new LineMesh object cloned from the current one.
  19965. */
  19966. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19967. /**
  19968. * Creates a new InstancedLinesMesh object from the mesh model.
  19969. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19970. * @param name defines the name of the new instance
  19971. * @returns a new InstancedLinesMesh
  19972. */
  19973. createInstance(name: string): InstancedLinesMesh;
  19974. }
  19975. /**
  19976. * Creates an instance based on a source LinesMesh
  19977. */
  19978. export class InstancedLinesMesh extends InstancedMesh {
  19979. /**
  19980. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19981. * This margin is expressed in world space coordinates, so its value may vary.
  19982. * Initilized with the intersectionThreshold value of the source LinesMesh
  19983. */
  19984. intersectionThreshold: number;
  19985. constructor(name: string, source: LinesMesh);
  19986. /**
  19987. * Returns the string "InstancedLinesMesh".
  19988. */
  19989. getClassName(): string;
  19990. }
  19991. }
  19992. declare module "babylonjs/Shaders/line.fragment" {
  19993. /** @hidden */
  19994. export var linePixelShader: {
  19995. name: string;
  19996. shader: string;
  19997. };
  19998. }
  19999. declare module "babylonjs/Shaders/line.vertex" {
  20000. /** @hidden */
  20001. export var lineVertexShader: {
  20002. name: string;
  20003. shader: string;
  20004. };
  20005. }
  20006. declare module "babylonjs/Rendering/edgesRenderer" {
  20007. import { Nullable } from "babylonjs/types";
  20008. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20010. import { Vector3 } from "babylonjs/Maths/math.vector";
  20011. import { IDisposable } from "babylonjs/scene";
  20012. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20013. import "babylonjs/Shaders/line.fragment";
  20014. import "babylonjs/Shaders/line.vertex";
  20015. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20016. module "babylonjs/Meshes/abstractMesh" {
  20017. interface AbstractMesh {
  20018. /**
  20019. * Gets the edgesRenderer associated with the mesh
  20020. */
  20021. edgesRenderer: Nullable<EdgesRenderer>;
  20022. }
  20023. }
  20024. module "babylonjs/Meshes/linesMesh" {
  20025. interface LinesMesh {
  20026. /**
  20027. * Enables the edge rendering mode on the mesh.
  20028. * This mode makes the mesh edges visible
  20029. * @param epsilon defines the maximal distance between two angles to detect a face
  20030. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20031. * @returns the currentAbstractMesh
  20032. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20033. */
  20034. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20035. }
  20036. }
  20037. module "babylonjs/Meshes/linesMesh" {
  20038. interface InstancedLinesMesh {
  20039. /**
  20040. * Enables the edge rendering mode on the mesh.
  20041. * This mode makes the mesh edges visible
  20042. * @param epsilon defines the maximal distance between two angles to detect a face
  20043. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20044. * @returns the current InstancedLinesMesh
  20045. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20046. */
  20047. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20048. }
  20049. }
  20050. /**
  20051. * Defines the minimum contract an Edges renderer should follow.
  20052. */
  20053. export interface IEdgesRenderer extends IDisposable {
  20054. /**
  20055. * Gets or sets a boolean indicating if the edgesRenderer is active
  20056. */
  20057. isEnabled: boolean;
  20058. /**
  20059. * Renders the edges of the attached mesh,
  20060. */
  20061. render(): void;
  20062. /**
  20063. * Checks wether or not the edges renderer is ready to render.
  20064. * @return true if ready, otherwise false.
  20065. */
  20066. isReady(): boolean;
  20067. }
  20068. /**
  20069. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20070. */
  20071. export class EdgesRenderer implements IEdgesRenderer {
  20072. /**
  20073. * Define the size of the edges with an orthographic camera
  20074. */
  20075. edgesWidthScalerForOrthographic: number;
  20076. /**
  20077. * Define the size of the edges with a perspective camera
  20078. */
  20079. edgesWidthScalerForPerspective: number;
  20080. protected _source: AbstractMesh;
  20081. protected _linesPositions: number[];
  20082. protected _linesNormals: number[];
  20083. protected _linesIndices: number[];
  20084. protected _epsilon: number;
  20085. protected _indicesCount: number;
  20086. protected _lineShader: ShaderMaterial;
  20087. protected _ib: DataBuffer;
  20088. protected _buffers: {
  20089. [key: string]: Nullable<VertexBuffer>;
  20090. };
  20091. protected _checkVerticesInsteadOfIndices: boolean;
  20092. private _meshRebuildObserver;
  20093. private _meshDisposeObserver;
  20094. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20095. isEnabled: boolean;
  20096. /**
  20097. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20098. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20099. * @param source Mesh used to create edges
  20100. * @param epsilon sum of angles in adjacency to check for edge
  20101. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20102. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20103. */
  20104. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20105. protected _prepareRessources(): void;
  20106. /** @hidden */
  20107. _rebuild(): void;
  20108. /**
  20109. * Releases the required resources for the edges renderer
  20110. */
  20111. dispose(): void;
  20112. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20113. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20114. /**
  20115. * Checks if the pair of p0 and p1 is en edge
  20116. * @param faceIndex
  20117. * @param edge
  20118. * @param faceNormals
  20119. * @param p0
  20120. * @param p1
  20121. * @private
  20122. */
  20123. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20124. /**
  20125. * push line into the position, normal and index buffer
  20126. * @protected
  20127. */
  20128. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20129. /**
  20130. * Generates lines edges from adjacencjes
  20131. * @private
  20132. */
  20133. _generateEdgesLines(): void;
  20134. /**
  20135. * Checks wether or not the edges renderer is ready to render.
  20136. * @return true if ready, otherwise false.
  20137. */
  20138. isReady(): boolean;
  20139. /**
  20140. * Renders the edges of the attached mesh,
  20141. */
  20142. render(): void;
  20143. }
  20144. /**
  20145. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20146. */
  20147. export class LineEdgesRenderer extends EdgesRenderer {
  20148. /**
  20149. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20150. * @param source LineMesh used to generate edges
  20151. * @param epsilon not important (specified angle for edge detection)
  20152. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20153. */
  20154. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20155. /**
  20156. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20157. */
  20158. _generateEdgesLines(): void;
  20159. }
  20160. }
  20161. declare module "babylonjs/Rendering/renderingGroup" {
  20162. import { SmartArray } from "babylonjs/Misc/smartArray";
  20163. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20164. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20165. import { Nullable } from "babylonjs/types";
  20166. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20167. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20168. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20169. import { Material } from "babylonjs/Materials/material";
  20170. import { Scene } from "babylonjs/scene";
  20171. /**
  20172. * This represents the object necessary to create a rendering group.
  20173. * This is exclusively used and created by the rendering manager.
  20174. * To modify the behavior, you use the available helpers in your scene or meshes.
  20175. * @hidden
  20176. */
  20177. export class RenderingGroup {
  20178. index: number;
  20179. private static _zeroVector;
  20180. private _scene;
  20181. private _opaqueSubMeshes;
  20182. private _transparentSubMeshes;
  20183. private _alphaTestSubMeshes;
  20184. private _depthOnlySubMeshes;
  20185. private _particleSystems;
  20186. private _spriteManagers;
  20187. private _opaqueSortCompareFn;
  20188. private _alphaTestSortCompareFn;
  20189. private _transparentSortCompareFn;
  20190. private _renderOpaque;
  20191. private _renderAlphaTest;
  20192. private _renderTransparent;
  20193. /** @hidden */
  20194. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20195. onBeforeTransparentRendering: () => void;
  20196. /**
  20197. * Set the opaque sort comparison function.
  20198. * If null the sub meshes will be render in the order they were created
  20199. */
  20200. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20201. /**
  20202. * Set the alpha test sort comparison function.
  20203. * If null the sub meshes will be render in the order they were created
  20204. */
  20205. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20206. /**
  20207. * Set the transparent sort comparison function.
  20208. * If null the sub meshes will be render in the order they were created
  20209. */
  20210. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20211. /**
  20212. * Creates a new rendering group.
  20213. * @param index The rendering group index
  20214. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20215. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20216. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20217. */
  20218. 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>);
  20219. /**
  20220. * Render all the sub meshes contained in the group.
  20221. * @param customRenderFunction Used to override the default render behaviour of the group.
  20222. * @returns true if rendered some submeshes.
  20223. */
  20224. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20225. /**
  20226. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20227. * @param subMeshes The submeshes to render
  20228. */
  20229. private renderOpaqueSorted;
  20230. /**
  20231. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20232. * @param subMeshes The submeshes to render
  20233. */
  20234. private renderAlphaTestSorted;
  20235. /**
  20236. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20237. * @param subMeshes The submeshes to render
  20238. */
  20239. private renderTransparentSorted;
  20240. /**
  20241. * Renders the submeshes in a specified order.
  20242. * @param subMeshes The submeshes to sort before render
  20243. * @param sortCompareFn The comparison function use to sort
  20244. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20245. * @param transparent Specifies to activate blending if true
  20246. */
  20247. private static renderSorted;
  20248. /**
  20249. * Renders the submeshes in the order they were dispatched (no sort applied).
  20250. * @param subMeshes The submeshes to render
  20251. */
  20252. private static renderUnsorted;
  20253. /**
  20254. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20255. * are rendered back to front if in the same alpha index.
  20256. *
  20257. * @param a The first submesh
  20258. * @param b The second submesh
  20259. * @returns The result of the comparison
  20260. */
  20261. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20262. /**
  20263. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20264. * are rendered back to front.
  20265. *
  20266. * @param a The first submesh
  20267. * @param b The second submesh
  20268. * @returns The result of the comparison
  20269. */
  20270. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20271. /**
  20272. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20273. * are rendered front to back (prevent overdraw).
  20274. *
  20275. * @param a The first submesh
  20276. * @param b The second submesh
  20277. * @returns The result of the comparison
  20278. */
  20279. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20280. /**
  20281. * Resets the different lists of submeshes to prepare a new frame.
  20282. */
  20283. prepare(): void;
  20284. dispose(): void;
  20285. /**
  20286. * Inserts the submesh in its correct queue depending on its material.
  20287. * @param subMesh The submesh to dispatch
  20288. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20289. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20290. */
  20291. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20292. dispatchSprites(spriteManager: ISpriteManager): void;
  20293. dispatchParticles(particleSystem: IParticleSystem): void;
  20294. private _renderParticles;
  20295. private _renderSprites;
  20296. }
  20297. }
  20298. declare module "babylonjs/Rendering/renderingManager" {
  20299. import { Nullable } from "babylonjs/types";
  20300. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20301. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20302. import { SmartArray } from "babylonjs/Misc/smartArray";
  20303. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20304. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20305. import { Material } from "babylonjs/Materials/material";
  20306. import { Scene } from "babylonjs/scene";
  20307. import { Camera } from "babylonjs/Cameras/camera";
  20308. /**
  20309. * Interface describing the different options available in the rendering manager
  20310. * regarding Auto Clear between groups.
  20311. */
  20312. export interface IRenderingManagerAutoClearSetup {
  20313. /**
  20314. * Defines whether or not autoclear is enable.
  20315. */
  20316. autoClear: boolean;
  20317. /**
  20318. * Defines whether or not to autoclear the depth buffer.
  20319. */
  20320. depth: boolean;
  20321. /**
  20322. * Defines whether or not to autoclear the stencil buffer.
  20323. */
  20324. stencil: boolean;
  20325. }
  20326. /**
  20327. * This class is used by the onRenderingGroupObservable
  20328. */
  20329. export class RenderingGroupInfo {
  20330. /**
  20331. * The Scene that being rendered
  20332. */
  20333. scene: Scene;
  20334. /**
  20335. * The camera currently used for the rendering pass
  20336. */
  20337. camera: Nullable<Camera>;
  20338. /**
  20339. * The ID of the renderingGroup being processed
  20340. */
  20341. renderingGroupId: number;
  20342. }
  20343. /**
  20344. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20345. * It is enable to manage the different groups as well as the different necessary sort functions.
  20346. * This should not be used directly aside of the few static configurations
  20347. */
  20348. export class RenderingManager {
  20349. /**
  20350. * The max id used for rendering groups (not included)
  20351. */
  20352. static MAX_RENDERINGGROUPS: number;
  20353. /**
  20354. * The min id used for rendering groups (included)
  20355. */
  20356. static MIN_RENDERINGGROUPS: number;
  20357. /**
  20358. * Used to globally prevent autoclearing scenes.
  20359. */
  20360. static AUTOCLEAR: boolean;
  20361. /**
  20362. * @hidden
  20363. */
  20364. _useSceneAutoClearSetup: boolean;
  20365. private _scene;
  20366. private _renderingGroups;
  20367. private _depthStencilBufferAlreadyCleaned;
  20368. private _autoClearDepthStencil;
  20369. private _customOpaqueSortCompareFn;
  20370. private _customAlphaTestSortCompareFn;
  20371. private _customTransparentSortCompareFn;
  20372. private _renderingGroupInfo;
  20373. /**
  20374. * Instantiates a new rendering group for a particular scene
  20375. * @param scene Defines the scene the groups belongs to
  20376. */
  20377. constructor(scene: Scene);
  20378. private _clearDepthStencilBuffer;
  20379. /**
  20380. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20381. * @hidden
  20382. */
  20383. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20384. /**
  20385. * Resets the different information of the group to prepare a new frame
  20386. * @hidden
  20387. */
  20388. reset(): void;
  20389. /**
  20390. * Dispose and release the group and its associated resources.
  20391. * @hidden
  20392. */
  20393. dispose(): void;
  20394. /**
  20395. * Clear the info related to rendering groups preventing retention points during dispose.
  20396. */
  20397. freeRenderingGroups(): void;
  20398. private _prepareRenderingGroup;
  20399. /**
  20400. * Add a sprite manager to the rendering manager in order to render it this frame.
  20401. * @param spriteManager Define the sprite manager to render
  20402. */
  20403. dispatchSprites(spriteManager: ISpriteManager): void;
  20404. /**
  20405. * Add a particle system to the rendering manager in order to render it this frame.
  20406. * @param particleSystem Define the particle system to render
  20407. */
  20408. dispatchParticles(particleSystem: IParticleSystem): void;
  20409. /**
  20410. * Add a submesh to the manager in order to render it this frame
  20411. * @param subMesh The submesh to dispatch
  20412. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20413. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20414. */
  20415. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20416. /**
  20417. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20418. * This allowed control for front to back rendering or reversly depending of the special needs.
  20419. *
  20420. * @param renderingGroupId The rendering group id corresponding to its index
  20421. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20422. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20423. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20424. */
  20425. 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;
  20426. /**
  20427. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20428. *
  20429. * @param renderingGroupId The rendering group id corresponding to its index
  20430. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20431. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20432. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20433. */
  20434. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20435. /**
  20436. * Gets the current auto clear configuration for one rendering group of the rendering
  20437. * manager.
  20438. * @param index the rendering group index to get the information for
  20439. * @returns The auto clear setup for the requested rendering group
  20440. */
  20441. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20442. }
  20443. }
  20444. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20445. import { Observable } from "babylonjs/Misc/observable";
  20446. import { SmartArray } from "babylonjs/Misc/smartArray";
  20447. import { Nullable } from "babylonjs/types";
  20448. import { Camera } from "babylonjs/Cameras/camera";
  20449. import { Scene } from "babylonjs/scene";
  20450. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20451. import { Color4 } from "babylonjs/Maths/math.color";
  20452. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20453. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20454. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20455. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20456. import { Texture } from "babylonjs/Materials/Textures/texture";
  20457. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20458. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20459. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20460. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20461. import { Engine } from "babylonjs/Engines/engine";
  20462. /**
  20463. * This Helps creating a texture that will be created from a camera in your scene.
  20464. * It is basically a dynamic texture that could be used to create special effects for instance.
  20465. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20466. */
  20467. export class RenderTargetTexture extends Texture {
  20468. isCube: boolean;
  20469. /**
  20470. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20471. */
  20472. static readonly REFRESHRATE_RENDER_ONCE: number;
  20473. /**
  20474. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20475. */
  20476. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20477. /**
  20478. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20479. * the central point of your effect and can save a lot of performances.
  20480. */
  20481. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20482. /**
  20483. * Use this predicate to dynamically define the list of mesh you want to render.
  20484. * If set, the renderList property will be overwritten.
  20485. */
  20486. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20487. private _renderList;
  20488. /**
  20489. * Use this list to define the list of mesh you want to render.
  20490. */
  20491. renderList: Nullable<Array<AbstractMesh>>;
  20492. private _hookArray;
  20493. /**
  20494. * Define if particles should be rendered in your texture.
  20495. */
  20496. renderParticles: boolean;
  20497. /**
  20498. * Define if sprites should be rendered in your texture.
  20499. */
  20500. renderSprites: boolean;
  20501. /**
  20502. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20503. */
  20504. coordinatesMode: number;
  20505. /**
  20506. * Define the camera used to render the texture.
  20507. */
  20508. activeCamera: Nullable<Camera>;
  20509. /**
  20510. * Override the render function of the texture with your own one.
  20511. */
  20512. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20513. /**
  20514. * Define if camera post processes should be use while rendering the texture.
  20515. */
  20516. useCameraPostProcesses: boolean;
  20517. /**
  20518. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20519. */
  20520. ignoreCameraViewport: boolean;
  20521. private _postProcessManager;
  20522. private _postProcesses;
  20523. private _resizeObserver;
  20524. /**
  20525. * An event triggered when the texture is unbind.
  20526. */
  20527. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20528. /**
  20529. * An event triggered when the texture is unbind.
  20530. */
  20531. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20532. private _onAfterUnbindObserver;
  20533. /**
  20534. * Set a after unbind callback in the texture.
  20535. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20536. */
  20537. onAfterUnbind: () => void;
  20538. /**
  20539. * An event triggered before rendering the texture
  20540. */
  20541. onBeforeRenderObservable: Observable<number>;
  20542. private _onBeforeRenderObserver;
  20543. /**
  20544. * Set a before render callback in the texture.
  20545. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20546. */
  20547. onBeforeRender: (faceIndex: number) => void;
  20548. /**
  20549. * An event triggered after rendering the texture
  20550. */
  20551. onAfterRenderObservable: Observable<number>;
  20552. private _onAfterRenderObserver;
  20553. /**
  20554. * Set a after render callback in the texture.
  20555. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20556. */
  20557. onAfterRender: (faceIndex: number) => void;
  20558. /**
  20559. * An event triggered after the texture clear
  20560. */
  20561. onClearObservable: Observable<Engine>;
  20562. private _onClearObserver;
  20563. /**
  20564. * Set a clear callback in the texture.
  20565. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20566. */
  20567. onClear: (Engine: Engine) => void;
  20568. /**
  20569. * An event triggered when the texture is resized.
  20570. */
  20571. onResizeObservable: Observable<RenderTargetTexture>;
  20572. /**
  20573. * Define the clear color of the Render Target if it should be different from the scene.
  20574. */
  20575. clearColor: Color4;
  20576. protected _size: number | {
  20577. width: number;
  20578. height: number;
  20579. };
  20580. protected _initialSizeParameter: number | {
  20581. width: number;
  20582. height: number;
  20583. } | {
  20584. ratio: number;
  20585. };
  20586. protected _sizeRatio: Nullable<number>;
  20587. /** @hidden */
  20588. _generateMipMaps: boolean;
  20589. protected _renderingManager: RenderingManager;
  20590. /** @hidden */
  20591. _waitingRenderList: string[];
  20592. protected _doNotChangeAspectRatio: boolean;
  20593. protected _currentRefreshId: number;
  20594. protected _refreshRate: number;
  20595. protected _textureMatrix: Matrix;
  20596. protected _samples: number;
  20597. protected _renderTargetOptions: RenderTargetCreationOptions;
  20598. /**
  20599. * Gets render target creation options that were used.
  20600. */
  20601. readonly renderTargetOptions: RenderTargetCreationOptions;
  20602. protected _engine: Engine;
  20603. protected _onRatioRescale(): void;
  20604. /**
  20605. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20606. * It must define where the camera used to render the texture is set
  20607. */
  20608. boundingBoxPosition: Vector3;
  20609. private _boundingBoxSize;
  20610. /**
  20611. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20612. * When defined, the cubemap will switch to local mode
  20613. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20614. * @example https://www.babylonjs-playground.com/#RNASML
  20615. */
  20616. boundingBoxSize: Vector3;
  20617. /**
  20618. * In case the RTT has been created with a depth texture, get the associated
  20619. * depth texture.
  20620. * Otherwise, return null.
  20621. */
  20622. depthStencilTexture: Nullable<InternalTexture>;
  20623. /**
  20624. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20625. * or used a shadow, depth texture...
  20626. * @param name The friendly name of the texture
  20627. * @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)
  20628. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20629. * @param generateMipMaps True if mip maps need to be generated after render.
  20630. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20631. * @param type The type of the buffer in the RTT (int, half float, float...)
  20632. * @param isCube True if a cube texture needs to be created
  20633. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20634. * @param generateDepthBuffer True to generate a depth buffer
  20635. * @param generateStencilBuffer True to generate a stencil buffer
  20636. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20637. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20638. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20639. */
  20640. constructor(name: string, size: number | {
  20641. width: number;
  20642. height: number;
  20643. } | {
  20644. ratio: number;
  20645. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20646. /**
  20647. * Creates a depth stencil texture.
  20648. * This is only available in WebGL 2 or with the depth texture extension available.
  20649. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20650. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20651. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20652. */
  20653. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20654. private _processSizeParameter;
  20655. /**
  20656. * Define the number of samples to use in case of MSAA.
  20657. * It defaults to one meaning no MSAA has been enabled.
  20658. */
  20659. samples: number;
  20660. /**
  20661. * Resets the refresh counter of the texture and start bak from scratch.
  20662. * Could be useful to regenerate the texture if it is setup to render only once.
  20663. */
  20664. resetRefreshCounter(): void;
  20665. /**
  20666. * Define the refresh rate of the texture or the rendering frequency.
  20667. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20668. */
  20669. refreshRate: number;
  20670. /**
  20671. * Adds a post process to the render target rendering passes.
  20672. * @param postProcess define the post process to add
  20673. */
  20674. addPostProcess(postProcess: PostProcess): void;
  20675. /**
  20676. * Clear all the post processes attached to the render target
  20677. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20678. */
  20679. clearPostProcesses(dispose?: boolean): void;
  20680. /**
  20681. * Remove one of the post process from the list of attached post processes to the texture
  20682. * @param postProcess define the post process to remove from the list
  20683. */
  20684. removePostProcess(postProcess: PostProcess): void;
  20685. /** @hidden */
  20686. _shouldRender(): boolean;
  20687. /**
  20688. * Gets the actual render size of the texture.
  20689. * @returns the width of the render size
  20690. */
  20691. getRenderSize(): number;
  20692. /**
  20693. * Gets the actual render width of the texture.
  20694. * @returns the width of the render size
  20695. */
  20696. getRenderWidth(): number;
  20697. /**
  20698. * Gets the actual render height of the texture.
  20699. * @returns the height of the render size
  20700. */
  20701. getRenderHeight(): number;
  20702. /**
  20703. * Get if the texture can be rescaled or not.
  20704. */
  20705. readonly canRescale: boolean;
  20706. /**
  20707. * Resize the texture using a ratio.
  20708. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20709. */
  20710. scale(ratio: number): void;
  20711. /**
  20712. * Get the texture reflection matrix used to rotate/transform the reflection.
  20713. * @returns the reflection matrix
  20714. */
  20715. getReflectionTextureMatrix(): Matrix;
  20716. /**
  20717. * Resize the texture to a new desired size.
  20718. * Be carrefull as it will recreate all the data in the new texture.
  20719. * @param size Define the new size. It can be:
  20720. * - a number for squared texture,
  20721. * - an object containing { width: number, height: number }
  20722. * - or an object containing a ratio { ratio: number }
  20723. */
  20724. resize(size: number | {
  20725. width: number;
  20726. height: number;
  20727. } | {
  20728. ratio: number;
  20729. }): void;
  20730. /**
  20731. * Renders all the objects from the render list into the texture.
  20732. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20733. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20734. */
  20735. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20736. private _bestReflectionRenderTargetDimension;
  20737. /**
  20738. * @hidden
  20739. * @param faceIndex face index to bind to if this is a cubetexture
  20740. */
  20741. _bindFrameBuffer(faceIndex?: number): void;
  20742. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20743. private renderToTarget;
  20744. /**
  20745. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20746. * This allowed control for front to back rendering or reversly depending of the special needs.
  20747. *
  20748. * @param renderingGroupId The rendering group id corresponding to its index
  20749. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20750. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20751. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20752. */
  20753. 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;
  20754. /**
  20755. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20756. *
  20757. * @param renderingGroupId The rendering group id corresponding to its index
  20758. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20759. */
  20760. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20761. /**
  20762. * Clones the texture.
  20763. * @returns the cloned texture
  20764. */
  20765. clone(): RenderTargetTexture;
  20766. /**
  20767. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20768. * @returns The JSON representation of the texture
  20769. */
  20770. serialize(): any;
  20771. /**
  20772. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20773. */
  20774. disposeFramebufferObjects(): void;
  20775. /**
  20776. * Dispose the texture and release its associated resources.
  20777. */
  20778. dispose(): void;
  20779. /** @hidden */
  20780. _rebuild(): void;
  20781. /**
  20782. * Clear the info related to rendering groups preventing retention point in material dispose.
  20783. */
  20784. freeRenderingGroups(): void;
  20785. /**
  20786. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20787. * @returns the view count
  20788. */
  20789. getViewCount(): number;
  20790. }
  20791. }
  20792. declare module "babylonjs/Materials/material" {
  20793. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20794. import { SmartArray } from "babylonjs/Misc/smartArray";
  20795. import { Observable } from "babylonjs/Misc/observable";
  20796. import { Nullable } from "babylonjs/types";
  20797. import { Scene } from "babylonjs/scene";
  20798. import { Matrix } from "babylonjs/Maths/math.vector";
  20799. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20800. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20801. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20802. import { Effect } from "babylonjs/Materials/effect";
  20803. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20804. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20805. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20806. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20807. import { Mesh } from "babylonjs/Meshes/mesh";
  20808. import { Animation } from "babylonjs/Animations/animation";
  20809. /**
  20810. * Options for compiling materials.
  20811. */
  20812. export interface IMaterialCompilationOptions {
  20813. /**
  20814. * Defines whether clip planes are enabled.
  20815. */
  20816. clipPlane: boolean;
  20817. /**
  20818. * Defines whether instances are enabled.
  20819. */
  20820. useInstances: boolean;
  20821. }
  20822. /**
  20823. * Base class for the main features of a material in Babylon.js
  20824. */
  20825. export class Material implements IAnimatable {
  20826. /**
  20827. * Returns the triangle fill mode
  20828. */
  20829. static readonly TriangleFillMode: number;
  20830. /**
  20831. * Returns the wireframe mode
  20832. */
  20833. static readonly WireFrameFillMode: number;
  20834. /**
  20835. * Returns the point fill mode
  20836. */
  20837. static readonly PointFillMode: number;
  20838. /**
  20839. * Returns the point list draw mode
  20840. */
  20841. static readonly PointListDrawMode: number;
  20842. /**
  20843. * Returns the line list draw mode
  20844. */
  20845. static readonly LineListDrawMode: number;
  20846. /**
  20847. * Returns the line loop draw mode
  20848. */
  20849. static readonly LineLoopDrawMode: number;
  20850. /**
  20851. * Returns the line strip draw mode
  20852. */
  20853. static readonly LineStripDrawMode: number;
  20854. /**
  20855. * Returns the triangle strip draw mode
  20856. */
  20857. static readonly TriangleStripDrawMode: number;
  20858. /**
  20859. * Returns the triangle fan draw mode
  20860. */
  20861. static readonly TriangleFanDrawMode: number;
  20862. /**
  20863. * Stores the clock-wise side orientation
  20864. */
  20865. static readonly ClockWiseSideOrientation: number;
  20866. /**
  20867. * Stores the counter clock-wise side orientation
  20868. */
  20869. static readonly CounterClockWiseSideOrientation: number;
  20870. /**
  20871. * The dirty texture flag value
  20872. */
  20873. static readonly TextureDirtyFlag: number;
  20874. /**
  20875. * The dirty light flag value
  20876. */
  20877. static readonly LightDirtyFlag: number;
  20878. /**
  20879. * The dirty fresnel flag value
  20880. */
  20881. static readonly FresnelDirtyFlag: number;
  20882. /**
  20883. * The dirty attribute flag value
  20884. */
  20885. static readonly AttributesDirtyFlag: number;
  20886. /**
  20887. * The dirty misc flag value
  20888. */
  20889. static readonly MiscDirtyFlag: number;
  20890. /**
  20891. * The all dirty flag value
  20892. */
  20893. static readonly AllDirtyFlag: number;
  20894. /**
  20895. * The ID of the material
  20896. */
  20897. id: string;
  20898. /**
  20899. * Gets or sets the unique id of the material
  20900. */
  20901. uniqueId: number;
  20902. /**
  20903. * The name of the material
  20904. */
  20905. name: string;
  20906. /**
  20907. * Gets or sets user defined metadata
  20908. */
  20909. metadata: any;
  20910. /**
  20911. * For internal use only. Please do not use.
  20912. */
  20913. reservedDataStore: any;
  20914. /**
  20915. * Specifies if the ready state should be checked on each call
  20916. */
  20917. checkReadyOnEveryCall: boolean;
  20918. /**
  20919. * Specifies if the ready state should be checked once
  20920. */
  20921. checkReadyOnlyOnce: boolean;
  20922. /**
  20923. * The state of the material
  20924. */
  20925. state: string;
  20926. /**
  20927. * The alpha value of the material
  20928. */
  20929. protected _alpha: number;
  20930. /**
  20931. * List of inspectable custom properties (used by the Inspector)
  20932. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20933. */
  20934. inspectableCustomProperties: IInspectable[];
  20935. /**
  20936. * Sets the alpha value of the material
  20937. */
  20938. /**
  20939. * Gets the alpha value of the material
  20940. */
  20941. alpha: number;
  20942. /**
  20943. * Specifies if back face culling is enabled
  20944. */
  20945. protected _backFaceCulling: boolean;
  20946. /**
  20947. * Sets the back-face culling state
  20948. */
  20949. /**
  20950. * Gets the back-face culling state
  20951. */
  20952. backFaceCulling: boolean;
  20953. /**
  20954. * Stores the value for side orientation
  20955. */
  20956. sideOrientation: number;
  20957. /**
  20958. * Callback triggered when the material is compiled
  20959. */
  20960. onCompiled: Nullable<(effect: Effect) => void>;
  20961. /**
  20962. * Callback triggered when an error occurs
  20963. */
  20964. onError: Nullable<(effect: Effect, errors: string) => void>;
  20965. /**
  20966. * Callback triggered to get the render target textures
  20967. */
  20968. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20969. /**
  20970. * Gets a boolean indicating that current material needs to register RTT
  20971. */
  20972. readonly hasRenderTargetTextures: boolean;
  20973. /**
  20974. * Specifies if the material should be serialized
  20975. */
  20976. doNotSerialize: boolean;
  20977. /**
  20978. * @hidden
  20979. */
  20980. _storeEffectOnSubMeshes: boolean;
  20981. /**
  20982. * Stores the animations for the material
  20983. */
  20984. animations: Nullable<Array<Animation>>;
  20985. /**
  20986. * An event triggered when the material is disposed
  20987. */
  20988. onDisposeObservable: Observable<Material>;
  20989. /**
  20990. * An observer which watches for dispose events
  20991. */
  20992. private _onDisposeObserver;
  20993. private _onUnBindObservable;
  20994. /**
  20995. * Called during a dispose event
  20996. */
  20997. onDispose: () => void;
  20998. private _onBindObservable;
  20999. /**
  21000. * An event triggered when the material is bound
  21001. */
  21002. readonly onBindObservable: Observable<AbstractMesh>;
  21003. /**
  21004. * An observer which watches for bind events
  21005. */
  21006. private _onBindObserver;
  21007. /**
  21008. * Called during a bind event
  21009. */
  21010. onBind: (Mesh: AbstractMesh) => void;
  21011. /**
  21012. * An event triggered when the material is unbound
  21013. */
  21014. readonly onUnBindObservable: Observable<Material>;
  21015. /**
  21016. * Stores the value of the alpha mode
  21017. */
  21018. private _alphaMode;
  21019. /**
  21020. * Sets the value of the alpha mode.
  21021. *
  21022. * | Value | Type | Description |
  21023. * | --- | --- | --- |
  21024. * | 0 | ALPHA_DISABLE | |
  21025. * | 1 | ALPHA_ADD | |
  21026. * | 2 | ALPHA_COMBINE | |
  21027. * | 3 | ALPHA_SUBTRACT | |
  21028. * | 4 | ALPHA_MULTIPLY | |
  21029. * | 5 | ALPHA_MAXIMIZED | |
  21030. * | 6 | ALPHA_ONEONE | |
  21031. * | 7 | ALPHA_PREMULTIPLIED | |
  21032. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21033. * | 9 | ALPHA_INTERPOLATE | |
  21034. * | 10 | ALPHA_SCREENMODE | |
  21035. *
  21036. */
  21037. /**
  21038. * Gets the value of the alpha mode
  21039. */
  21040. alphaMode: number;
  21041. /**
  21042. * Stores the state of the need depth pre-pass value
  21043. */
  21044. private _needDepthPrePass;
  21045. /**
  21046. * Sets the need depth pre-pass value
  21047. */
  21048. /**
  21049. * Gets the depth pre-pass value
  21050. */
  21051. needDepthPrePass: boolean;
  21052. /**
  21053. * Specifies if depth writing should be disabled
  21054. */
  21055. disableDepthWrite: boolean;
  21056. /**
  21057. * Specifies if depth writing should be forced
  21058. */
  21059. forceDepthWrite: boolean;
  21060. /**
  21061. * Specifies if there should be a separate pass for culling
  21062. */
  21063. separateCullingPass: boolean;
  21064. /**
  21065. * Stores the state specifing if fog should be enabled
  21066. */
  21067. private _fogEnabled;
  21068. /**
  21069. * Sets the state for enabling fog
  21070. */
  21071. /**
  21072. * Gets the value of the fog enabled state
  21073. */
  21074. fogEnabled: boolean;
  21075. /**
  21076. * Stores the size of points
  21077. */
  21078. pointSize: number;
  21079. /**
  21080. * Stores the z offset value
  21081. */
  21082. zOffset: number;
  21083. /**
  21084. * Gets a value specifying if wireframe mode is enabled
  21085. */
  21086. /**
  21087. * Sets the state of wireframe mode
  21088. */
  21089. wireframe: boolean;
  21090. /**
  21091. * Gets the value specifying if point clouds are enabled
  21092. */
  21093. /**
  21094. * Sets the state of point cloud mode
  21095. */
  21096. pointsCloud: boolean;
  21097. /**
  21098. * Gets the material fill mode
  21099. */
  21100. /**
  21101. * Sets the material fill mode
  21102. */
  21103. fillMode: number;
  21104. /**
  21105. * @hidden
  21106. * Stores the effects for the material
  21107. */
  21108. _effect: Nullable<Effect>;
  21109. /**
  21110. * @hidden
  21111. * Specifies if the material was previously ready
  21112. */
  21113. _wasPreviouslyReady: boolean;
  21114. /**
  21115. * Specifies if uniform buffers should be used
  21116. */
  21117. private _useUBO;
  21118. /**
  21119. * Stores a reference to the scene
  21120. */
  21121. private _scene;
  21122. /**
  21123. * Stores the fill mode state
  21124. */
  21125. private _fillMode;
  21126. /**
  21127. * Specifies if the depth write state should be cached
  21128. */
  21129. private _cachedDepthWriteState;
  21130. /**
  21131. * Stores the uniform buffer
  21132. */
  21133. protected _uniformBuffer: UniformBuffer;
  21134. /** @hidden */
  21135. _indexInSceneMaterialArray: number;
  21136. /** @hidden */
  21137. meshMap: Nullable<{
  21138. [id: string]: AbstractMesh | undefined;
  21139. }>;
  21140. /**
  21141. * Creates a material instance
  21142. * @param name defines the name of the material
  21143. * @param scene defines the scene to reference
  21144. * @param doNotAdd specifies if the material should be added to the scene
  21145. */
  21146. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21147. /**
  21148. * Returns a string representation of the current material
  21149. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21150. * @returns a string with material information
  21151. */
  21152. toString(fullDetails?: boolean): string;
  21153. /**
  21154. * Gets the class name of the material
  21155. * @returns a string with the class name of the material
  21156. */
  21157. getClassName(): string;
  21158. /**
  21159. * Specifies if updates for the material been locked
  21160. */
  21161. readonly isFrozen: boolean;
  21162. /**
  21163. * Locks updates for the material
  21164. */
  21165. freeze(): void;
  21166. /**
  21167. * Unlocks updates for the material
  21168. */
  21169. unfreeze(): void;
  21170. /**
  21171. * Specifies if the material is ready to be used
  21172. * @param mesh defines the mesh to check
  21173. * @param useInstances specifies if instances should be used
  21174. * @returns a boolean indicating if the material is ready to be used
  21175. */
  21176. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21177. /**
  21178. * Specifies that the submesh is ready to be used
  21179. * @param mesh defines the mesh to check
  21180. * @param subMesh defines which submesh to check
  21181. * @param useInstances specifies that instances should be used
  21182. * @returns a boolean indicating that the submesh is ready or not
  21183. */
  21184. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21185. /**
  21186. * Returns the material effect
  21187. * @returns the effect associated with the material
  21188. */
  21189. getEffect(): Nullable<Effect>;
  21190. /**
  21191. * Returns the current scene
  21192. * @returns a Scene
  21193. */
  21194. getScene(): Scene;
  21195. /**
  21196. * Specifies if the material will require alpha blending
  21197. * @returns a boolean specifying if alpha blending is needed
  21198. */
  21199. needAlphaBlending(): boolean;
  21200. /**
  21201. * Specifies if the mesh will require alpha blending
  21202. * @param mesh defines the mesh to check
  21203. * @returns a boolean specifying if alpha blending is needed for the mesh
  21204. */
  21205. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21206. /**
  21207. * Specifies if this material should be rendered in alpha test mode
  21208. * @returns a boolean specifying if an alpha test is needed.
  21209. */
  21210. needAlphaTesting(): boolean;
  21211. /**
  21212. * Gets the texture used for the alpha test
  21213. * @returns the texture to use for alpha testing
  21214. */
  21215. getAlphaTestTexture(): Nullable<BaseTexture>;
  21216. /**
  21217. * Marks the material to indicate that it needs to be re-calculated
  21218. */
  21219. markDirty(): void;
  21220. /** @hidden */
  21221. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21222. /**
  21223. * Binds the material to the mesh
  21224. * @param world defines the world transformation matrix
  21225. * @param mesh defines the mesh to bind the material to
  21226. */
  21227. bind(world: Matrix, mesh?: Mesh): void;
  21228. /**
  21229. * Binds the submesh to the material
  21230. * @param world defines the world transformation matrix
  21231. * @param mesh defines the mesh containing the submesh
  21232. * @param subMesh defines the submesh to bind the material to
  21233. */
  21234. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21235. /**
  21236. * Binds the world matrix to the material
  21237. * @param world defines the world transformation matrix
  21238. */
  21239. bindOnlyWorldMatrix(world: Matrix): void;
  21240. /**
  21241. * Binds the scene's uniform buffer to the effect.
  21242. * @param effect defines the effect to bind to the scene uniform buffer
  21243. * @param sceneUbo defines the uniform buffer storing scene data
  21244. */
  21245. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21246. /**
  21247. * Binds the view matrix to the effect
  21248. * @param effect defines the effect to bind the view matrix to
  21249. */
  21250. bindView(effect: Effect): void;
  21251. /**
  21252. * Binds the view projection matrix to the effect
  21253. * @param effect defines the effect to bind the view projection matrix to
  21254. */
  21255. bindViewProjection(effect: Effect): void;
  21256. /**
  21257. * Specifies if material alpha testing should be turned on for the mesh
  21258. * @param mesh defines the mesh to check
  21259. */
  21260. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21261. /**
  21262. * Processes to execute after binding the material to a mesh
  21263. * @param mesh defines the rendered mesh
  21264. */
  21265. protected _afterBind(mesh?: Mesh): void;
  21266. /**
  21267. * Unbinds the material from the mesh
  21268. */
  21269. unbind(): void;
  21270. /**
  21271. * Gets the active textures from the material
  21272. * @returns an array of textures
  21273. */
  21274. getActiveTextures(): BaseTexture[];
  21275. /**
  21276. * Specifies if the material uses a texture
  21277. * @param texture defines the texture to check against the material
  21278. * @returns a boolean specifying if the material uses the texture
  21279. */
  21280. hasTexture(texture: BaseTexture): boolean;
  21281. /**
  21282. * Makes a duplicate of the material, and gives it a new name
  21283. * @param name defines the new name for the duplicated material
  21284. * @returns the cloned material
  21285. */
  21286. clone(name: string): Nullable<Material>;
  21287. /**
  21288. * Gets the meshes bound to the material
  21289. * @returns an array of meshes bound to the material
  21290. */
  21291. getBindedMeshes(): AbstractMesh[];
  21292. /**
  21293. * Force shader compilation
  21294. * @param mesh defines the mesh associated with this material
  21295. * @param onCompiled defines a function to execute once the material is compiled
  21296. * @param options defines the options to configure the compilation
  21297. * @param onError defines a function to execute if the material fails compiling
  21298. */
  21299. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21300. /**
  21301. * Force shader compilation
  21302. * @param mesh defines the mesh that will use this material
  21303. * @param options defines additional options for compiling the shaders
  21304. * @returns a promise that resolves when the compilation completes
  21305. */
  21306. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21307. private static readonly _AllDirtyCallBack;
  21308. private static readonly _ImageProcessingDirtyCallBack;
  21309. private static readonly _TextureDirtyCallBack;
  21310. private static readonly _FresnelDirtyCallBack;
  21311. private static readonly _MiscDirtyCallBack;
  21312. private static readonly _LightsDirtyCallBack;
  21313. private static readonly _AttributeDirtyCallBack;
  21314. private static _FresnelAndMiscDirtyCallBack;
  21315. private static _TextureAndMiscDirtyCallBack;
  21316. private static readonly _DirtyCallbackArray;
  21317. private static readonly _RunDirtyCallBacks;
  21318. /**
  21319. * Marks a define in the material to indicate that it needs to be re-computed
  21320. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21321. */
  21322. markAsDirty(flag: number): void;
  21323. /**
  21324. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21325. * @param func defines a function which checks material defines against the submeshes
  21326. */
  21327. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21328. /**
  21329. * Indicates that we need to re-calculated for all submeshes
  21330. */
  21331. protected _markAllSubMeshesAsAllDirty(): void;
  21332. /**
  21333. * Indicates that image processing needs to be re-calculated for all submeshes
  21334. */
  21335. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21336. /**
  21337. * Indicates that textures need to be re-calculated for all submeshes
  21338. */
  21339. protected _markAllSubMeshesAsTexturesDirty(): void;
  21340. /**
  21341. * Indicates that fresnel needs to be re-calculated for all submeshes
  21342. */
  21343. protected _markAllSubMeshesAsFresnelDirty(): void;
  21344. /**
  21345. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21346. */
  21347. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21348. /**
  21349. * Indicates that lights need to be re-calculated for all submeshes
  21350. */
  21351. protected _markAllSubMeshesAsLightsDirty(): void;
  21352. /**
  21353. * Indicates that attributes need to be re-calculated for all submeshes
  21354. */
  21355. protected _markAllSubMeshesAsAttributesDirty(): void;
  21356. /**
  21357. * Indicates that misc needs to be re-calculated for all submeshes
  21358. */
  21359. protected _markAllSubMeshesAsMiscDirty(): void;
  21360. /**
  21361. * Indicates that textures and misc need to be re-calculated for all submeshes
  21362. */
  21363. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21364. /**
  21365. * Disposes the material
  21366. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21367. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21368. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21369. */
  21370. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21371. /** @hidden */
  21372. private releaseVertexArrayObject;
  21373. /**
  21374. * Serializes this material
  21375. * @returns the serialized material object
  21376. */
  21377. serialize(): any;
  21378. /**
  21379. * Creates a material from parsed material data
  21380. * @param parsedMaterial defines parsed material data
  21381. * @param scene defines the hosting scene
  21382. * @param rootUrl defines the root URL to use to load textures
  21383. * @returns a new material
  21384. */
  21385. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21386. }
  21387. }
  21388. declare module "babylonjs/Materials/multiMaterial" {
  21389. import { Nullable } from "babylonjs/types";
  21390. import { Scene } from "babylonjs/scene";
  21391. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21392. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21393. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21394. import { Material } from "babylonjs/Materials/material";
  21395. /**
  21396. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21397. * separate meshes. This can be use to improve performances.
  21398. * @see http://doc.babylonjs.com/how_to/multi_materials
  21399. */
  21400. export class MultiMaterial extends Material {
  21401. private _subMaterials;
  21402. /**
  21403. * Gets or Sets the list of Materials used within the multi material.
  21404. * They need to be ordered according to the submeshes order in the associated mesh
  21405. */
  21406. subMaterials: Nullable<Material>[];
  21407. /**
  21408. * Function used to align with Node.getChildren()
  21409. * @returns the list of Materials used within the multi material
  21410. */
  21411. getChildren(): Nullable<Material>[];
  21412. /**
  21413. * Instantiates a new Multi Material
  21414. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21415. * separate meshes. This can be use to improve performances.
  21416. * @see http://doc.babylonjs.com/how_to/multi_materials
  21417. * @param name Define the name in the scene
  21418. * @param scene Define the scene the material belongs to
  21419. */
  21420. constructor(name: string, scene: Scene);
  21421. private _hookArray;
  21422. /**
  21423. * Get one of the submaterial by its index in the submaterials array
  21424. * @param index The index to look the sub material at
  21425. * @returns The Material if the index has been defined
  21426. */
  21427. getSubMaterial(index: number): Nullable<Material>;
  21428. /**
  21429. * Get the list of active textures for the whole sub materials list.
  21430. * @returns All the textures that will be used during the rendering
  21431. */
  21432. getActiveTextures(): BaseTexture[];
  21433. /**
  21434. * Gets the current class name of the material e.g. "MultiMaterial"
  21435. * Mainly use in serialization.
  21436. * @returns the class name
  21437. */
  21438. getClassName(): string;
  21439. /**
  21440. * Checks if the material is ready to render the requested sub mesh
  21441. * @param mesh Define the mesh the submesh belongs to
  21442. * @param subMesh Define the sub mesh to look readyness for
  21443. * @param useInstances Define whether or not the material is used with instances
  21444. * @returns true if ready, otherwise false
  21445. */
  21446. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21447. /**
  21448. * Clones the current material and its related sub materials
  21449. * @param name Define the name of the newly cloned material
  21450. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21451. * @returns the cloned material
  21452. */
  21453. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21454. /**
  21455. * Serializes the materials into a JSON representation.
  21456. * @returns the JSON representation
  21457. */
  21458. serialize(): any;
  21459. /**
  21460. * Dispose the material and release its associated resources
  21461. * @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)
  21462. * @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)
  21463. * @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)
  21464. */
  21465. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21466. /**
  21467. * Creates a MultiMaterial from parsed MultiMaterial data.
  21468. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21469. * @param scene defines the hosting scene
  21470. * @returns a new MultiMaterial
  21471. */
  21472. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21473. }
  21474. }
  21475. declare module "babylonjs/Meshes/subMesh" {
  21476. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21477. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21478. import { Engine } from "babylonjs/Engines/engine";
  21479. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21480. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21481. import { Effect } from "babylonjs/Materials/effect";
  21482. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21483. import { Plane } from "babylonjs/Maths/math.plane";
  21484. import { Collider } from "babylonjs/Collisions/collider";
  21485. import { Material } from "babylonjs/Materials/material";
  21486. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21487. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21488. import { Mesh } from "babylonjs/Meshes/mesh";
  21489. import { Ray } from "babylonjs/Culling/ray";
  21490. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21491. /**
  21492. * Base class for submeshes
  21493. */
  21494. export class BaseSubMesh {
  21495. /** @hidden */
  21496. _materialDefines: Nullable<MaterialDefines>;
  21497. /** @hidden */
  21498. _materialEffect: Nullable<Effect>;
  21499. /**
  21500. * Gets associated effect
  21501. */
  21502. readonly effect: Nullable<Effect>;
  21503. /**
  21504. * Sets associated effect (effect used to render this submesh)
  21505. * @param effect defines the effect to associate with
  21506. * @param defines defines the set of defines used to compile this effect
  21507. */
  21508. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21509. }
  21510. /**
  21511. * Defines a subdivision inside a mesh
  21512. */
  21513. export class SubMesh extends BaseSubMesh implements ICullable {
  21514. /** the material index to use */
  21515. materialIndex: number;
  21516. /** vertex index start */
  21517. verticesStart: number;
  21518. /** vertices count */
  21519. verticesCount: number;
  21520. /** index start */
  21521. indexStart: number;
  21522. /** indices count */
  21523. indexCount: number;
  21524. /** @hidden */
  21525. _linesIndexCount: number;
  21526. private _mesh;
  21527. private _renderingMesh;
  21528. private _boundingInfo;
  21529. private _linesIndexBuffer;
  21530. /** @hidden */
  21531. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21532. /** @hidden */
  21533. _trianglePlanes: Plane[];
  21534. /** @hidden */
  21535. _lastColliderTransformMatrix: Nullable<Matrix>;
  21536. /** @hidden */
  21537. _renderId: number;
  21538. /** @hidden */
  21539. _alphaIndex: number;
  21540. /** @hidden */
  21541. _distanceToCamera: number;
  21542. /** @hidden */
  21543. _id: number;
  21544. private _currentMaterial;
  21545. /**
  21546. * Add a new submesh to a mesh
  21547. * @param materialIndex defines the material index to use
  21548. * @param verticesStart defines vertex index start
  21549. * @param verticesCount defines vertices count
  21550. * @param indexStart defines index start
  21551. * @param indexCount defines indices count
  21552. * @param mesh defines the parent mesh
  21553. * @param renderingMesh defines an optional rendering mesh
  21554. * @param createBoundingBox defines if bounding box should be created for this submesh
  21555. * @returns the new submesh
  21556. */
  21557. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21558. /**
  21559. * Creates a new submesh
  21560. * @param materialIndex defines the material index to use
  21561. * @param verticesStart defines vertex index start
  21562. * @param verticesCount defines vertices count
  21563. * @param indexStart defines index start
  21564. * @param indexCount defines indices count
  21565. * @param mesh defines the parent mesh
  21566. * @param renderingMesh defines an optional rendering mesh
  21567. * @param createBoundingBox defines if bounding box should be created for this submesh
  21568. */
  21569. constructor(
  21570. /** the material index to use */
  21571. materialIndex: number,
  21572. /** vertex index start */
  21573. verticesStart: number,
  21574. /** vertices count */
  21575. verticesCount: number,
  21576. /** index start */
  21577. indexStart: number,
  21578. /** indices count */
  21579. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21580. /**
  21581. * Returns true if this submesh covers the entire parent mesh
  21582. * @ignorenaming
  21583. */
  21584. readonly IsGlobal: boolean;
  21585. /**
  21586. * Returns the submesh BoudingInfo object
  21587. * @returns current bounding info (or mesh's one if the submesh is global)
  21588. */
  21589. getBoundingInfo(): BoundingInfo;
  21590. /**
  21591. * Sets the submesh BoundingInfo
  21592. * @param boundingInfo defines the new bounding info to use
  21593. * @returns the SubMesh
  21594. */
  21595. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21596. /**
  21597. * Returns the mesh of the current submesh
  21598. * @return the parent mesh
  21599. */
  21600. getMesh(): AbstractMesh;
  21601. /**
  21602. * Returns the rendering mesh of the submesh
  21603. * @returns the rendering mesh (could be different from parent mesh)
  21604. */
  21605. getRenderingMesh(): Mesh;
  21606. /**
  21607. * Returns the submesh material
  21608. * @returns null or the current material
  21609. */
  21610. getMaterial(): Nullable<Material>;
  21611. /**
  21612. * Sets a new updated BoundingInfo object to the submesh
  21613. * @param data defines an optional position array to use to determine the bounding info
  21614. * @returns the SubMesh
  21615. */
  21616. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21617. /** @hidden */
  21618. _checkCollision(collider: Collider): boolean;
  21619. /**
  21620. * Updates the submesh BoundingInfo
  21621. * @param world defines the world matrix to use to update the bounding info
  21622. * @returns the submesh
  21623. */
  21624. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21625. /**
  21626. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21627. * @param frustumPlanes defines the frustum planes
  21628. * @returns true if the submesh is intersecting with the frustum
  21629. */
  21630. isInFrustum(frustumPlanes: Plane[]): boolean;
  21631. /**
  21632. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21633. * @param frustumPlanes defines the frustum planes
  21634. * @returns true if the submesh is inside the frustum
  21635. */
  21636. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21637. /**
  21638. * Renders the submesh
  21639. * @param enableAlphaMode defines if alpha needs to be used
  21640. * @returns the submesh
  21641. */
  21642. render(enableAlphaMode: boolean): SubMesh;
  21643. /**
  21644. * @hidden
  21645. */
  21646. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21647. /**
  21648. * Checks if the submesh intersects with a ray
  21649. * @param ray defines the ray to test
  21650. * @returns true is the passed ray intersects the submesh bounding box
  21651. */
  21652. canIntersects(ray: Ray): boolean;
  21653. /**
  21654. * Intersects current submesh with a ray
  21655. * @param ray defines the ray to test
  21656. * @param positions defines mesh's positions array
  21657. * @param indices defines mesh's indices array
  21658. * @param fastCheck defines if only bounding info should be used
  21659. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21660. * @returns intersection info or null if no intersection
  21661. */
  21662. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21663. /** @hidden */
  21664. private _intersectLines;
  21665. /** @hidden */
  21666. private _intersectUnIndexedLines;
  21667. /** @hidden */
  21668. private _intersectTriangles;
  21669. /** @hidden */
  21670. private _intersectUnIndexedTriangles;
  21671. /** @hidden */
  21672. _rebuild(): void;
  21673. /**
  21674. * Creates a new submesh from the passed mesh
  21675. * @param newMesh defines the new hosting mesh
  21676. * @param newRenderingMesh defines an optional rendering mesh
  21677. * @returns the new submesh
  21678. */
  21679. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21680. /**
  21681. * Release associated resources
  21682. */
  21683. dispose(): void;
  21684. /**
  21685. * Gets the class name
  21686. * @returns the string "SubMesh".
  21687. */
  21688. getClassName(): string;
  21689. /**
  21690. * Creates a new submesh from indices data
  21691. * @param materialIndex the index of the main mesh material
  21692. * @param startIndex the index where to start the copy in the mesh indices array
  21693. * @param indexCount the number of indices to copy then from the startIndex
  21694. * @param mesh the main mesh to create the submesh from
  21695. * @param renderingMesh the optional rendering mesh
  21696. * @returns a new submesh
  21697. */
  21698. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21699. }
  21700. }
  21701. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21702. /**
  21703. * Class used to represent data loading progression
  21704. */
  21705. export class SceneLoaderFlags {
  21706. private static _ForceFullSceneLoadingForIncremental;
  21707. private static _ShowLoadingScreen;
  21708. private static _CleanBoneMatrixWeights;
  21709. private static _loggingLevel;
  21710. /**
  21711. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21712. */
  21713. static ForceFullSceneLoadingForIncremental: boolean;
  21714. /**
  21715. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21716. */
  21717. static ShowLoadingScreen: boolean;
  21718. /**
  21719. * Defines the current logging level (while loading the scene)
  21720. * @ignorenaming
  21721. */
  21722. static loggingLevel: number;
  21723. /**
  21724. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21725. */
  21726. static CleanBoneMatrixWeights: boolean;
  21727. }
  21728. }
  21729. declare module "babylonjs/Meshes/geometry" {
  21730. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21731. import { Scene } from "babylonjs/scene";
  21732. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21733. import { Engine } from "babylonjs/Engines/engine";
  21734. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21735. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21736. import { Effect } from "babylonjs/Materials/effect";
  21737. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21738. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21739. import { Mesh } from "babylonjs/Meshes/mesh";
  21740. /**
  21741. * Class used to store geometry data (vertex buffers + index buffer)
  21742. */
  21743. export class Geometry implements IGetSetVerticesData {
  21744. /**
  21745. * Gets or sets the ID of the geometry
  21746. */
  21747. id: string;
  21748. /**
  21749. * Gets or sets the unique ID of the geometry
  21750. */
  21751. uniqueId: number;
  21752. /**
  21753. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21754. */
  21755. delayLoadState: number;
  21756. /**
  21757. * Gets the file containing the data to load when running in delay load state
  21758. */
  21759. delayLoadingFile: Nullable<string>;
  21760. /**
  21761. * Callback called when the geometry is updated
  21762. */
  21763. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21764. private _scene;
  21765. private _engine;
  21766. private _meshes;
  21767. private _totalVertices;
  21768. /** @hidden */
  21769. _indices: IndicesArray;
  21770. /** @hidden */
  21771. _vertexBuffers: {
  21772. [key: string]: VertexBuffer;
  21773. };
  21774. private _isDisposed;
  21775. private _extend;
  21776. private _boundingBias;
  21777. /** @hidden */
  21778. _delayInfo: Array<string>;
  21779. private _indexBuffer;
  21780. private _indexBufferIsUpdatable;
  21781. /** @hidden */
  21782. _boundingInfo: Nullable<BoundingInfo>;
  21783. /** @hidden */
  21784. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21785. /** @hidden */
  21786. _softwareSkinningFrameId: number;
  21787. private _vertexArrayObjects;
  21788. private _updatable;
  21789. /** @hidden */
  21790. _positions: Nullable<Vector3[]>;
  21791. /**
  21792. * 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
  21793. */
  21794. /**
  21795. * 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
  21796. */
  21797. boundingBias: Vector2;
  21798. /**
  21799. * Static function used to attach a new empty geometry to a mesh
  21800. * @param mesh defines the mesh to attach the geometry to
  21801. * @returns the new Geometry
  21802. */
  21803. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21804. /**
  21805. * Creates a new geometry
  21806. * @param id defines the unique ID
  21807. * @param scene defines the hosting scene
  21808. * @param vertexData defines the VertexData used to get geometry data
  21809. * @param updatable defines if geometry must be updatable (false by default)
  21810. * @param mesh defines the mesh that will be associated with the geometry
  21811. */
  21812. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21813. /**
  21814. * Gets the current extend of the geometry
  21815. */
  21816. readonly extend: {
  21817. minimum: Vector3;
  21818. maximum: Vector3;
  21819. };
  21820. /**
  21821. * Gets the hosting scene
  21822. * @returns the hosting Scene
  21823. */
  21824. getScene(): Scene;
  21825. /**
  21826. * Gets the hosting engine
  21827. * @returns the hosting Engine
  21828. */
  21829. getEngine(): Engine;
  21830. /**
  21831. * Defines if the geometry is ready to use
  21832. * @returns true if the geometry is ready to be used
  21833. */
  21834. isReady(): boolean;
  21835. /**
  21836. * Gets a value indicating that the geometry should not be serialized
  21837. */
  21838. readonly doNotSerialize: boolean;
  21839. /** @hidden */
  21840. _rebuild(): void;
  21841. /**
  21842. * Affects all geometry data in one call
  21843. * @param vertexData defines the geometry data
  21844. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21845. */
  21846. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21847. /**
  21848. * Set specific vertex data
  21849. * @param kind defines the data kind (Position, normal, etc...)
  21850. * @param data defines the vertex data to use
  21851. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21852. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21853. */
  21854. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21855. /**
  21856. * Removes a specific vertex data
  21857. * @param kind defines the data kind (Position, normal, etc...)
  21858. */
  21859. removeVerticesData(kind: string): void;
  21860. /**
  21861. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21862. * @param buffer defines the vertex buffer to use
  21863. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21864. */
  21865. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21866. /**
  21867. * Update a specific vertex buffer
  21868. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21869. * It will do nothing if the buffer is not updatable
  21870. * @param kind defines the data kind (Position, normal, etc...)
  21871. * @param data defines the data to use
  21872. * @param offset defines the offset in the target buffer where to store the data
  21873. * @param useBytes set to true if the offset is in bytes
  21874. */
  21875. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21876. /**
  21877. * Update a specific vertex buffer
  21878. * This function will create a new buffer if the current one is not updatable
  21879. * @param kind defines the data kind (Position, normal, etc...)
  21880. * @param data defines the data to use
  21881. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21882. */
  21883. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21884. private _updateBoundingInfo;
  21885. /** @hidden */
  21886. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21887. /**
  21888. * Gets total number of vertices
  21889. * @returns the total number of vertices
  21890. */
  21891. getTotalVertices(): number;
  21892. /**
  21893. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21894. * @param kind defines the data kind (Position, normal, etc...)
  21895. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21896. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21897. * @returns a float array containing vertex data
  21898. */
  21899. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21900. /**
  21901. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21902. * @param kind defines the data kind (Position, normal, etc...)
  21903. * @returns true if the vertex buffer with the specified kind is updatable
  21904. */
  21905. isVertexBufferUpdatable(kind: string): boolean;
  21906. /**
  21907. * Gets a specific vertex buffer
  21908. * @param kind defines the data kind (Position, normal, etc...)
  21909. * @returns a VertexBuffer
  21910. */
  21911. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21912. /**
  21913. * Returns all vertex buffers
  21914. * @return an object holding all vertex buffers indexed by kind
  21915. */
  21916. getVertexBuffers(): Nullable<{
  21917. [key: string]: VertexBuffer;
  21918. }>;
  21919. /**
  21920. * Gets a boolean indicating if specific vertex buffer is present
  21921. * @param kind defines the data kind (Position, normal, etc...)
  21922. * @returns true if data is present
  21923. */
  21924. isVerticesDataPresent(kind: string): boolean;
  21925. /**
  21926. * Gets a list of all attached data kinds (Position, normal, etc...)
  21927. * @returns a list of string containing all kinds
  21928. */
  21929. getVerticesDataKinds(): string[];
  21930. /**
  21931. * Update index buffer
  21932. * @param indices defines the indices to store in the index buffer
  21933. * @param offset defines the offset in the target buffer where to store the data
  21934. * @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)
  21935. */
  21936. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21937. /**
  21938. * Creates a new index buffer
  21939. * @param indices defines the indices to store in the index buffer
  21940. * @param totalVertices defines the total number of vertices (could be null)
  21941. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21942. */
  21943. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21944. /**
  21945. * Return the total number of indices
  21946. * @returns the total number of indices
  21947. */
  21948. getTotalIndices(): number;
  21949. /**
  21950. * Gets the index buffer array
  21951. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21952. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21953. * @returns the index buffer array
  21954. */
  21955. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21956. /**
  21957. * Gets the index buffer
  21958. * @return the index buffer
  21959. */
  21960. getIndexBuffer(): Nullable<DataBuffer>;
  21961. /** @hidden */
  21962. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21963. /**
  21964. * Release the associated resources for a specific mesh
  21965. * @param mesh defines the source mesh
  21966. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21967. */
  21968. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21969. /**
  21970. * Apply current geometry to a given mesh
  21971. * @param mesh defines the mesh to apply geometry to
  21972. */
  21973. applyToMesh(mesh: Mesh): void;
  21974. private _updateExtend;
  21975. private _applyToMesh;
  21976. private notifyUpdate;
  21977. /**
  21978. * Load the geometry if it was flagged as delay loaded
  21979. * @param scene defines the hosting scene
  21980. * @param onLoaded defines a callback called when the geometry is loaded
  21981. */
  21982. load(scene: Scene, onLoaded?: () => void): void;
  21983. private _queueLoad;
  21984. /**
  21985. * Invert the geometry to move from a right handed system to a left handed one.
  21986. */
  21987. toLeftHanded(): void;
  21988. /** @hidden */
  21989. _resetPointsArrayCache(): void;
  21990. /** @hidden */
  21991. _generatePointsArray(): boolean;
  21992. /**
  21993. * Gets a value indicating if the geometry is disposed
  21994. * @returns true if the geometry was disposed
  21995. */
  21996. isDisposed(): boolean;
  21997. private _disposeVertexArrayObjects;
  21998. /**
  21999. * Free all associated resources
  22000. */
  22001. dispose(): void;
  22002. /**
  22003. * Clone the current geometry into a new geometry
  22004. * @param id defines the unique ID of the new geometry
  22005. * @returns a new geometry object
  22006. */
  22007. copy(id: string): Geometry;
  22008. /**
  22009. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22010. * @return a JSON representation of the current geometry data (without the vertices data)
  22011. */
  22012. serialize(): any;
  22013. private toNumberArray;
  22014. /**
  22015. * Serialize all vertices data into a JSON oject
  22016. * @returns a JSON representation of the current geometry data
  22017. */
  22018. serializeVerticeData(): any;
  22019. /**
  22020. * Extracts a clone of a mesh geometry
  22021. * @param mesh defines the source mesh
  22022. * @param id defines the unique ID of the new geometry object
  22023. * @returns the new geometry object
  22024. */
  22025. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22026. /**
  22027. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22028. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22029. * Be aware Math.random() could cause collisions, but:
  22030. * "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"
  22031. * @returns a string containing a new GUID
  22032. */
  22033. static RandomId(): string;
  22034. /** @hidden */
  22035. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22036. private static _CleanMatricesWeights;
  22037. /**
  22038. * Create a new geometry from persisted data (Using .babylon file format)
  22039. * @param parsedVertexData defines the persisted data
  22040. * @param scene defines the hosting scene
  22041. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22042. * @returns the new geometry object
  22043. */
  22044. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22045. }
  22046. }
  22047. declare module "babylonjs/Meshes/mesh.vertexData" {
  22048. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22049. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22050. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22051. import { Geometry } from "babylonjs/Meshes/geometry";
  22052. import { Mesh } from "babylonjs/Meshes/mesh";
  22053. /**
  22054. * Define an interface for all classes that will get and set the data on vertices
  22055. */
  22056. export interface IGetSetVerticesData {
  22057. /**
  22058. * Gets a boolean indicating if specific vertex data is present
  22059. * @param kind defines the vertex data kind to use
  22060. * @returns true is data kind is present
  22061. */
  22062. isVerticesDataPresent(kind: string): boolean;
  22063. /**
  22064. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22065. * @param kind defines the data kind (Position, normal, etc...)
  22066. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22067. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22068. * @returns a float array containing vertex data
  22069. */
  22070. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22071. /**
  22072. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22073. * @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.
  22074. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22075. * @returns the indices array or an empty array if the mesh has no geometry
  22076. */
  22077. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22078. /**
  22079. * Set specific vertex data
  22080. * @param kind defines the data kind (Position, normal, etc...)
  22081. * @param data defines the vertex data to use
  22082. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22083. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22084. */
  22085. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22086. /**
  22087. * Update a specific associated vertex buffer
  22088. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22089. * - VertexBuffer.PositionKind
  22090. * - VertexBuffer.UVKind
  22091. * - VertexBuffer.UV2Kind
  22092. * - VertexBuffer.UV3Kind
  22093. * - VertexBuffer.UV4Kind
  22094. * - VertexBuffer.UV5Kind
  22095. * - VertexBuffer.UV6Kind
  22096. * - VertexBuffer.ColorKind
  22097. * - VertexBuffer.MatricesIndicesKind
  22098. * - VertexBuffer.MatricesIndicesExtraKind
  22099. * - VertexBuffer.MatricesWeightsKind
  22100. * - VertexBuffer.MatricesWeightsExtraKind
  22101. * @param data defines the data source
  22102. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22103. * @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)
  22104. */
  22105. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22106. /**
  22107. * Creates a new index buffer
  22108. * @param indices defines the indices to store in the index buffer
  22109. * @param totalVertices defines the total number of vertices (could be null)
  22110. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22111. */
  22112. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22113. }
  22114. /**
  22115. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22116. */
  22117. export class VertexData {
  22118. /**
  22119. * Mesh side orientation : usually the external or front surface
  22120. */
  22121. static readonly FRONTSIDE: number;
  22122. /**
  22123. * Mesh side orientation : usually the internal or back surface
  22124. */
  22125. static readonly BACKSIDE: number;
  22126. /**
  22127. * Mesh side orientation : both internal and external or front and back surfaces
  22128. */
  22129. static readonly DOUBLESIDE: number;
  22130. /**
  22131. * Mesh side orientation : by default, `FRONTSIDE`
  22132. */
  22133. static readonly DEFAULTSIDE: number;
  22134. /**
  22135. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22136. */
  22137. positions: Nullable<FloatArray>;
  22138. /**
  22139. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22140. */
  22141. normals: Nullable<FloatArray>;
  22142. /**
  22143. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22144. */
  22145. tangents: Nullable<FloatArray>;
  22146. /**
  22147. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22148. */
  22149. uvs: Nullable<FloatArray>;
  22150. /**
  22151. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22152. */
  22153. uvs2: Nullable<FloatArray>;
  22154. /**
  22155. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22156. */
  22157. uvs3: Nullable<FloatArray>;
  22158. /**
  22159. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22160. */
  22161. uvs4: Nullable<FloatArray>;
  22162. /**
  22163. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22164. */
  22165. uvs5: Nullable<FloatArray>;
  22166. /**
  22167. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22168. */
  22169. uvs6: Nullable<FloatArray>;
  22170. /**
  22171. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22172. */
  22173. colors: Nullable<FloatArray>;
  22174. /**
  22175. * 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).
  22176. */
  22177. matricesIndices: Nullable<FloatArray>;
  22178. /**
  22179. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22180. */
  22181. matricesWeights: Nullable<FloatArray>;
  22182. /**
  22183. * An array extending the number of possible indices
  22184. */
  22185. matricesIndicesExtra: Nullable<FloatArray>;
  22186. /**
  22187. * An array extending the number of possible weights when the number of indices is extended
  22188. */
  22189. matricesWeightsExtra: Nullable<FloatArray>;
  22190. /**
  22191. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22192. */
  22193. indices: Nullable<IndicesArray>;
  22194. /**
  22195. * Uses the passed data array to set the set the values for the specified kind of data
  22196. * @param data a linear array of floating numbers
  22197. * @param kind the type of data that is being set, eg positions, colors etc
  22198. */
  22199. set(data: FloatArray, kind: string): void;
  22200. /**
  22201. * Associates the vertexData to the passed Mesh.
  22202. * Sets it as updatable or not (default `false`)
  22203. * @param mesh the mesh the vertexData is applied to
  22204. * @param updatable when used and having the value true allows new data to update the vertexData
  22205. * @returns the VertexData
  22206. */
  22207. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22208. /**
  22209. * Associates the vertexData to the passed Geometry.
  22210. * Sets it as updatable or not (default `false`)
  22211. * @param geometry the geometry the vertexData is applied to
  22212. * @param updatable when used and having the value true allows new data to update the vertexData
  22213. * @returns VertexData
  22214. */
  22215. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22216. /**
  22217. * Updates the associated mesh
  22218. * @param mesh the mesh to be updated
  22219. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22220. * @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
  22221. * @returns VertexData
  22222. */
  22223. updateMesh(mesh: Mesh): VertexData;
  22224. /**
  22225. * Updates the associated geometry
  22226. * @param geometry the geometry to be updated
  22227. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22228. * @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
  22229. * @returns VertexData.
  22230. */
  22231. updateGeometry(geometry: Geometry): VertexData;
  22232. private _applyTo;
  22233. private _update;
  22234. /**
  22235. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22236. * @param matrix the transforming matrix
  22237. * @returns the VertexData
  22238. */
  22239. transform(matrix: Matrix): VertexData;
  22240. /**
  22241. * Merges the passed VertexData into the current one
  22242. * @param other the VertexData to be merged into the current one
  22243. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22244. * @returns the modified VertexData
  22245. */
  22246. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22247. private _mergeElement;
  22248. private _validate;
  22249. /**
  22250. * Serializes the VertexData
  22251. * @returns a serialized object
  22252. */
  22253. serialize(): any;
  22254. /**
  22255. * Extracts the vertexData from a mesh
  22256. * @param mesh the mesh from which to extract the VertexData
  22257. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22258. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22259. * @returns the object VertexData associated to the passed mesh
  22260. */
  22261. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22262. /**
  22263. * Extracts the vertexData from the geometry
  22264. * @param geometry the geometry from which to extract the VertexData
  22265. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22266. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22267. * @returns the object VertexData associated to the passed mesh
  22268. */
  22269. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22270. private static _ExtractFrom;
  22271. /**
  22272. * Creates the VertexData for a Ribbon
  22273. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22274. * * pathArray array of paths, each of which an array of successive Vector3
  22275. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22276. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22277. * * 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
  22278. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22279. * * 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)
  22280. * * 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)
  22281. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22282. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22283. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22284. * @returns the VertexData of the ribbon
  22285. */
  22286. static CreateRibbon(options: {
  22287. pathArray: Vector3[][];
  22288. closeArray?: boolean;
  22289. closePath?: boolean;
  22290. offset?: number;
  22291. sideOrientation?: number;
  22292. frontUVs?: Vector4;
  22293. backUVs?: Vector4;
  22294. invertUV?: boolean;
  22295. uvs?: Vector2[];
  22296. colors?: Color4[];
  22297. }): VertexData;
  22298. /**
  22299. * Creates the VertexData for a box
  22300. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22301. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22302. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22303. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22304. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22305. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22306. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22307. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22308. * * 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)
  22309. * * 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)
  22310. * @returns the VertexData of the box
  22311. */
  22312. static CreateBox(options: {
  22313. size?: number;
  22314. width?: number;
  22315. height?: number;
  22316. depth?: number;
  22317. faceUV?: Vector4[];
  22318. faceColors?: Color4[];
  22319. sideOrientation?: number;
  22320. frontUVs?: Vector4;
  22321. backUVs?: Vector4;
  22322. }): VertexData;
  22323. /**
  22324. * Creates the VertexData for a tiled box
  22325. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22326. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22327. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22328. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22329. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22330. * @returns the VertexData of the box
  22331. */
  22332. static CreateTiledBox(options: {
  22333. pattern?: number;
  22334. width?: number;
  22335. height?: number;
  22336. depth?: number;
  22337. tileSize?: number;
  22338. tileWidth?: number;
  22339. tileHeight?: number;
  22340. alignHorizontal?: number;
  22341. alignVertical?: number;
  22342. faceUV?: Vector4[];
  22343. faceColors?: Color4[];
  22344. sideOrientation?: number;
  22345. }): VertexData;
  22346. /**
  22347. * Creates the VertexData for a tiled plane
  22348. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22349. * * pattern a limited pattern arrangement depending on the number
  22350. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22351. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22352. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22353. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22354. * * 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)
  22355. * * 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)
  22356. * @returns the VertexData of the tiled plane
  22357. */
  22358. static CreateTiledPlane(options: {
  22359. pattern?: number;
  22360. tileSize?: number;
  22361. tileWidth?: number;
  22362. tileHeight?: number;
  22363. size?: number;
  22364. width?: number;
  22365. height?: number;
  22366. alignHorizontal?: number;
  22367. alignVertical?: number;
  22368. sideOrientation?: number;
  22369. frontUVs?: Vector4;
  22370. backUVs?: Vector4;
  22371. }): VertexData;
  22372. /**
  22373. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22374. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22375. * * segments sets the number of horizontal strips optional, default 32
  22376. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22377. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22378. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22379. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22380. * * 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
  22381. * * 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
  22382. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22383. * * 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)
  22384. * * 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)
  22385. * @returns the VertexData of the ellipsoid
  22386. */
  22387. static CreateSphere(options: {
  22388. segments?: number;
  22389. diameter?: number;
  22390. diameterX?: number;
  22391. diameterY?: number;
  22392. diameterZ?: number;
  22393. arc?: number;
  22394. slice?: number;
  22395. sideOrientation?: number;
  22396. frontUVs?: Vector4;
  22397. backUVs?: Vector4;
  22398. }): VertexData;
  22399. /**
  22400. * Creates the VertexData for a cylinder, cone or prism
  22401. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22402. * * height sets the height (y direction) of the cylinder, optional, default 2
  22403. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22404. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22405. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22406. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22407. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22408. * * 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
  22409. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22410. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22411. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22412. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22413. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22414. * * 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)
  22415. * * 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)
  22416. * @returns the VertexData of the cylinder, cone or prism
  22417. */
  22418. static CreateCylinder(options: {
  22419. height?: number;
  22420. diameterTop?: number;
  22421. diameterBottom?: number;
  22422. diameter?: number;
  22423. tessellation?: number;
  22424. subdivisions?: number;
  22425. arc?: number;
  22426. faceColors?: Color4[];
  22427. faceUV?: Vector4[];
  22428. hasRings?: boolean;
  22429. enclose?: boolean;
  22430. sideOrientation?: number;
  22431. frontUVs?: Vector4;
  22432. backUVs?: Vector4;
  22433. }): VertexData;
  22434. /**
  22435. * Creates the VertexData for a torus
  22436. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22437. * * diameter the diameter of the torus, optional default 1
  22438. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22439. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22440. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22441. * * 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)
  22442. * * 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)
  22443. * @returns the VertexData of the torus
  22444. */
  22445. static CreateTorus(options: {
  22446. diameter?: number;
  22447. thickness?: number;
  22448. tessellation?: number;
  22449. sideOrientation?: number;
  22450. frontUVs?: Vector4;
  22451. backUVs?: Vector4;
  22452. }): VertexData;
  22453. /**
  22454. * Creates the VertexData of the LineSystem
  22455. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22456. * - lines an array of lines, each line being an array of successive Vector3
  22457. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22458. * @returns the VertexData of the LineSystem
  22459. */
  22460. static CreateLineSystem(options: {
  22461. lines: Vector3[][];
  22462. colors?: Nullable<Color4[][]>;
  22463. }): VertexData;
  22464. /**
  22465. * Create the VertexData for a DashedLines
  22466. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22467. * - points an array successive Vector3
  22468. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22469. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22470. * - dashNb the intended total number of dashes, optional, default 200
  22471. * @returns the VertexData for the DashedLines
  22472. */
  22473. static CreateDashedLines(options: {
  22474. points: Vector3[];
  22475. dashSize?: number;
  22476. gapSize?: number;
  22477. dashNb?: number;
  22478. }): VertexData;
  22479. /**
  22480. * Creates the VertexData for a Ground
  22481. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22482. * - width the width (x direction) of the ground, optional, default 1
  22483. * - height the height (z direction) of the ground, optional, default 1
  22484. * - subdivisions the number of subdivisions per side, optional, default 1
  22485. * @returns the VertexData of the Ground
  22486. */
  22487. static CreateGround(options: {
  22488. width?: number;
  22489. height?: number;
  22490. subdivisions?: number;
  22491. subdivisionsX?: number;
  22492. subdivisionsY?: number;
  22493. }): VertexData;
  22494. /**
  22495. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22496. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22497. * * xmin the ground minimum X coordinate, optional, default -1
  22498. * * zmin the ground minimum Z coordinate, optional, default -1
  22499. * * xmax the ground maximum X coordinate, optional, default 1
  22500. * * zmax the ground maximum Z coordinate, optional, default 1
  22501. * * 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}
  22502. * * 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}
  22503. * @returns the VertexData of the TiledGround
  22504. */
  22505. static CreateTiledGround(options: {
  22506. xmin: number;
  22507. zmin: number;
  22508. xmax: number;
  22509. zmax: number;
  22510. subdivisions?: {
  22511. w: number;
  22512. h: number;
  22513. };
  22514. precision?: {
  22515. w: number;
  22516. h: number;
  22517. };
  22518. }): VertexData;
  22519. /**
  22520. * Creates the VertexData of the Ground designed from a heightmap
  22521. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22522. * * width the width (x direction) of the ground
  22523. * * height the height (z direction) of the ground
  22524. * * subdivisions the number of subdivisions per side
  22525. * * minHeight the minimum altitude on the ground, optional, default 0
  22526. * * maxHeight the maximum altitude on the ground, optional default 1
  22527. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22528. * * buffer the array holding the image color data
  22529. * * bufferWidth the width of image
  22530. * * bufferHeight the height of image
  22531. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22532. * @returns the VertexData of the Ground designed from a heightmap
  22533. */
  22534. static CreateGroundFromHeightMap(options: {
  22535. width: number;
  22536. height: number;
  22537. subdivisions: number;
  22538. minHeight: number;
  22539. maxHeight: number;
  22540. colorFilter: Color3;
  22541. buffer: Uint8Array;
  22542. bufferWidth: number;
  22543. bufferHeight: number;
  22544. alphaFilter: number;
  22545. }): VertexData;
  22546. /**
  22547. * Creates the VertexData for a Plane
  22548. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22549. * * size sets the width and height of the plane to the value of size, optional default 1
  22550. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22551. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22552. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22553. * * 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)
  22554. * * 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)
  22555. * @returns the VertexData of the box
  22556. */
  22557. static CreatePlane(options: {
  22558. size?: number;
  22559. width?: number;
  22560. height?: number;
  22561. sideOrientation?: number;
  22562. frontUVs?: Vector4;
  22563. backUVs?: Vector4;
  22564. }): VertexData;
  22565. /**
  22566. * Creates the VertexData of the Disc or regular Polygon
  22567. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22568. * * radius the radius of the disc, optional default 0.5
  22569. * * tessellation the number of polygon sides, optional, default 64
  22570. * * 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
  22571. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22572. * * 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)
  22573. * * 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)
  22574. * @returns the VertexData of the box
  22575. */
  22576. static CreateDisc(options: {
  22577. radius?: number;
  22578. tessellation?: number;
  22579. arc?: number;
  22580. sideOrientation?: number;
  22581. frontUVs?: Vector4;
  22582. backUVs?: Vector4;
  22583. }): VertexData;
  22584. /**
  22585. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22586. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22587. * @param polygon a mesh built from polygonTriangulation.build()
  22588. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22589. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22590. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22591. * @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)
  22592. * @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)
  22593. * @returns the VertexData of the Polygon
  22594. */
  22595. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22596. /**
  22597. * Creates the VertexData of the IcoSphere
  22598. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22599. * * radius the radius of the IcoSphere, optional default 1
  22600. * * radiusX allows stretching in the x direction, optional, default radius
  22601. * * radiusY allows stretching in the y direction, optional, default radius
  22602. * * radiusZ allows stretching in the z direction, optional, default radius
  22603. * * flat when true creates a flat shaded mesh, optional, default true
  22604. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22605. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22606. * * 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)
  22607. * * 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)
  22608. * @returns the VertexData of the IcoSphere
  22609. */
  22610. static CreateIcoSphere(options: {
  22611. radius?: number;
  22612. radiusX?: number;
  22613. radiusY?: number;
  22614. radiusZ?: number;
  22615. flat?: boolean;
  22616. subdivisions?: number;
  22617. sideOrientation?: number;
  22618. frontUVs?: Vector4;
  22619. backUVs?: Vector4;
  22620. }): VertexData;
  22621. /**
  22622. * Creates the VertexData for a Polyhedron
  22623. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22624. * * type provided types are:
  22625. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22626. * * 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)
  22627. * * size the size of the IcoSphere, optional default 1
  22628. * * sizeX allows stretching in the x direction, optional, default size
  22629. * * sizeY allows stretching in the y direction, optional, default size
  22630. * * sizeZ allows stretching in the z direction, optional, default size
  22631. * * 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
  22632. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22633. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22634. * * flat when true creates a flat shaded mesh, optional, default true
  22635. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22636. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22637. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22638. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22639. * @returns the VertexData of the Polyhedron
  22640. */
  22641. static CreatePolyhedron(options: {
  22642. type?: number;
  22643. size?: number;
  22644. sizeX?: number;
  22645. sizeY?: number;
  22646. sizeZ?: number;
  22647. custom?: any;
  22648. faceUV?: Vector4[];
  22649. faceColors?: Color4[];
  22650. flat?: boolean;
  22651. sideOrientation?: number;
  22652. frontUVs?: Vector4;
  22653. backUVs?: Vector4;
  22654. }): VertexData;
  22655. /**
  22656. * Creates the VertexData for a TorusKnot
  22657. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22658. * * radius the radius of the torus knot, optional, default 2
  22659. * * tube the thickness of the tube, optional, default 0.5
  22660. * * radialSegments the number of sides on each tube segments, optional, default 32
  22661. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22662. * * p the number of windings around the z axis, optional, default 2
  22663. * * q the number of windings around the x axis, optional, default 3
  22664. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22665. * * 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)
  22666. * * 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)
  22667. * @returns the VertexData of the Torus Knot
  22668. */
  22669. static CreateTorusKnot(options: {
  22670. radius?: number;
  22671. tube?: number;
  22672. radialSegments?: number;
  22673. tubularSegments?: number;
  22674. p?: number;
  22675. q?: number;
  22676. sideOrientation?: number;
  22677. frontUVs?: Vector4;
  22678. backUVs?: Vector4;
  22679. }): VertexData;
  22680. /**
  22681. * Compute normals for given positions and indices
  22682. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22683. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22684. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22685. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22686. * * facetNormals : optional array of facet normals (vector3)
  22687. * * facetPositions : optional array of facet positions (vector3)
  22688. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22689. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22690. * * bInfo : optional bounding info, required for facetPartitioning computation
  22691. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22692. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22693. * * useRightHandedSystem: optional boolean to for right handed system computation
  22694. * * depthSort : optional boolean to enable the facet depth sort computation
  22695. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22696. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22697. */
  22698. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22699. facetNormals?: any;
  22700. facetPositions?: any;
  22701. facetPartitioning?: any;
  22702. ratio?: number;
  22703. bInfo?: any;
  22704. bbSize?: Vector3;
  22705. subDiv?: any;
  22706. useRightHandedSystem?: boolean;
  22707. depthSort?: boolean;
  22708. distanceTo?: Vector3;
  22709. depthSortedFacets?: any;
  22710. }): void;
  22711. /** @hidden */
  22712. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22713. /**
  22714. * Applies VertexData created from the imported parameters to the geometry
  22715. * @param parsedVertexData the parsed data from an imported file
  22716. * @param geometry the geometry to apply the VertexData to
  22717. */
  22718. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22719. }
  22720. }
  22721. declare module "babylonjs/Morph/morphTarget" {
  22722. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22723. import { Observable } from "babylonjs/Misc/observable";
  22724. import { Nullable, FloatArray } from "babylonjs/types";
  22725. import { Scene } from "babylonjs/scene";
  22726. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22727. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22728. /**
  22729. * Defines a target to use with MorphTargetManager
  22730. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22731. */
  22732. export class MorphTarget implements IAnimatable {
  22733. /** defines the name of the target */
  22734. name: string;
  22735. /**
  22736. * Gets or sets the list of animations
  22737. */
  22738. animations: import("babylonjs/Animations/animation").Animation[];
  22739. private _scene;
  22740. private _positions;
  22741. private _normals;
  22742. private _tangents;
  22743. private _uvs;
  22744. private _influence;
  22745. /**
  22746. * Observable raised when the influence changes
  22747. */
  22748. onInfluenceChanged: Observable<boolean>;
  22749. /** @hidden */
  22750. _onDataLayoutChanged: Observable<void>;
  22751. /**
  22752. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22753. */
  22754. influence: number;
  22755. /**
  22756. * Gets or sets the id of the morph Target
  22757. */
  22758. id: string;
  22759. private _animationPropertiesOverride;
  22760. /**
  22761. * Gets or sets the animation properties override
  22762. */
  22763. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22764. /**
  22765. * Creates a new MorphTarget
  22766. * @param name defines the name of the target
  22767. * @param influence defines the influence to use
  22768. * @param scene defines the scene the morphtarget belongs to
  22769. */
  22770. constructor(
  22771. /** defines the name of the target */
  22772. name: string, influence?: number, scene?: Nullable<Scene>);
  22773. /**
  22774. * Gets a boolean defining if the target contains position data
  22775. */
  22776. readonly hasPositions: boolean;
  22777. /**
  22778. * Gets a boolean defining if the target contains normal data
  22779. */
  22780. readonly hasNormals: boolean;
  22781. /**
  22782. * Gets a boolean defining if the target contains tangent data
  22783. */
  22784. readonly hasTangents: boolean;
  22785. /**
  22786. * Gets a boolean defining if the target contains texture coordinates data
  22787. */
  22788. readonly hasUVs: boolean;
  22789. /**
  22790. * Affects position data to this target
  22791. * @param data defines the position data to use
  22792. */
  22793. setPositions(data: Nullable<FloatArray>): void;
  22794. /**
  22795. * Gets the position data stored in this target
  22796. * @returns a FloatArray containing the position data (or null if not present)
  22797. */
  22798. getPositions(): Nullable<FloatArray>;
  22799. /**
  22800. * Affects normal data to this target
  22801. * @param data defines the normal data to use
  22802. */
  22803. setNormals(data: Nullable<FloatArray>): void;
  22804. /**
  22805. * Gets the normal data stored in this target
  22806. * @returns a FloatArray containing the normal data (or null if not present)
  22807. */
  22808. getNormals(): Nullable<FloatArray>;
  22809. /**
  22810. * Affects tangent data to this target
  22811. * @param data defines the tangent data to use
  22812. */
  22813. setTangents(data: Nullable<FloatArray>): void;
  22814. /**
  22815. * Gets the tangent data stored in this target
  22816. * @returns a FloatArray containing the tangent data (or null if not present)
  22817. */
  22818. getTangents(): Nullable<FloatArray>;
  22819. /**
  22820. * Affects texture coordinates data to this target
  22821. * @param data defines the texture coordinates data to use
  22822. */
  22823. setUVs(data: Nullable<FloatArray>): void;
  22824. /**
  22825. * Gets the texture coordinates data stored in this target
  22826. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22827. */
  22828. getUVs(): Nullable<FloatArray>;
  22829. /**
  22830. * Serializes the current target into a Serialization object
  22831. * @returns the serialized object
  22832. */
  22833. serialize(): any;
  22834. /**
  22835. * Returns the string "MorphTarget"
  22836. * @returns "MorphTarget"
  22837. */
  22838. getClassName(): string;
  22839. /**
  22840. * Creates a new target from serialized data
  22841. * @param serializationObject defines the serialized data to use
  22842. * @returns a new MorphTarget
  22843. */
  22844. static Parse(serializationObject: any): MorphTarget;
  22845. /**
  22846. * Creates a MorphTarget from mesh data
  22847. * @param mesh defines the source mesh
  22848. * @param name defines the name to use for the new target
  22849. * @param influence defines the influence to attach to the target
  22850. * @returns a new MorphTarget
  22851. */
  22852. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22853. }
  22854. }
  22855. declare module "babylonjs/Morph/morphTargetManager" {
  22856. import { Nullable } from "babylonjs/types";
  22857. import { Scene } from "babylonjs/scene";
  22858. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22859. /**
  22860. * This class is used to deform meshes using morphing between different targets
  22861. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22862. */
  22863. export class MorphTargetManager {
  22864. private _targets;
  22865. private _targetInfluenceChangedObservers;
  22866. private _targetDataLayoutChangedObservers;
  22867. private _activeTargets;
  22868. private _scene;
  22869. private _influences;
  22870. private _supportsNormals;
  22871. private _supportsTangents;
  22872. private _supportsUVs;
  22873. private _vertexCount;
  22874. private _uniqueId;
  22875. private _tempInfluences;
  22876. /**
  22877. * Gets or sets a boolean indicating if normals must be morphed
  22878. */
  22879. enableNormalMorphing: boolean;
  22880. /**
  22881. * Gets or sets a boolean indicating if tangents must be morphed
  22882. */
  22883. enableTangentMorphing: boolean;
  22884. /**
  22885. * Gets or sets a boolean indicating if UV must be morphed
  22886. */
  22887. enableUVMorphing: boolean;
  22888. /**
  22889. * Creates a new MorphTargetManager
  22890. * @param scene defines the current scene
  22891. */
  22892. constructor(scene?: Nullable<Scene>);
  22893. /**
  22894. * Gets the unique ID of this manager
  22895. */
  22896. readonly uniqueId: number;
  22897. /**
  22898. * Gets the number of vertices handled by this manager
  22899. */
  22900. readonly vertexCount: number;
  22901. /**
  22902. * Gets a boolean indicating if this manager supports morphing of normals
  22903. */
  22904. readonly supportsNormals: boolean;
  22905. /**
  22906. * Gets a boolean indicating if this manager supports morphing of tangents
  22907. */
  22908. readonly supportsTangents: boolean;
  22909. /**
  22910. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22911. */
  22912. readonly supportsUVs: boolean;
  22913. /**
  22914. * Gets the number of targets stored in this manager
  22915. */
  22916. readonly numTargets: number;
  22917. /**
  22918. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22919. */
  22920. readonly numInfluencers: number;
  22921. /**
  22922. * Gets the list of influences (one per target)
  22923. */
  22924. readonly influences: Float32Array;
  22925. /**
  22926. * Gets the active target at specified index. An active target is a target with an influence > 0
  22927. * @param index defines the index to check
  22928. * @returns the requested target
  22929. */
  22930. getActiveTarget(index: number): MorphTarget;
  22931. /**
  22932. * Gets the target at specified index
  22933. * @param index defines the index to check
  22934. * @returns the requested target
  22935. */
  22936. getTarget(index: number): MorphTarget;
  22937. /**
  22938. * Add a new target to this manager
  22939. * @param target defines the target to add
  22940. */
  22941. addTarget(target: MorphTarget): void;
  22942. /**
  22943. * Removes a target from the manager
  22944. * @param target defines the target to remove
  22945. */
  22946. removeTarget(target: MorphTarget): void;
  22947. /**
  22948. * Serializes the current manager into a Serialization object
  22949. * @returns the serialized object
  22950. */
  22951. serialize(): any;
  22952. private _syncActiveTargets;
  22953. /**
  22954. * Syncrhonize the targets with all the meshes using this morph target manager
  22955. */
  22956. synchronize(): void;
  22957. /**
  22958. * Creates a new MorphTargetManager from serialized data
  22959. * @param serializationObject defines the serialized data
  22960. * @param scene defines the hosting scene
  22961. * @returns the new MorphTargetManager
  22962. */
  22963. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22964. }
  22965. }
  22966. declare module "babylonjs/Meshes/meshLODLevel" {
  22967. import { Mesh } from "babylonjs/Meshes/mesh";
  22968. import { Nullable } from "babylonjs/types";
  22969. /**
  22970. * Class used to represent a specific level of detail of a mesh
  22971. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22972. */
  22973. export class MeshLODLevel {
  22974. /** Defines the distance where this level should start being displayed */
  22975. distance: number;
  22976. /** Defines the mesh to use to render this level */
  22977. mesh: Nullable<Mesh>;
  22978. /**
  22979. * Creates a new LOD level
  22980. * @param distance defines the distance where this level should star being displayed
  22981. * @param mesh defines the mesh to use to render this level
  22982. */
  22983. constructor(
  22984. /** Defines the distance where this level should start being displayed */
  22985. distance: number,
  22986. /** Defines the mesh to use to render this level */
  22987. mesh: Nullable<Mesh>);
  22988. }
  22989. }
  22990. declare module "babylonjs/Meshes/groundMesh" {
  22991. import { Scene } from "babylonjs/scene";
  22992. import { Vector3 } from "babylonjs/Maths/math.vector";
  22993. import { Mesh } from "babylonjs/Meshes/mesh";
  22994. /**
  22995. * Mesh representing the gorund
  22996. */
  22997. export class GroundMesh extends Mesh {
  22998. /** If octree should be generated */
  22999. generateOctree: boolean;
  23000. private _heightQuads;
  23001. /** @hidden */
  23002. _subdivisionsX: number;
  23003. /** @hidden */
  23004. _subdivisionsY: number;
  23005. /** @hidden */
  23006. _width: number;
  23007. /** @hidden */
  23008. _height: number;
  23009. /** @hidden */
  23010. _minX: number;
  23011. /** @hidden */
  23012. _maxX: number;
  23013. /** @hidden */
  23014. _minZ: number;
  23015. /** @hidden */
  23016. _maxZ: number;
  23017. constructor(name: string, scene: Scene);
  23018. /**
  23019. * "GroundMesh"
  23020. * @returns "GroundMesh"
  23021. */
  23022. getClassName(): string;
  23023. /**
  23024. * The minimum of x and y subdivisions
  23025. */
  23026. readonly subdivisions: number;
  23027. /**
  23028. * X subdivisions
  23029. */
  23030. readonly subdivisionsX: number;
  23031. /**
  23032. * Y subdivisions
  23033. */
  23034. readonly subdivisionsY: number;
  23035. /**
  23036. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23037. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23038. * @param chunksCount the number of subdivisions for x and y
  23039. * @param octreeBlocksSize (Default: 32)
  23040. */
  23041. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23042. /**
  23043. * Returns a height (y) value in the Worl system :
  23044. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23045. * @param x x coordinate
  23046. * @param z z coordinate
  23047. * @returns the ground y position if (x, z) are outside the ground surface.
  23048. */
  23049. getHeightAtCoordinates(x: number, z: number): number;
  23050. /**
  23051. * Returns a normalized vector (Vector3) orthogonal to the ground
  23052. * at the ground coordinates (x, z) expressed in the World system.
  23053. * @param x x coordinate
  23054. * @param z z coordinate
  23055. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23056. */
  23057. getNormalAtCoordinates(x: number, z: number): Vector3;
  23058. /**
  23059. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23060. * at the ground coordinates (x, z) expressed in the World system.
  23061. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23062. * @param x x coordinate
  23063. * @param z z coordinate
  23064. * @param ref vector to store the result
  23065. * @returns the GroundMesh.
  23066. */
  23067. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23068. /**
  23069. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23070. * if the ground has been updated.
  23071. * This can be used in the render loop.
  23072. * @returns the GroundMesh.
  23073. */
  23074. updateCoordinateHeights(): GroundMesh;
  23075. private _getFacetAt;
  23076. private _initHeightQuads;
  23077. private _computeHeightQuads;
  23078. /**
  23079. * Serializes this ground mesh
  23080. * @param serializationObject object to write serialization to
  23081. */
  23082. serialize(serializationObject: any): void;
  23083. /**
  23084. * Parses a serialized ground mesh
  23085. * @param parsedMesh the serialized mesh
  23086. * @param scene the scene to create the ground mesh in
  23087. * @returns the created ground mesh
  23088. */
  23089. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23090. }
  23091. }
  23092. declare module "babylonjs/Physics/physicsJoint" {
  23093. import { Vector3 } from "babylonjs/Maths/math.vector";
  23094. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23095. /**
  23096. * Interface for Physics-Joint data
  23097. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23098. */
  23099. export interface PhysicsJointData {
  23100. /**
  23101. * The main pivot of the joint
  23102. */
  23103. mainPivot?: Vector3;
  23104. /**
  23105. * The connected pivot of the joint
  23106. */
  23107. connectedPivot?: Vector3;
  23108. /**
  23109. * The main axis of the joint
  23110. */
  23111. mainAxis?: Vector3;
  23112. /**
  23113. * The connected axis of the joint
  23114. */
  23115. connectedAxis?: Vector3;
  23116. /**
  23117. * The collision of the joint
  23118. */
  23119. collision?: boolean;
  23120. /**
  23121. * Native Oimo/Cannon/Energy data
  23122. */
  23123. nativeParams?: any;
  23124. }
  23125. /**
  23126. * This is a holder class for the physics joint created by the physics plugin
  23127. * It holds a set of functions to control the underlying joint
  23128. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23129. */
  23130. export class PhysicsJoint {
  23131. /**
  23132. * The type of the physics joint
  23133. */
  23134. type: number;
  23135. /**
  23136. * The data for the physics joint
  23137. */
  23138. jointData: PhysicsJointData;
  23139. private _physicsJoint;
  23140. protected _physicsPlugin: IPhysicsEnginePlugin;
  23141. /**
  23142. * Initializes the physics joint
  23143. * @param type The type of the physics joint
  23144. * @param jointData The data for the physics joint
  23145. */
  23146. constructor(
  23147. /**
  23148. * The type of the physics joint
  23149. */
  23150. type: number,
  23151. /**
  23152. * The data for the physics joint
  23153. */
  23154. jointData: PhysicsJointData);
  23155. /**
  23156. * Gets the physics joint
  23157. */
  23158. /**
  23159. * Sets the physics joint
  23160. */
  23161. physicsJoint: any;
  23162. /**
  23163. * Sets the physics plugin
  23164. */
  23165. physicsPlugin: IPhysicsEnginePlugin;
  23166. /**
  23167. * Execute a function that is physics-plugin specific.
  23168. * @param {Function} func the function that will be executed.
  23169. * It accepts two parameters: the physics world and the physics joint
  23170. */
  23171. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23172. /**
  23173. * Distance-Joint type
  23174. */
  23175. static DistanceJoint: number;
  23176. /**
  23177. * Hinge-Joint type
  23178. */
  23179. static HingeJoint: number;
  23180. /**
  23181. * Ball-and-Socket joint type
  23182. */
  23183. static BallAndSocketJoint: number;
  23184. /**
  23185. * Wheel-Joint type
  23186. */
  23187. static WheelJoint: number;
  23188. /**
  23189. * Slider-Joint type
  23190. */
  23191. static SliderJoint: number;
  23192. /**
  23193. * Prismatic-Joint type
  23194. */
  23195. static PrismaticJoint: number;
  23196. /**
  23197. * Universal-Joint type
  23198. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23199. */
  23200. static UniversalJoint: number;
  23201. /**
  23202. * Hinge-Joint 2 type
  23203. */
  23204. static Hinge2Joint: number;
  23205. /**
  23206. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23207. */
  23208. static PointToPointJoint: number;
  23209. /**
  23210. * Spring-Joint type
  23211. */
  23212. static SpringJoint: number;
  23213. /**
  23214. * Lock-Joint type
  23215. */
  23216. static LockJoint: number;
  23217. }
  23218. /**
  23219. * A class representing a physics distance joint
  23220. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23221. */
  23222. export class DistanceJoint extends PhysicsJoint {
  23223. /**
  23224. *
  23225. * @param jointData The data for the Distance-Joint
  23226. */
  23227. constructor(jointData: DistanceJointData);
  23228. /**
  23229. * Update the predefined distance.
  23230. * @param maxDistance The maximum preferred distance
  23231. * @param minDistance The minimum preferred distance
  23232. */
  23233. updateDistance(maxDistance: number, minDistance?: number): void;
  23234. }
  23235. /**
  23236. * Represents a Motor-Enabled Joint
  23237. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23238. */
  23239. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23240. /**
  23241. * Initializes the Motor-Enabled Joint
  23242. * @param type The type of the joint
  23243. * @param jointData The physica joint data for the joint
  23244. */
  23245. constructor(type: number, jointData: PhysicsJointData);
  23246. /**
  23247. * Set the motor values.
  23248. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23249. * @param force the force to apply
  23250. * @param maxForce max force for this motor.
  23251. */
  23252. setMotor(force?: number, maxForce?: number): void;
  23253. /**
  23254. * Set the motor's limits.
  23255. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23256. * @param upperLimit The upper limit of the motor
  23257. * @param lowerLimit The lower limit of the motor
  23258. */
  23259. setLimit(upperLimit: number, lowerLimit?: number): void;
  23260. }
  23261. /**
  23262. * This class represents a single physics Hinge-Joint
  23263. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23264. */
  23265. export class HingeJoint extends MotorEnabledJoint {
  23266. /**
  23267. * Initializes the Hinge-Joint
  23268. * @param jointData The joint data for the Hinge-Joint
  23269. */
  23270. constructor(jointData: PhysicsJointData);
  23271. /**
  23272. * Set the motor values.
  23273. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23274. * @param {number} force the force to apply
  23275. * @param {number} maxForce max force for this motor.
  23276. */
  23277. setMotor(force?: number, maxForce?: number): void;
  23278. /**
  23279. * Set the motor's limits.
  23280. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23281. * @param upperLimit The upper limit of the motor
  23282. * @param lowerLimit The lower limit of the motor
  23283. */
  23284. setLimit(upperLimit: number, lowerLimit?: number): void;
  23285. }
  23286. /**
  23287. * This class represents a dual hinge physics joint (same as wheel joint)
  23288. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23289. */
  23290. export class Hinge2Joint extends MotorEnabledJoint {
  23291. /**
  23292. * Initializes the Hinge2-Joint
  23293. * @param jointData The joint data for the Hinge2-Joint
  23294. */
  23295. constructor(jointData: PhysicsJointData);
  23296. /**
  23297. * Set the motor values.
  23298. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23299. * @param {number} targetSpeed the speed the motor is to reach
  23300. * @param {number} maxForce max force for this motor.
  23301. * @param {motorIndex} the motor's index, 0 or 1.
  23302. */
  23303. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23304. /**
  23305. * Set the motor limits.
  23306. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23307. * @param {number} upperLimit the upper limit
  23308. * @param {number} lowerLimit lower limit
  23309. * @param {motorIndex} the motor's index, 0 or 1.
  23310. */
  23311. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23312. }
  23313. /**
  23314. * Interface for a motor enabled joint
  23315. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23316. */
  23317. export interface IMotorEnabledJoint {
  23318. /**
  23319. * Physics joint
  23320. */
  23321. physicsJoint: any;
  23322. /**
  23323. * Sets the motor of the motor-enabled joint
  23324. * @param force The force of the motor
  23325. * @param maxForce The maximum force of the motor
  23326. * @param motorIndex The index of the motor
  23327. */
  23328. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23329. /**
  23330. * Sets the limit of the motor
  23331. * @param upperLimit The upper limit of the motor
  23332. * @param lowerLimit The lower limit of the motor
  23333. * @param motorIndex The index of the motor
  23334. */
  23335. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23336. }
  23337. /**
  23338. * Joint data for a Distance-Joint
  23339. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23340. */
  23341. export interface DistanceJointData extends PhysicsJointData {
  23342. /**
  23343. * Max distance the 2 joint objects can be apart
  23344. */
  23345. maxDistance: number;
  23346. }
  23347. /**
  23348. * Joint data from a spring joint
  23349. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23350. */
  23351. export interface SpringJointData extends PhysicsJointData {
  23352. /**
  23353. * Length of the spring
  23354. */
  23355. length: number;
  23356. /**
  23357. * Stiffness of the spring
  23358. */
  23359. stiffness: number;
  23360. /**
  23361. * Damping of the spring
  23362. */
  23363. damping: number;
  23364. /** this callback will be called when applying the force to the impostors. */
  23365. forceApplicationCallback: () => void;
  23366. }
  23367. }
  23368. declare module "babylonjs/Physics/physicsRaycastResult" {
  23369. import { Vector3 } from "babylonjs/Maths/math.vector";
  23370. /**
  23371. * Holds the data for the raycast result
  23372. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23373. */
  23374. export class PhysicsRaycastResult {
  23375. private _hasHit;
  23376. private _hitDistance;
  23377. private _hitNormalWorld;
  23378. private _hitPointWorld;
  23379. private _rayFromWorld;
  23380. private _rayToWorld;
  23381. /**
  23382. * Gets if there was a hit
  23383. */
  23384. readonly hasHit: boolean;
  23385. /**
  23386. * Gets the distance from the hit
  23387. */
  23388. readonly hitDistance: number;
  23389. /**
  23390. * Gets the hit normal/direction in the world
  23391. */
  23392. readonly hitNormalWorld: Vector3;
  23393. /**
  23394. * Gets the hit point in the world
  23395. */
  23396. readonly hitPointWorld: Vector3;
  23397. /**
  23398. * Gets the ray "start point" of the ray in the world
  23399. */
  23400. readonly rayFromWorld: Vector3;
  23401. /**
  23402. * Gets the ray "end point" of the ray in the world
  23403. */
  23404. readonly rayToWorld: Vector3;
  23405. /**
  23406. * Sets the hit data (normal & point in world space)
  23407. * @param hitNormalWorld defines the normal in world space
  23408. * @param hitPointWorld defines the point in world space
  23409. */
  23410. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23411. /**
  23412. * Sets the distance from the start point to the hit point
  23413. * @param distance
  23414. */
  23415. setHitDistance(distance: number): void;
  23416. /**
  23417. * Calculates the distance manually
  23418. */
  23419. calculateHitDistance(): void;
  23420. /**
  23421. * Resets all the values to default
  23422. * @param from The from point on world space
  23423. * @param to The to point on world space
  23424. */
  23425. reset(from?: Vector3, to?: Vector3): void;
  23426. }
  23427. /**
  23428. * Interface for the size containing width and height
  23429. */
  23430. interface IXYZ {
  23431. /**
  23432. * X
  23433. */
  23434. x: number;
  23435. /**
  23436. * Y
  23437. */
  23438. y: number;
  23439. /**
  23440. * Z
  23441. */
  23442. z: number;
  23443. }
  23444. }
  23445. declare module "babylonjs/Physics/IPhysicsEngine" {
  23446. import { Nullable } from "babylonjs/types";
  23447. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23448. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23449. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23450. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23451. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23452. /**
  23453. * Interface used to describe a physics joint
  23454. */
  23455. export interface PhysicsImpostorJoint {
  23456. /** Defines the main impostor to which the joint is linked */
  23457. mainImpostor: PhysicsImpostor;
  23458. /** Defines the impostor that is connected to the main impostor using this joint */
  23459. connectedImpostor: PhysicsImpostor;
  23460. /** Defines the joint itself */
  23461. joint: PhysicsJoint;
  23462. }
  23463. /** @hidden */
  23464. export interface IPhysicsEnginePlugin {
  23465. world: any;
  23466. name: string;
  23467. setGravity(gravity: Vector3): void;
  23468. setTimeStep(timeStep: number): void;
  23469. getTimeStep(): number;
  23470. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23471. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23472. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23473. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23474. removePhysicsBody(impostor: PhysicsImpostor): void;
  23475. generateJoint(joint: PhysicsImpostorJoint): void;
  23476. removeJoint(joint: PhysicsImpostorJoint): void;
  23477. isSupported(): boolean;
  23478. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23479. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23480. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23481. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23482. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23483. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23484. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23485. getBodyMass(impostor: PhysicsImpostor): number;
  23486. getBodyFriction(impostor: PhysicsImpostor): number;
  23487. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23488. getBodyRestitution(impostor: PhysicsImpostor): number;
  23489. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23490. getBodyPressure?(impostor: PhysicsImpostor): number;
  23491. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23492. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23493. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23494. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23495. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23496. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23497. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23498. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23499. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23500. sleepBody(impostor: PhysicsImpostor): void;
  23501. wakeUpBody(impostor: PhysicsImpostor): void;
  23502. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23503. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23504. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23505. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23506. getRadius(impostor: PhysicsImpostor): number;
  23507. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23508. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23509. dispose(): void;
  23510. }
  23511. /**
  23512. * Interface used to define a physics engine
  23513. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23514. */
  23515. export interface IPhysicsEngine {
  23516. /**
  23517. * Gets the gravity vector used by the simulation
  23518. */
  23519. gravity: Vector3;
  23520. /**
  23521. * Sets the gravity vector used by the simulation
  23522. * @param gravity defines the gravity vector to use
  23523. */
  23524. setGravity(gravity: Vector3): void;
  23525. /**
  23526. * Set the time step of the physics engine.
  23527. * Default is 1/60.
  23528. * To slow it down, enter 1/600 for example.
  23529. * To speed it up, 1/30
  23530. * @param newTimeStep the new timestep to apply to this world.
  23531. */
  23532. setTimeStep(newTimeStep: number): void;
  23533. /**
  23534. * Get the time step of the physics engine.
  23535. * @returns the current time step
  23536. */
  23537. getTimeStep(): number;
  23538. /**
  23539. * Release all resources
  23540. */
  23541. dispose(): void;
  23542. /**
  23543. * Gets the name of the current physics plugin
  23544. * @returns the name of the plugin
  23545. */
  23546. getPhysicsPluginName(): string;
  23547. /**
  23548. * Adding a new impostor for the impostor tracking.
  23549. * This will be done by the impostor itself.
  23550. * @param impostor the impostor to add
  23551. */
  23552. addImpostor(impostor: PhysicsImpostor): void;
  23553. /**
  23554. * Remove an impostor from the engine.
  23555. * This impostor and its mesh will not longer be updated by the physics engine.
  23556. * @param impostor the impostor to remove
  23557. */
  23558. removeImpostor(impostor: PhysicsImpostor): void;
  23559. /**
  23560. * Add a joint to the physics engine
  23561. * @param mainImpostor defines the main impostor to which the joint is added.
  23562. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23563. * @param joint defines the joint that will connect both impostors.
  23564. */
  23565. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23566. /**
  23567. * Removes a joint from the simulation
  23568. * @param mainImpostor defines the impostor used with the joint
  23569. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23570. * @param joint defines the joint to remove
  23571. */
  23572. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23573. /**
  23574. * Gets the current plugin used to run the simulation
  23575. * @returns current plugin
  23576. */
  23577. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23578. /**
  23579. * Gets the list of physic impostors
  23580. * @returns an array of PhysicsImpostor
  23581. */
  23582. getImpostors(): Array<PhysicsImpostor>;
  23583. /**
  23584. * Gets the impostor for a physics enabled object
  23585. * @param object defines the object impersonated by the impostor
  23586. * @returns the PhysicsImpostor or null if not found
  23587. */
  23588. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23589. /**
  23590. * Gets the impostor for a physics body object
  23591. * @param body defines physics body used by the impostor
  23592. * @returns the PhysicsImpostor or null if not found
  23593. */
  23594. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23595. /**
  23596. * Does a raycast in the physics world
  23597. * @param from when should the ray start?
  23598. * @param to when should the ray end?
  23599. * @returns PhysicsRaycastResult
  23600. */
  23601. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23602. /**
  23603. * Called by the scene. No need to call it.
  23604. * @param delta defines the timespam between frames
  23605. */
  23606. _step(delta: number): void;
  23607. }
  23608. }
  23609. declare module "babylonjs/Physics/physicsImpostor" {
  23610. import { Nullable, IndicesArray } from "babylonjs/types";
  23611. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23612. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23613. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23614. import { Scene } from "babylonjs/scene";
  23615. import { Bone } from "babylonjs/Bones/bone";
  23616. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23617. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23618. import { Space } from "babylonjs/Maths/math.axis";
  23619. /**
  23620. * The interface for the physics imposter parameters
  23621. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23622. */
  23623. export interface PhysicsImpostorParameters {
  23624. /**
  23625. * The mass of the physics imposter
  23626. */
  23627. mass: number;
  23628. /**
  23629. * The friction of the physics imposter
  23630. */
  23631. friction?: number;
  23632. /**
  23633. * The coefficient of restitution of the physics imposter
  23634. */
  23635. restitution?: number;
  23636. /**
  23637. * The native options of the physics imposter
  23638. */
  23639. nativeOptions?: any;
  23640. /**
  23641. * Specifies if the parent should be ignored
  23642. */
  23643. ignoreParent?: boolean;
  23644. /**
  23645. * Specifies if bi-directional transformations should be disabled
  23646. */
  23647. disableBidirectionalTransformation?: boolean;
  23648. /**
  23649. * The pressure inside the physics imposter, soft object only
  23650. */
  23651. pressure?: number;
  23652. /**
  23653. * The stiffness the physics imposter, soft object only
  23654. */
  23655. stiffness?: number;
  23656. /**
  23657. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23658. */
  23659. velocityIterations?: number;
  23660. /**
  23661. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23662. */
  23663. positionIterations?: number;
  23664. /**
  23665. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23666. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23667. * Add to fix multiple points
  23668. */
  23669. fixedPoints?: number;
  23670. /**
  23671. * The collision margin around a soft object
  23672. */
  23673. margin?: number;
  23674. /**
  23675. * The collision margin around a soft object
  23676. */
  23677. damping?: number;
  23678. /**
  23679. * The path for a rope based on an extrusion
  23680. */
  23681. path?: any;
  23682. /**
  23683. * The shape of an extrusion used for a rope based on an extrusion
  23684. */
  23685. shape?: any;
  23686. }
  23687. /**
  23688. * Interface for a physics-enabled object
  23689. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23690. */
  23691. export interface IPhysicsEnabledObject {
  23692. /**
  23693. * The position of the physics-enabled object
  23694. */
  23695. position: Vector3;
  23696. /**
  23697. * The rotation of the physics-enabled object
  23698. */
  23699. rotationQuaternion: Nullable<Quaternion>;
  23700. /**
  23701. * The scale of the physics-enabled object
  23702. */
  23703. scaling: Vector3;
  23704. /**
  23705. * The rotation of the physics-enabled object
  23706. */
  23707. rotation?: Vector3;
  23708. /**
  23709. * The parent of the physics-enabled object
  23710. */
  23711. parent?: any;
  23712. /**
  23713. * The bounding info of the physics-enabled object
  23714. * @returns The bounding info of the physics-enabled object
  23715. */
  23716. getBoundingInfo(): BoundingInfo;
  23717. /**
  23718. * Computes the world matrix
  23719. * @param force Specifies if the world matrix should be computed by force
  23720. * @returns A world matrix
  23721. */
  23722. computeWorldMatrix(force: boolean): Matrix;
  23723. /**
  23724. * Gets the world matrix
  23725. * @returns A world matrix
  23726. */
  23727. getWorldMatrix?(): Matrix;
  23728. /**
  23729. * Gets the child meshes
  23730. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23731. * @returns An array of abstract meshes
  23732. */
  23733. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23734. /**
  23735. * Gets the vertex data
  23736. * @param kind The type of vertex data
  23737. * @returns A nullable array of numbers, or a float32 array
  23738. */
  23739. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23740. /**
  23741. * Gets the indices from the mesh
  23742. * @returns A nullable array of index arrays
  23743. */
  23744. getIndices?(): Nullable<IndicesArray>;
  23745. /**
  23746. * Gets the scene from the mesh
  23747. * @returns the indices array or null
  23748. */
  23749. getScene?(): Scene;
  23750. /**
  23751. * Gets the absolute position from the mesh
  23752. * @returns the absolute position
  23753. */
  23754. getAbsolutePosition(): Vector3;
  23755. /**
  23756. * Gets the absolute pivot point from the mesh
  23757. * @returns the absolute pivot point
  23758. */
  23759. getAbsolutePivotPoint(): Vector3;
  23760. /**
  23761. * Rotates the mesh
  23762. * @param axis The axis of rotation
  23763. * @param amount The amount of rotation
  23764. * @param space The space of the rotation
  23765. * @returns The rotation transform node
  23766. */
  23767. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23768. /**
  23769. * Translates the mesh
  23770. * @param axis The axis of translation
  23771. * @param distance The distance of translation
  23772. * @param space The space of the translation
  23773. * @returns The transform node
  23774. */
  23775. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23776. /**
  23777. * Sets the absolute position of the mesh
  23778. * @param absolutePosition The absolute position of the mesh
  23779. * @returns The transform node
  23780. */
  23781. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23782. /**
  23783. * Gets the class name of the mesh
  23784. * @returns The class name
  23785. */
  23786. getClassName(): string;
  23787. }
  23788. /**
  23789. * Represents a physics imposter
  23790. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23791. */
  23792. export class PhysicsImpostor {
  23793. /**
  23794. * The physics-enabled object used as the physics imposter
  23795. */
  23796. object: IPhysicsEnabledObject;
  23797. /**
  23798. * The type of the physics imposter
  23799. */
  23800. type: number;
  23801. private _options;
  23802. private _scene?;
  23803. /**
  23804. * The default object size of the imposter
  23805. */
  23806. static DEFAULT_OBJECT_SIZE: Vector3;
  23807. /**
  23808. * The identity quaternion of the imposter
  23809. */
  23810. static IDENTITY_QUATERNION: Quaternion;
  23811. /** @hidden */
  23812. _pluginData: any;
  23813. private _physicsEngine;
  23814. private _physicsBody;
  23815. private _bodyUpdateRequired;
  23816. private _onBeforePhysicsStepCallbacks;
  23817. private _onAfterPhysicsStepCallbacks;
  23818. /** @hidden */
  23819. _onPhysicsCollideCallbacks: Array<{
  23820. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23821. otherImpostors: Array<PhysicsImpostor>;
  23822. }>;
  23823. private _deltaPosition;
  23824. private _deltaRotation;
  23825. private _deltaRotationConjugated;
  23826. /** @hidden */
  23827. _isFromLine: boolean;
  23828. private _parent;
  23829. private _isDisposed;
  23830. private static _tmpVecs;
  23831. private static _tmpQuat;
  23832. /**
  23833. * Specifies if the physics imposter is disposed
  23834. */
  23835. readonly isDisposed: boolean;
  23836. /**
  23837. * Gets the mass of the physics imposter
  23838. */
  23839. mass: number;
  23840. /**
  23841. * Gets the coefficient of friction
  23842. */
  23843. /**
  23844. * Sets the coefficient of friction
  23845. */
  23846. friction: number;
  23847. /**
  23848. * Gets the coefficient of restitution
  23849. */
  23850. /**
  23851. * Sets the coefficient of restitution
  23852. */
  23853. restitution: number;
  23854. /**
  23855. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23856. */
  23857. /**
  23858. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23859. */
  23860. pressure: number;
  23861. /**
  23862. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23863. */
  23864. /**
  23865. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23866. */
  23867. stiffness: number;
  23868. /**
  23869. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23870. */
  23871. /**
  23872. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23873. */
  23874. velocityIterations: number;
  23875. /**
  23876. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23877. */
  23878. /**
  23879. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23880. */
  23881. positionIterations: number;
  23882. /**
  23883. * The unique id of the physics imposter
  23884. * set by the physics engine when adding this impostor to the array
  23885. */
  23886. uniqueId: number;
  23887. /**
  23888. * @hidden
  23889. */
  23890. soft: boolean;
  23891. /**
  23892. * @hidden
  23893. */
  23894. segments: number;
  23895. private _joints;
  23896. /**
  23897. * Initializes the physics imposter
  23898. * @param object The physics-enabled object used as the physics imposter
  23899. * @param type The type of the physics imposter
  23900. * @param _options The options for the physics imposter
  23901. * @param _scene The Babylon scene
  23902. */
  23903. constructor(
  23904. /**
  23905. * The physics-enabled object used as the physics imposter
  23906. */
  23907. object: IPhysicsEnabledObject,
  23908. /**
  23909. * The type of the physics imposter
  23910. */
  23911. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23912. /**
  23913. * This function will completly initialize this impostor.
  23914. * It will create a new body - but only if this mesh has no parent.
  23915. * If it has, this impostor will not be used other than to define the impostor
  23916. * of the child mesh.
  23917. * @hidden
  23918. */
  23919. _init(): void;
  23920. private _getPhysicsParent;
  23921. /**
  23922. * Should a new body be generated.
  23923. * @returns boolean specifying if body initialization is required
  23924. */
  23925. isBodyInitRequired(): boolean;
  23926. /**
  23927. * Sets the updated scaling
  23928. * @param updated Specifies if the scaling is updated
  23929. */
  23930. setScalingUpdated(): void;
  23931. /**
  23932. * Force a regeneration of this or the parent's impostor's body.
  23933. * Use under cautious - This will remove all joints already implemented.
  23934. */
  23935. forceUpdate(): void;
  23936. /**
  23937. * Gets the body that holds this impostor. Either its own, or its parent.
  23938. */
  23939. /**
  23940. * Set the physics body. Used mainly by the physics engine/plugin
  23941. */
  23942. physicsBody: any;
  23943. /**
  23944. * Get the parent of the physics imposter
  23945. * @returns Physics imposter or null
  23946. */
  23947. /**
  23948. * Sets the parent of the physics imposter
  23949. */
  23950. parent: Nullable<PhysicsImpostor>;
  23951. /**
  23952. * Resets the update flags
  23953. */
  23954. resetUpdateFlags(): void;
  23955. /**
  23956. * Gets the object extend size
  23957. * @returns the object extend size
  23958. */
  23959. getObjectExtendSize(): Vector3;
  23960. /**
  23961. * Gets the object center
  23962. * @returns The object center
  23963. */
  23964. getObjectCenter(): Vector3;
  23965. /**
  23966. * Get a specific parametes from the options parameter
  23967. * @param paramName The object parameter name
  23968. * @returns The object parameter
  23969. */
  23970. getParam(paramName: string): any;
  23971. /**
  23972. * Sets a specific parameter in the options given to the physics plugin
  23973. * @param paramName The parameter name
  23974. * @param value The value of the parameter
  23975. */
  23976. setParam(paramName: string, value: number): void;
  23977. /**
  23978. * Specifically change the body's mass option. Won't recreate the physics body object
  23979. * @param mass The mass of the physics imposter
  23980. */
  23981. setMass(mass: number): void;
  23982. /**
  23983. * Gets the linear velocity
  23984. * @returns linear velocity or null
  23985. */
  23986. getLinearVelocity(): Nullable<Vector3>;
  23987. /**
  23988. * Sets the linear velocity
  23989. * @param velocity linear velocity or null
  23990. */
  23991. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23992. /**
  23993. * Gets the angular velocity
  23994. * @returns angular velocity or null
  23995. */
  23996. getAngularVelocity(): Nullable<Vector3>;
  23997. /**
  23998. * Sets the angular velocity
  23999. * @param velocity The velocity or null
  24000. */
  24001. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24002. /**
  24003. * Execute a function with the physics plugin native code
  24004. * Provide a function the will have two variables - the world object and the physics body object
  24005. * @param func The function to execute with the physics plugin native code
  24006. */
  24007. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24008. /**
  24009. * Register a function that will be executed before the physics world is stepping forward
  24010. * @param func The function to execute before the physics world is stepped forward
  24011. */
  24012. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24013. /**
  24014. * Unregister a function that will be executed before the physics world is stepping forward
  24015. * @param func The function to execute before the physics world is stepped forward
  24016. */
  24017. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24018. /**
  24019. * Register a function that will be executed after the physics step
  24020. * @param func The function to execute after physics step
  24021. */
  24022. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24023. /**
  24024. * Unregisters a function that will be executed after the physics step
  24025. * @param func The function to execute after physics step
  24026. */
  24027. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24028. /**
  24029. * register a function that will be executed when this impostor collides against a different body
  24030. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24031. * @param func Callback that is executed on collision
  24032. */
  24033. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24034. /**
  24035. * Unregisters the physics imposter on contact
  24036. * @param collideAgainst The physics object to collide against
  24037. * @param func Callback to execute on collision
  24038. */
  24039. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24040. private _tmpQuat;
  24041. private _tmpQuat2;
  24042. /**
  24043. * Get the parent rotation
  24044. * @returns The parent rotation
  24045. */
  24046. getParentsRotation(): Quaternion;
  24047. /**
  24048. * this function is executed by the physics engine.
  24049. */
  24050. beforeStep: () => void;
  24051. /**
  24052. * this function is executed by the physics engine
  24053. */
  24054. afterStep: () => void;
  24055. /**
  24056. * Legacy collision detection event support
  24057. */
  24058. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24059. /**
  24060. * event and body object due to cannon's event-based architecture.
  24061. */
  24062. onCollide: (e: {
  24063. body: any;
  24064. }) => void;
  24065. /**
  24066. * Apply a force
  24067. * @param force The force to apply
  24068. * @param contactPoint The contact point for the force
  24069. * @returns The physics imposter
  24070. */
  24071. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24072. /**
  24073. * Apply an impulse
  24074. * @param force The impulse force
  24075. * @param contactPoint The contact point for the impulse force
  24076. * @returns The physics imposter
  24077. */
  24078. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24079. /**
  24080. * A help function to create a joint
  24081. * @param otherImpostor A physics imposter used to create a joint
  24082. * @param jointType The type of joint
  24083. * @param jointData The data for the joint
  24084. * @returns The physics imposter
  24085. */
  24086. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24087. /**
  24088. * Add a joint to this impostor with a different impostor
  24089. * @param otherImpostor A physics imposter used to add a joint
  24090. * @param joint The joint to add
  24091. * @returns The physics imposter
  24092. */
  24093. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24094. /**
  24095. * Add an anchor to a cloth impostor
  24096. * @param otherImpostor rigid impostor to anchor to
  24097. * @param width ratio across width from 0 to 1
  24098. * @param height ratio up height from 0 to 1
  24099. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24100. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24101. * @returns impostor the soft imposter
  24102. */
  24103. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24104. /**
  24105. * Add a hook to a rope impostor
  24106. * @param otherImpostor rigid impostor to anchor to
  24107. * @param length ratio across rope from 0 to 1
  24108. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24109. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24110. * @returns impostor the rope imposter
  24111. */
  24112. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24113. /**
  24114. * Will keep this body still, in a sleep mode.
  24115. * @returns the physics imposter
  24116. */
  24117. sleep(): PhysicsImpostor;
  24118. /**
  24119. * Wake the body up.
  24120. * @returns The physics imposter
  24121. */
  24122. wakeUp(): PhysicsImpostor;
  24123. /**
  24124. * Clones the physics imposter
  24125. * @param newObject The physics imposter clones to this physics-enabled object
  24126. * @returns A nullable physics imposter
  24127. */
  24128. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24129. /**
  24130. * Disposes the physics imposter
  24131. */
  24132. dispose(): void;
  24133. /**
  24134. * Sets the delta position
  24135. * @param position The delta position amount
  24136. */
  24137. setDeltaPosition(position: Vector3): void;
  24138. /**
  24139. * Sets the delta rotation
  24140. * @param rotation The delta rotation amount
  24141. */
  24142. setDeltaRotation(rotation: Quaternion): void;
  24143. /**
  24144. * Gets the box size of the physics imposter and stores the result in the input parameter
  24145. * @param result Stores the box size
  24146. * @returns The physics imposter
  24147. */
  24148. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24149. /**
  24150. * Gets the radius of the physics imposter
  24151. * @returns Radius of the physics imposter
  24152. */
  24153. getRadius(): number;
  24154. /**
  24155. * Sync a bone with this impostor
  24156. * @param bone The bone to sync to the impostor.
  24157. * @param boneMesh The mesh that the bone is influencing.
  24158. * @param jointPivot The pivot of the joint / bone in local space.
  24159. * @param distToJoint Optional distance from the impostor to the joint.
  24160. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24161. */
  24162. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24163. /**
  24164. * Sync impostor to a bone
  24165. * @param bone The bone that the impostor will be synced to.
  24166. * @param boneMesh The mesh that the bone is influencing.
  24167. * @param jointPivot The pivot of the joint / bone in local space.
  24168. * @param distToJoint Optional distance from the impostor to the joint.
  24169. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24170. * @param boneAxis Optional vector3 axis the bone is aligned with
  24171. */
  24172. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24173. /**
  24174. * No-Imposter type
  24175. */
  24176. static NoImpostor: number;
  24177. /**
  24178. * Sphere-Imposter type
  24179. */
  24180. static SphereImpostor: number;
  24181. /**
  24182. * Box-Imposter type
  24183. */
  24184. static BoxImpostor: number;
  24185. /**
  24186. * Plane-Imposter type
  24187. */
  24188. static PlaneImpostor: number;
  24189. /**
  24190. * Mesh-imposter type
  24191. */
  24192. static MeshImpostor: number;
  24193. /**
  24194. * Capsule-Impostor type (Ammo.js plugin only)
  24195. */
  24196. static CapsuleImpostor: number;
  24197. /**
  24198. * Cylinder-Imposter type
  24199. */
  24200. static CylinderImpostor: number;
  24201. /**
  24202. * Particle-Imposter type
  24203. */
  24204. static ParticleImpostor: number;
  24205. /**
  24206. * Heightmap-Imposter type
  24207. */
  24208. static HeightmapImpostor: number;
  24209. /**
  24210. * ConvexHull-Impostor type (Ammo.js plugin only)
  24211. */
  24212. static ConvexHullImpostor: number;
  24213. /**
  24214. * Rope-Imposter type
  24215. */
  24216. static RopeImpostor: number;
  24217. /**
  24218. * Cloth-Imposter type
  24219. */
  24220. static ClothImpostor: number;
  24221. /**
  24222. * Softbody-Imposter type
  24223. */
  24224. static SoftbodyImpostor: number;
  24225. }
  24226. }
  24227. declare module "babylonjs/Meshes/mesh" {
  24228. import { Observable } from "babylonjs/Misc/observable";
  24229. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24230. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24231. import { Camera } from "babylonjs/Cameras/camera";
  24232. import { Scene } from "babylonjs/scene";
  24233. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24234. import { Color4 } from "babylonjs/Maths/math.color";
  24235. import { Engine } from "babylonjs/Engines/engine";
  24236. import { Node } from "babylonjs/node";
  24237. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24238. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24239. import { Buffer } from "babylonjs/Meshes/buffer";
  24240. import { Geometry } from "babylonjs/Meshes/geometry";
  24241. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24242. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24243. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24244. import { Effect } from "babylonjs/Materials/effect";
  24245. import { Material } from "babylonjs/Materials/material";
  24246. import { Skeleton } from "babylonjs/Bones/skeleton";
  24247. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24248. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24249. import { Path3D } from "babylonjs/Maths/math.path";
  24250. import { Plane } from "babylonjs/Maths/math.plane";
  24251. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24252. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24253. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24254. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24255. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24256. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24257. /**
  24258. * @hidden
  24259. **/
  24260. export class _CreationDataStorage {
  24261. closePath?: boolean;
  24262. closeArray?: boolean;
  24263. idx: number[];
  24264. dashSize: number;
  24265. gapSize: number;
  24266. path3D: Path3D;
  24267. pathArray: Vector3[][];
  24268. arc: number;
  24269. radius: number;
  24270. cap: number;
  24271. tessellation: number;
  24272. }
  24273. /**
  24274. * @hidden
  24275. **/
  24276. class _InstanceDataStorage {
  24277. visibleInstances: any;
  24278. batchCache: _InstancesBatch;
  24279. instancesBufferSize: number;
  24280. instancesBuffer: Nullable<Buffer>;
  24281. instancesData: Float32Array;
  24282. overridenInstanceCount: number;
  24283. isFrozen: boolean;
  24284. previousBatch: Nullable<_InstancesBatch>;
  24285. hardwareInstancedRendering: boolean;
  24286. sideOrientation: number;
  24287. }
  24288. /**
  24289. * @hidden
  24290. **/
  24291. export class _InstancesBatch {
  24292. mustReturn: boolean;
  24293. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24294. renderSelf: boolean[];
  24295. hardwareInstancedRendering: boolean[];
  24296. }
  24297. /**
  24298. * Class used to represent renderable models
  24299. */
  24300. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24301. /**
  24302. * Mesh side orientation : usually the external or front surface
  24303. */
  24304. static readonly FRONTSIDE: number;
  24305. /**
  24306. * Mesh side orientation : usually the internal or back surface
  24307. */
  24308. static readonly BACKSIDE: number;
  24309. /**
  24310. * Mesh side orientation : both internal and external or front and back surfaces
  24311. */
  24312. static readonly DOUBLESIDE: number;
  24313. /**
  24314. * Mesh side orientation : by default, `FRONTSIDE`
  24315. */
  24316. static readonly DEFAULTSIDE: number;
  24317. /**
  24318. * Mesh cap setting : no cap
  24319. */
  24320. static readonly NO_CAP: number;
  24321. /**
  24322. * Mesh cap setting : one cap at the beginning of the mesh
  24323. */
  24324. static readonly CAP_START: number;
  24325. /**
  24326. * Mesh cap setting : one cap at the end of the mesh
  24327. */
  24328. static readonly CAP_END: number;
  24329. /**
  24330. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24331. */
  24332. static readonly CAP_ALL: number;
  24333. /**
  24334. * Mesh pattern setting : no flip or rotate
  24335. */
  24336. static readonly NO_FLIP: number;
  24337. /**
  24338. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24339. */
  24340. static readonly FLIP_TILE: number;
  24341. /**
  24342. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24343. */
  24344. static readonly ROTATE_TILE: number;
  24345. /**
  24346. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24347. */
  24348. static readonly FLIP_ROW: number;
  24349. /**
  24350. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24351. */
  24352. static readonly ROTATE_ROW: number;
  24353. /**
  24354. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24355. */
  24356. static readonly FLIP_N_ROTATE_TILE: number;
  24357. /**
  24358. * Mesh pattern setting : rotate pattern and rotate
  24359. */
  24360. static readonly FLIP_N_ROTATE_ROW: number;
  24361. /**
  24362. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24363. */
  24364. static readonly CENTER: number;
  24365. /**
  24366. * Mesh tile positioning : part tiles on left
  24367. */
  24368. static readonly LEFT: number;
  24369. /**
  24370. * Mesh tile positioning : part tiles on right
  24371. */
  24372. static readonly RIGHT: number;
  24373. /**
  24374. * Mesh tile positioning : part tiles on top
  24375. */
  24376. static readonly TOP: number;
  24377. /**
  24378. * Mesh tile positioning : part tiles on bottom
  24379. */
  24380. static readonly BOTTOM: number;
  24381. /**
  24382. * Gets the default side orientation.
  24383. * @param orientation the orientation to value to attempt to get
  24384. * @returns the default orientation
  24385. * @hidden
  24386. */
  24387. static _GetDefaultSideOrientation(orientation?: number): number;
  24388. private _internalMeshDataInfo;
  24389. /**
  24390. * An event triggered before rendering the mesh
  24391. */
  24392. readonly onBeforeRenderObservable: Observable<Mesh>;
  24393. /**
  24394. * An event triggered before binding the mesh
  24395. */
  24396. readonly onBeforeBindObservable: Observable<Mesh>;
  24397. /**
  24398. * An event triggered after rendering the mesh
  24399. */
  24400. readonly onAfterRenderObservable: Observable<Mesh>;
  24401. /**
  24402. * An event triggered before drawing the mesh
  24403. */
  24404. readonly onBeforeDrawObservable: Observable<Mesh>;
  24405. private _onBeforeDrawObserver;
  24406. /**
  24407. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24408. */
  24409. onBeforeDraw: () => void;
  24410. readonly hasInstances: boolean;
  24411. /**
  24412. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24413. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24414. */
  24415. delayLoadState: number;
  24416. /**
  24417. * Gets the list of instances created from this mesh
  24418. * it is not supposed to be modified manually.
  24419. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24420. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24421. */
  24422. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24423. /**
  24424. * Gets the file containing delay loading data for this mesh
  24425. */
  24426. delayLoadingFile: string;
  24427. /** @hidden */
  24428. _binaryInfo: any;
  24429. /**
  24430. * User defined function used to change how LOD level selection is done
  24431. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24432. */
  24433. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24434. /**
  24435. * Gets or sets the morph target manager
  24436. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24437. */
  24438. morphTargetManager: Nullable<MorphTargetManager>;
  24439. /** @hidden */
  24440. _creationDataStorage: Nullable<_CreationDataStorage>;
  24441. /** @hidden */
  24442. _geometry: Nullable<Geometry>;
  24443. /** @hidden */
  24444. _delayInfo: Array<string>;
  24445. /** @hidden */
  24446. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24447. /** @hidden */
  24448. _instanceDataStorage: _InstanceDataStorage;
  24449. private _effectiveMaterial;
  24450. /** @hidden */
  24451. _shouldGenerateFlatShading: boolean;
  24452. /** @hidden */
  24453. _originalBuilderSideOrientation: number;
  24454. /**
  24455. * Use this property to change the original side orientation defined at construction time
  24456. */
  24457. overrideMaterialSideOrientation: Nullable<number>;
  24458. /**
  24459. * Gets the source mesh (the one used to clone this one from)
  24460. */
  24461. readonly source: Nullable<Mesh>;
  24462. /**
  24463. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24464. */
  24465. isUnIndexed: boolean;
  24466. /**
  24467. * @constructor
  24468. * @param name The value used by scene.getMeshByName() to do a lookup.
  24469. * @param scene The scene to add this mesh to.
  24470. * @param parent The parent of this mesh, if it has one
  24471. * @param source An optional Mesh from which geometry is shared, cloned.
  24472. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24473. * When false, achieved by calling a clone(), also passing False.
  24474. * This will make creation of children, recursive.
  24475. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24476. */
  24477. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24478. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  24479. /**
  24480. * Gets the class name
  24481. * @returns the string "Mesh".
  24482. */
  24483. getClassName(): string;
  24484. /** @hidden */
  24485. readonly _isMesh: boolean;
  24486. /**
  24487. * Returns a description of this mesh
  24488. * @param fullDetails define if full details about this mesh must be used
  24489. * @returns a descriptive string representing this mesh
  24490. */
  24491. toString(fullDetails?: boolean): string;
  24492. /** @hidden */
  24493. _unBindEffect(): void;
  24494. /**
  24495. * Gets a boolean indicating if this mesh has LOD
  24496. */
  24497. readonly hasLODLevels: boolean;
  24498. /**
  24499. * Gets the list of MeshLODLevel associated with the current mesh
  24500. * @returns an array of MeshLODLevel
  24501. */
  24502. getLODLevels(): MeshLODLevel[];
  24503. private _sortLODLevels;
  24504. /**
  24505. * Add a mesh as LOD level triggered at the given distance.
  24506. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24507. * @param distance The distance from the center of the object to show this level
  24508. * @param mesh The mesh to be added as LOD level (can be null)
  24509. * @return This mesh (for chaining)
  24510. */
  24511. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24512. /**
  24513. * Returns the LOD level mesh at the passed distance or null if not found.
  24514. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24515. * @param distance The distance from the center of the object to show this level
  24516. * @returns a Mesh or `null`
  24517. */
  24518. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24519. /**
  24520. * Remove a mesh from the LOD array
  24521. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24522. * @param mesh defines the mesh to be removed
  24523. * @return This mesh (for chaining)
  24524. */
  24525. removeLODLevel(mesh: Mesh): Mesh;
  24526. /**
  24527. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24528. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24529. * @param camera defines the camera to use to compute distance
  24530. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24531. * @return This mesh (for chaining)
  24532. */
  24533. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24534. /**
  24535. * Gets the mesh internal Geometry object
  24536. */
  24537. readonly geometry: Nullable<Geometry>;
  24538. /**
  24539. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24540. * @returns the total number of vertices
  24541. */
  24542. getTotalVertices(): number;
  24543. /**
  24544. * Returns the content of an associated vertex buffer
  24545. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24546. * - VertexBuffer.PositionKind
  24547. * - VertexBuffer.UVKind
  24548. * - VertexBuffer.UV2Kind
  24549. * - VertexBuffer.UV3Kind
  24550. * - VertexBuffer.UV4Kind
  24551. * - VertexBuffer.UV5Kind
  24552. * - VertexBuffer.UV6Kind
  24553. * - VertexBuffer.ColorKind
  24554. * - VertexBuffer.MatricesIndicesKind
  24555. * - VertexBuffer.MatricesIndicesExtraKind
  24556. * - VertexBuffer.MatricesWeightsKind
  24557. * - VertexBuffer.MatricesWeightsExtraKind
  24558. * @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
  24559. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24560. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24561. */
  24562. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24563. /**
  24564. * Returns the mesh VertexBuffer object from the requested `kind`
  24565. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24566. * - VertexBuffer.PositionKind
  24567. * - VertexBuffer.NormalKind
  24568. * - VertexBuffer.UVKind
  24569. * - VertexBuffer.UV2Kind
  24570. * - VertexBuffer.UV3Kind
  24571. * - VertexBuffer.UV4Kind
  24572. * - VertexBuffer.UV5Kind
  24573. * - VertexBuffer.UV6Kind
  24574. * - VertexBuffer.ColorKind
  24575. * - VertexBuffer.MatricesIndicesKind
  24576. * - VertexBuffer.MatricesIndicesExtraKind
  24577. * - VertexBuffer.MatricesWeightsKind
  24578. * - VertexBuffer.MatricesWeightsExtraKind
  24579. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24580. */
  24581. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24582. /**
  24583. * Tests if a specific vertex buffer is associated with this mesh
  24584. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24585. * - VertexBuffer.PositionKind
  24586. * - VertexBuffer.NormalKind
  24587. * - VertexBuffer.UVKind
  24588. * - VertexBuffer.UV2Kind
  24589. * - VertexBuffer.UV3Kind
  24590. * - VertexBuffer.UV4Kind
  24591. * - VertexBuffer.UV5Kind
  24592. * - VertexBuffer.UV6Kind
  24593. * - VertexBuffer.ColorKind
  24594. * - VertexBuffer.MatricesIndicesKind
  24595. * - VertexBuffer.MatricesIndicesExtraKind
  24596. * - VertexBuffer.MatricesWeightsKind
  24597. * - VertexBuffer.MatricesWeightsExtraKind
  24598. * @returns a boolean
  24599. */
  24600. isVerticesDataPresent(kind: string): boolean;
  24601. /**
  24602. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24603. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24604. * - VertexBuffer.PositionKind
  24605. * - VertexBuffer.UVKind
  24606. * - VertexBuffer.UV2Kind
  24607. * - VertexBuffer.UV3Kind
  24608. * - VertexBuffer.UV4Kind
  24609. * - VertexBuffer.UV5Kind
  24610. * - VertexBuffer.UV6Kind
  24611. * - VertexBuffer.ColorKind
  24612. * - VertexBuffer.MatricesIndicesKind
  24613. * - VertexBuffer.MatricesIndicesExtraKind
  24614. * - VertexBuffer.MatricesWeightsKind
  24615. * - VertexBuffer.MatricesWeightsExtraKind
  24616. * @returns a boolean
  24617. */
  24618. isVertexBufferUpdatable(kind: string): boolean;
  24619. /**
  24620. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24621. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24622. * - VertexBuffer.PositionKind
  24623. * - VertexBuffer.NormalKind
  24624. * - VertexBuffer.UVKind
  24625. * - VertexBuffer.UV2Kind
  24626. * - VertexBuffer.UV3Kind
  24627. * - VertexBuffer.UV4Kind
  24628. * - VertexBuffer.UV5Kind
  24629. * - VertexBuffer.UV6Kind
  24630. * - VertexBuffer.ColorKind
  24631. * - VertexBuffer.MatricesIndicesKind
  24632. * - VertexBuffer.MatricesIndicesExtraKind
  24633. * - VertexBuffer.MatricesWeightsKind
  24634. * - VertexBuffer.MatricesWeightsExtraKind
  24635. * @returns an array of strings
  24636. */
  24637. getVerticesDataKinds(): string[];
  24638. /**
  24639. * Returns a positive integer : the total number of indices in this mesh geometry.
  24640. * @returns the numner of indices or zero if the mesh has no geometry.
  24641. */
  24642. getTotalIndices(): number;
  24643. /**
  24644. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24645. * @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.
  24646. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24647. * @returns the indices array or an empty array if the mesh has no geometry
  24648. */
  24649. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24650. readonly isBlocked: boolean;
  24651. /**
  24652. * Determine if the current mesh is ready to be rendered
  24653. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24654. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24655. * @returns true if all associated assets are ready (material, textures, shaders)
  24656. */
  24657. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24658. /**
  24659. * 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.
  24660. */
  24661. readonly areNormalsFrozen: boolean;
  24662. /**
  24663. * 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.
  24664. * @returns the current mesh
  24665. */
  24666. freezeNormals(): Mesh;
  24667. /**
  24668. * 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
  24669. * @returns the current mesh
  24670. */
  24671. unfreezeNormals(): Mesh;
  24672. /**
  24673. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24674. */
  24675. overridenInstanceCount: number;
  24676. /** @hidden */
  24677. _preActivate(): Mesh;
  24678. /** @hidden */
  24679. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24680. /** @hidden */
  24681. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24682. /**
  24683. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24684. * This means the mesh underlying bounding box and sphere are recomputed.
  24685. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24686. * @returns the current mesh
  24687. */
  24688. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24689. /** @hidden */
  24690. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24691. /**
  24692. * This function will subdivide the mesh into multiple submeshes
  24693. * @param count defines the expected number of submeshes
  24694. */
  24695. subdivide(count: number): void;
  24696. /**
  24697. * Copy a FloatArray into a specific associated vertex buffer
  24698. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24699. * - VertexBuffer.PositionKind
  24700. * - VertexBuffer.UVKind
  24701. * - VertexBuffer.UV2Kind
  24702. * - VertexBuffer.UV3Kind
  24703. * - VertexBuffer.UV4Kind
  24704. * - VertexBuffer.UV5Kind
  24705. * - VertexBuffer.UV6Kind
  24706. * - VertexBuffer.ColorKind
  24707. * - VertexBuffer.MatricesIndicesKind
  24708. * - VertexBuffer.MatricesIndicesExtraKind
  24709. * - VertexBuffer.MatricesWeightsKind
  24710. * - VertexBuffer.MatricesWeightsExtraKind
  24711. * @param data defines the data source
  24712. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24713. * @param stride defines the data stride size (can be null)
  24714. * @returns the current mesh
  24715. */
  24716. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24717. /**
  24718. * Delete a vertex buffer associated with this mesh
  24719. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24720. * - VertexBuffer.PositionKind
  24721. * - VertexBuffer.UVKind
  24722. * - VertexBuffer.UV2Kind
  24723. * - VertexBuffer.UV3Kind
  24724. * - VertexBuffer.UV4Kind
  24725. * - VertexBuffer.UV5Kind
  24726. * - VertexBuffer.UV6Kind
  24727. * - VertexBuffer.ColorKind
  24728. * - VertexBuffer.MatricesIndicesKind
  24729. * - VertexBuffer.MatricesIndicesExtraKind
  24730. * - VertexBuffer.MatricesWeightsKind
  24731. * - VertexBuffer.MatricesWeightsExtraKind
  24732. */
  24733. removeVerticesData(kind: string): void;
  24734. /**
  24735. * Flags an associated vertex buffer as updatable
  24736. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24737. * - VertexBuffer.PositionKind
  24738. * - VertexBuffer.UVKind
  24739. * - VertexBuffer.UV2Kind
  24740. * - VertexBuffer.UV3Kind
  24741. * - VertexBuffer.UV4Kind
  24742. * - VertexBuffer.UV5Kind
  24743. * - VertexBuffer.UV6Kind
  24744. * - VertexBuffer.ColorKind
  24745. * - VertexBuffer.MatricesIndicesKind
  24746. * - VertexBuffer.MatricesIndicesExtraKind
  24747. * - VertexBuffer.MatricesWeightsKind
  24748. * - VertexBuffer.MatricesWeightsExtraKind
  24749. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24750. */
  24751. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24752. /**
  24753. * Sets the mesh global Vertex Buffer
  24754. * @param buffer defines the buffer to use
  24755. * @returns the current mesh
  24756. */
  24757. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24758. /**
  24759. * Update a specific associated vertex buffer
  24760. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24761. * - VertexBuffer.PositionKind
  24762. * - VertexBuffer.UVKind
  24763. * - VertexBuffer.UV2Kind
  24764. * - VertexBuffer.UV3Kind
  24765. * - VertexBuffer.UV4Kind
  24766. * - VertexBuffer.UV5Kind
  24767. * - VertexBuffer.UV6Kind
  24768. * - VertexBuffer.ColorKind
  24769. * - VertexBuffer.MatricesIndicesKind
  24770. * - VertexBuffer.MatricesIndicesExtraKind
  24771. * - VertexBuffer.MatricesWeightsKind
  24772. * - VertexBuffer.MatricesWeightsExtraKind
  24773. * @param data defines the data source
  24774. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24775. * @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)
  24776. * @returns the current mesh
  24777. */
  24778. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24779. /**
  24780. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24781. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24782. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24783. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24784. * @returns the current mesh
  24785. */
  24786. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24787. /**
  24788. * Creates a un-shared specific occurence of the geometry for the mesh.
  24789. * @returns the current mesh
  24790. */
  24791. makeGeometryUnique(): Mesh;
  24792. /**
  24793. * Set the index buffer of this mesh
  24794. * @param indices defines the source data
  24795. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24796. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24797. * @returns the current mesh
  24798. */
  24799. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24800. /**
  24801. * Update the current index buffer
  24802. * @param indices defines the source data
  24803. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24804. * @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)
  24805. * @returns the current mesh
  24806. */
  24807. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24808. /**
  24809. * Invert the geometry to move from a right handed system to a left handed one.
  24810. * @returns the current mesh
  24811. */
  24812. toLeftHanded(): Mesh;
  24813. /** @hidden */
  24814. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24815. /** @hidden */
  24816. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24817. /**
  24818. * Registers for this mesh a javascript function called just before the rendering process
  24819. * @param func defines the function to call before rendering this mesh
  24820. * @returns the current mesh
  24821. */
  24822. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24823. /**
  24824. * Disposes a previously registered javascript function called before the rendering
  24825. * @param func defines the function to remove
  24826. * @returns the current mesh
  24827. */
  24828. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24829. /**
  24830. * Registers for this mesh a javascript function called just after the rendering is complete
  24831. * @param func defines the function to call after rendering this mesh
  24832. * @returns the current mesh
  24833. */
  24834. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24835. /**
  24836. * Disposes a previously registered javascript function called after the rendering.
  24837. * @param func defines the function to remove
  24838. * @returns the current mesh
  24839. */
  24840. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24841. /** @hidden */
  24842. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24843. /** @hidden */
  24844. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24845. /** @hidden */
  24846. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  24847. /** @hidden */
  24848. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24849. /** @hidden */
  24850. _rebuild(): void;
  24851. /** @hidden */
  24852. _freeze(): void;
  24853. /** @hidden */
  24854. _unFreeze(): void;
  24855. /**
  24856. * 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
  24857. * @param subMesh defines the subMesh to render
  24858. * @param enableAlphaMode defines if alpha mode can be changed
  24859. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  24860. * @returns the current mesh
  24861. */
  24862. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  24863. private _onBeforeDraw;
  24864. /**
  24865. * Renormalize the mesh and patch it up if there are no weights
  24866. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24867. * However in the case of zero weights then we set just a single influence to 1.
  24868. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24869. */
  24870. cleanMatrixWeights(): void;
  24871. private normalizeSkinFourWeights;
  24872. private normalizeSkinWeightsAndExtra;
  24873. /**
  24874. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24875. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24876. * the user know there was an issue with importing the mesh
  24877. * @returns a validation object with skinned, valid and report string
  24878. */
  24879. validateSkinning(): {
  24880. skinned: boolean;
  24881. valid: boolean;
  24882. report: string;
  24883. };
  24884. /** @hidden */
  24885. _checkDelayState(): Mesh;
  24886. private _queueLoad;
  24887. /**
  24888. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24889. * A mesh is in the frustum if its bounding box intersects the frustum
  24890. * @param frustumPlanes defines the frustum to test
  24891. * @returns true if the mesh is in the frustum planes
  24892. */
  24893. isInFrustum(frustumPlanes: Plane[]): boolean;
  24894. /**
  24895. * Sets the mesh material by the material or multiMaterial `id` property
  24896. * @param id is a string identifying the material or the multiMaterial
  24897. * @returns the current mesh
  24898. */
  24899. setMaterialByID(id: string): Mesh;
  24900. /**
  24901. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24902. * @returns an array of IAnimatable
  24903. */
  24904. getAnimatables(): IAnimatable[];
  24905. /**
  24906. * Modifies the mesh geometry according to the passed transformation matrix.
  24907. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24908. * The mesh normals are modified using the same transformation.
  24909. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24910. * @param transform defines the transform matrix to use
  24911. * @see http://doc.babylonjs.com/resources/baking_transformations
  24912. * @returns the current mesh
  24913. */
  24914. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24915. /**
  24916. * Modifies the mesh geometry according to its own current World Matrix.
  24917. * The mesh World Matrix is then reset.
  24918. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24919. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24920. * @see http://doc.babylonjs.com/resources/baking_transformations
  24921. * @returns the current mesh
  24922. */
  24923. bakeCurrentTransformIntoVertices(): Mesh;
  24924. /** @hidden */
  24925. readonly _positions: Nullable<Vector3[]>;
  24926. /** @hidden */
  24927. _resetPointsArrayCache(): Mesh;
  24928. /** @hidden */
  24929. _generatePointsArray(): boolean;
  24930. /**
  24931. * Returns a new Mesh object generated from the current mesh properties.
  24932. * This method must not get confused with createInstance()
  24933. * @param name is a string, the name given to the new mesh
  24934. * @param newParent can be any Node object (default `null`)
  24935. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24936. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24937. * @returns a new mesh
  24938. */
  24939. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24940. /**
  24941. * Releases resources associated with this mesh.
  24942. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24943. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24944. */
  24945. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24946. /** @hidden */
  24947. _disposeInstanceSpecificData(): void;
  24948. /**
  24949. * Modifies the mesh geometry according to a displacement map.
  24950. * 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.
  24951. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24952. * @param url is a string, the URL from the image file is to be downloaded.
  24953. * @param minHeight is the lower limit of the displacement.
  24954. * @param maxHeight is the upper limit of the displacement.
  24955. * @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.
  24956. * @param uvOffset is an optional vector2 used to offset UV.
  24957. * @param uvScale is an optional vector2 used to scale UV.
  24958. * @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.
  24959. * @returns the Mesh.
  24960. */
  24961. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24962. /**
  24963. * Modifies the mesh geometry according to a displacementMap buffer.
  24964. * 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.
  24965. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24966. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24967. * @param heightMapWidth is the width of the buffer image.
  24968. * @param heightMapHeight is the height of the buffer image.
  24969. * @param minHeight is the lower limit of the displacement.
  24970. * @param maxHeight is the upper limit of the displacement.
  24971. * @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.
  24972. * @param uvOffset is an optional vector2 used to offset UV.
  24973. * @param uvScale is an optional vector2 used to scale UV.
  24974. * @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.
  24975. * @returns the Mesh.
  24976. */
  24977. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24978. /**
  24979. * Modify the mesh to get a flat shading rendering.
  24980. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24981. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24982. * @returns current mesh
  24983. */
  24984. convertToFlatShadedMesh(): Mesh;
  24985. /**
  24986. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24987. * In other words, more vertices, no more indices and a single bigger VBO.
  24988. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24989. * @returns current mesh
  24990. */
  24991. convertToUnIndexedMesh(): Mesh;
  24992. /**
  24993. * Inverses facet orientations.
  24994. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24995. * @param flipNormals will also inverts the normals
  24996. * @returns current mesh
  24997. */
  24998. flipFaces(flipNormals?: boolean): Mesh;
  24999. /**
  25000. * Increase the number of facets and hence vertices in a mesh
  25001. * Vertex normals are interpolated from existing vertex normals
  25002. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25003. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25004. */
  25005. increaseVertices(numberPerEdge: number): void;
  25006. /**
  25007. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25008. * This will undo any application of covertToFlatShadedMesh
  25009. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25010. */
  25011. forceSharedVertices(): void;
  25012. /** @hidden */
  25013. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25014. /** @hidden */
  25015. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25016. /**
  25017. * Creates a new InstancedMesh object from the mesh model.
  25018. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25019. * @param name defines the name of the new instance
  25020. * @returns a new InstancedMesh
  25021. */
  25022. createInstance(name: string): InstancedMesh;
  25023. /**
  25024. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25025. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25026. * @returns the current mesh
  25027. */
  25028. synchronizeInstances(): Mesh;
  25029. /**
  25030. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25031. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25032. * This should be used together with the simplification to avoid disappearing triangles.
  25033. * @param successCallback an optional success callback to be called after the optimization finished.
  25034. * @returns the current mesh
  25035. */
  25036. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25037. /**
  25038. * Serialize current mesh
  25039. * @param serializationObject defines the object which will receive the serialization data
  25040. */
  25041. serialize(serializationObject: any): void;
  25042. /** @hidden */
  25043. _syncGeometryWithMorphTargetManager(): void;
  25044. /** @hidden */
  25045. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25046. /**
  25047. * Returns a new Mesh object parsed from the source provided.
  25048. * @param parsedMesh is the source
  25049. * @param scene defines the hosting scene
  25050. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25051. * @returns a new Mesh
  25052. */
  25053. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25054. /**
  25055. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25056. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25057. * @param name defines the name of the mesh to create
  25058. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25059. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25060. * @param closePath creates a seam between the first and the last points of each path of the path array
  25061. * @param offset is taken in account only if the `pathArray` is containing a single path
  25062. * @param scene defines the hosting scene
  25063. * @param updatable defines if the mesh must be flagged as updatable
  25064. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25065. * @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)
  25066. * @returns a new Mesh
  25067. */
  25068. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25069. /**
  25070. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25071. * @param name defines the name of the mesh to create
  25072. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25073. * @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
  25074. * @param scene defines the hosting scene
  25075. * @param updatable defines if the mesh must be flagged as updatable
  25076. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25077. * @returns a new Mesh
  25078. */
  25079. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25080. /**
  25081. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25082. * @param name defines the name of the mesh to create
  25083. * @param size sets the size (float) of each box side (default 1)
  25084. * @param scene defines the hosting scene
  25085. * @param updatable defines if the mesh must be flagged as updatable
  25086. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25087. * @returns a new Mesh
  25088. */
  25089. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25090. /**
  25091. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25092. * @param name defines the name of the mesh to create
  25093. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25094. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25095. * @param scene defines the hosting scene
  25096. * @param updatable defines if the mesh must be flagged as updatable
  25097. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25098. * @returns a new Mesh
  25099. */
  25100. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25101. /**
  25102. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25103. * @param name defines the name of the mesh to create
  25104. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25105. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25106. * @param scene defines the hosting scene
  25107. * @returns a new Mesh
  25108. */
  25109. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25110. /**
  25111. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25112. * @param name defines the name of the mesh to create
  25113. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25114. * @param diameterTop set the top cap diameter (floats, default 1)
  25115. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25116. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25117. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25118. * @param scene defines the hosting scene
  25119. * @param updatable defines if the mesh must be flagged as updatable
  25120. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25121. * @returns a new Mesh
  25122. */
  25123. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25124. /**
  25125. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25126. * @param name defines the name of the mesh to create
  25127. * @param diameter sets the diameter size (float) of the torus (default 1)
  25128. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25129. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25130. * @param scene defines the hosting scene
  25131. * @param updatable defines if the mesh must be flagged as updatable
  25132. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25133. * @returns a new Mesh
  25134. */
  25135. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25136. /**
  25137. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25138. * @param name defines the name of the mesh to create
  25139. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25140. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25141. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25142. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25143. * @param p the number of windings on X axis (positive integers, default 2)
  25144. * @param q the number of windings on Y axis (positive integers, default 3)
  25145. * @param scene defines the hosting scene
  25146. * @param updatable defines if the mesh must be flagged as updatable
  25147. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25148. * @returns a new Mesh
  25149. */
  25150. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25151. /**
  25152. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25153. * @param name defines the name of the mesh to create
  25154. * @param points is an array successive Vector3
  25155. * @param scene defines the hosting scene
  25156. * @param updatable defines if the mesh must be flagged as updatable
  25157. * @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).
  25158. * @returns a new Mesh
  25159. */
  25160. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25161. /**
  25162. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25163. * @param name defines the name of the mesh to create
  25164. * @param points is an array successive Vector3
  25165. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25166. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25167. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25168. * @param scene defines the hosting scene
  25169. * @param updatable defines if the mesh must be flagged as updatable
  25170. * @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)
  25171. * @returns a new Mesh
  25172. */
  25173. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25174. /**
  25175. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25176. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25177. * 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.
  25178. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25179. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25180. * Remember you can only change the shape positions, not their number when updating a polygon.
  25181. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25182. * @param name defines the name of the mesh to create
  25183. * @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
  25184. * @param scene defines the hosting scene
  25185. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25186. * @param updatable defines if the mesh must be flagged as updatable
  25187. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25188. * @param earcutInjection can be used to inject your own earcut reference
  25189. * @returns a new Mesh
  25190. */
  25191. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25192. /**
  25193. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25194. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25195. * @param name defines the name of the mesh to create
  25196. * @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
  25197. * @param depth defines the height of extrusion
  25198. * @param scene defines the hosting scene
  25199. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25200. * @param updatable defines if the mesh must be flagged as updatable
  25201. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25202. * @param earcutInjection can be used to inject your own earcut reference
  25203. * @returns a new Mesh
  25204. */
  25205. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25206. /**
  25207. * Creates an extruded shape mesh.
  25208. * 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
  25209. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25210. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25211. * @param name defines the name of the mesh to create
  25212. * @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
  25213. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25214. * @param scale is the value to scale the shape
  25215. * @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
  25216. * @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
  25217. * @param scene defines the hosting scene
  25218. * @param updatable defines if the mesh must be flagged as updatable
  25219. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25220. * @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)
  25221. * @returns a new Mesh
  25222. */
  25223. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25224. /**
  25225. * Creates an custom extruded shape mesh.
  25226. * The custom extrusion is a parametric shape.
  25227. * It has no predefined shape. Its final shape will depend on the input parameters.
  25228. * Please consider using the same method from the MeshBuilder class instead
  25229. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25230. * @param name defines the name of the mesh to create
  25231. * @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
  25232. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25233. * @param scaleFunction is a custom Javascript function called on each path point
  25234. * @param rotationFunction is a custom Javascript function called on each path point
  25235. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25236. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25237. * @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
  25238. * @param scene defines the hosting scene
  25239. * @param updatable defines if the mesh must be flagged as updatable
  25240. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25241. * @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)
  25242. * @returns a new Mesh
  25243. */
  25244. 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;
  25245. /**
  25246. * Creates lathe mesh.
  25247. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25248. * Please consider using the same method from the MeshBuilder class instead
  25249. * @param name defines the name of the mesh to create
  25250. * @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
  25251. * @param radius is the radius value of the lathe
  25252. * @param tessellation is the side number of the lathe.
  25253. * @param scene defines the hosting scene
  25254. * @param updatable defines if the mesh must be flagged as updatable
  25255. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25256. * @returns a new Mesh
  25257. */
  25258. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25259. /**
  25260. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25261. * @param name defines the name of the mesh to create
  25262. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25263. * @param scene defines the hosting scene
  25264. * @param updatable defines if the mesh must be flagged as updatable
  25265. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25266. * @returns a new Mesh
  25267. */
  25268. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25269. /**
  25270. * Creates a ground mesh.
  25271. * Please consider using the same method from the MeshBuilder class instead
  25272. * @param name defines the name of the mesh to create
  25273. * @param width set the width of the ground
  25274. * @param height set the height of the ground
  25275. * @param subdivisions sets the number of subdivisions per side
  25276. * @param scene defines the hosting scene
  25277. * @param updatable defines if the mesh must be flagged as updatable
  25278. * @returns a new Mesh
  25279. */
  25280. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25281. /**
  25282. * Creates a tiled ground mesh.
  25283. * Please consider using the same method from the MeshBuilder class instead
  25284. * @param name defines the name of the mesh to create
  25285. * @param xmin set the ground minimum X coordinate
  25286. * @param zmin set the ground minimum Y coordinate
  25287. * @param xmax set the ground maximum X coordinate
  25288. * @param zmax set the ground maximum Z coordinate
  25289. * @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
  25290. * @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
  25291. * @param scene defines the hosting scene
  25292. * @param updatable defines if the mesh must be flagged as updatable
  25293. * @returns a new Mesh
  25294. */
  25295. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25296. w: number;
  25297. h: number;
  25298. }, precision: {
  25299. w: number;
  25300. h: number;
  25301. }, scene: Scene, updatable?: boolean): Mesh;
  25302. /**
  25303. * Creates a ground mesh from a height map.
  25304. * Please consider using the same method from the MeshBuilder class instead
  25305. * @see http://doc.babylonjs.com/babylon101/height_map
  25306. * @param name defines the name of the mesh to create
  25307. * @param url sets the URL of the height map image resource
  25308. * @param width set the ground width size
  25309. * @param height set the ground height size
  25310. * @param subdivisions sets the number of subdivision per side
  25311. * @param minHeight is the minimum altitude on the ground
  25312. * @param maxHeight is the maximum altitude on the ground
  25313. * @param scene defines the hosting scene
  25314. * @param updatable defines if the mesh must be flagged as updatable
  25315. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25316. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25317. * @returns a new Mesh
  25318. */
  25319. 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;
  25320. /**
  25321. * Creates a tube mesh.
  25322. * The tube is a parametric shape.
  25323. * It has no predefined shape. Its final shape will depend on the input parameters.
  25324. * Please consider using the same method from the MeshBuilder class instead
  25325. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25326. * @param name defines the name of the mesh to create
  25327. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25328. * @param radius sets the tube radius size
  25329. * @param tessellation is the number of sides on the tubular surface
  25330. * @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
  25331. * @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
  25332. * @param scene defines the hosting scene
  25333. * @param updatable defines if the mesh must be flagged as updatable
  25334. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25335. * @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)
  25336. * @returns a new Mesh
  25337. */
  25338. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25339. (i: number, distance: number): number;
  25340. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25341. /**
  25342. * Creates a polyhedron mesh.
  25343. * Please consider using the same method from the MeshBuilder class instead.
  25344. * * 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
  25345. * * The parameter `size` (positive float, default 1) sets the polygon size
  25346. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25347. * * 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`
  25348. * * 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
  25349. * * 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)`)
  25350. * * 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
  25351. * * 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
  25352. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25353. * * 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
  25354. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25355. * @param name defines the name of the mesh to create
  25356. * @param options defines the options used to create the mesh
  25357. * @param scene defines the hosting scene
  25358. * @returns a new Mesh
  25359. */
  25360. static CreatePolyhedron(name: string, options: {
  25361. type?: number;
  25362. size?: number;
  25363. sizeX?: number;
  25364. sizeY?: number;
  25365. sizeZ?: number;
  25366. custom?: any;
  25367. faceUV?: Vector4[];
  25368. faceColors?: Color4[];
  25369. updatable?: boolean;
  25370. sideOrientation?: number;
  25371. }, scene: Scene): Mesh;
  25372. /**
  25373. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25374. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25375. * * 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`)
  25376. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25377. * * 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
  25378. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25379. * * 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
  25380. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25381. * @param name defines the name of the mesh
  25382. * @param options defines the options used to create the mesh
  25383. * @param scene defines the hosting scene
  25384. * @returns a new Mesh
  25385. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25386. */
  25387. static CreateIcoSphere(name: string, options: {
  25388. radius?: number;
  25389. flat?: boolean;
  25390. subdivisions?: number;
  25391. sideOrientation?: number;
  25392. updatable?: boolean;
  25393. }, scene: Scene): Mesh;
  25394. /**
  25395. * Creates a decal mesh.
  25396. * Please consider using the same method from the MeshBuilder class instead.
  25397. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25398. * @param name defines the name of the mesh
  25399. * @param sourceMesh defines the mesh receiving the decal
  25400. * @param position sets the position of the decal in world coordinates
  25401. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25402. * @param size sets the decal scaling
  25403. * @param angle sets the angle to rotate the decal
  25404. * @returns a new Mesh
  25405. */
  25406. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25407. /**
  25408. * Prepare internal position array for software CPU skinning
  25409. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25410. */
  25411. setPositionsForCPUSkinning(): Float32Array;
  25412. /**
  25413. * Prepare internal normal array for software CPU skinning
  25414. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25415. */
  25416. setNormalsForCPUSkinning(): Float32Array;
  25417. /**
  25418. * Updates the vertex buffer by applying transformation from the bones
  25419. * @param skeleton defines the skeleton to apply to current mesh
  25420. * @returns the current mesh
  25421. */
  25422. applySkeleton(skeleton: Skeleton): Mesh;
  25423. /**
  25424. * 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
  25425. * @param meshes defines the list of meshes to scan
  25426. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25427. */
  25428. static MinMax(meshes: AbstractMesh[]): {
  25429. min: Vector3;
  25430. max: Vector3;
  25431. };
  25432. /**
  25433. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25434. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25435. * @returns a vector3
  25436. */
  25437. static Center(meshesOrMinMaxVector: {
  25438. min: Vector3;
  25439. max: Vector3;
  25440. } | AbstractMesh[]): Vector3;
  25441. /**
  25442. * Merge the array of meshes into a single mesh for performance reasons.
  25443. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25444. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25445. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25446. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25447. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25448. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25449. * @returns a new mesh
  25450. */
  25451. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25452. /** @hidden */
  25453. addInstance(instance: InstancedMesh): void;
  25454. /** @hidden */
  25455. removeInstance(instance: InstancedMesh): void;
  25456. }
  25457. }
  25458. declare module "babylonjs/Cameras/camera" {
  25459. import { SmartArray } from "babylonjs/Misc/smartArray";
  25460. import { Observable } from "babylonjs/Misc/observable";
  25461. import { Nullable } from "babylonjs/types";
  25462. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25463. import { Scene } from "babylonjs/scene";
  25464. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25465. import { Node } from "babylonjs/node";
  25466. import { Mesh } from "babylonjs/Meshes/mesh";
  25467. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25468. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25469. import { Viewport } from "babylonjs/Maths/math.viewport";
  25470. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25471. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25472. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25473. import { Ray } from "babylonjs/Culling/ray";
  25474. /**
  25475. * This is the base class of all the camera used in the application.
  25476. * @see http://doc.babylonjs.com/features/cameras
  25477. */
  25478. export class Camera extends Node {
  25479. /** @hidden */
  25480. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25481. /**
  25482. * This is the default projection mode used by the cameras.
  25483. * It helps recreating a feeling of perspective and better appreciate depth.
  25484. * This is the best way to simulate real life cameras.
  25485. */
  25486. static readonly PERSPECTIVE_CAMERA: number;
  25487. /**
  25488. * This helps creating camera with an orthographic mode.
  25489. * 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.
  25490. */
  25491. static readonly ORTHOGRAPHIC_CAMERA: number;
  25492. /**
  25493. * This is the default FOV mode for perspective cameras.
  25494. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25495. */
  25496. static readonly FOVMODE_VERTICAL_FIXED: number;
  25497. /**
  25498. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25499. */
  25500. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25501. /**
  25502. * This specifies ther is no need for a camera rig.
  25503. * Basically only one eye is rendered corresponding to the camera.
  25504. */
  25505. static readonly RIG_MODE_NONE: number;
  25506. /**
  25507. * Simulates a camera Rig with one blue eye and one red eye.
  25508. * This can be use with 3d blue and red glasses.
  25509. */
  25510. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25511. /**
  25512. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25513. */
  25514. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25515. /**
  25516. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25517. */
  25518. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25519. /**
  25520. * Defines that both eyes of the camera will be rendered over under each other.
  25521. */
  25522. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25523. /**
  25524. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25525. */
  25526. static readonly RIG_MODE_VR: number;
  25527. /**
  25528. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25529. */
  25530. static readonly RIG_MODE_WEBVR: number;
  25531. /**
  25532. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25533. */
  25534. static readonly RIG_MODE_CUSTOM: number;
  25535. /**
  25536. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25537. */
  25538. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25539. /**
  25540. * Define the input manager associated with the camera.
  25541. */
  25542. inputs: CameraInputsManager<Camera>;
  25543. /** @hidden */
  25544. _position: Vector3;
  25545. /**
  25546. * Define the current local position of the camera in the scene
  25547. */
  25548. position: Vector3;
  25549. /**
  25550. * The vector the camera should consider as up.
  25551. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25552. */
  25553. upVector: Vector3;
  25554. /**
  25555. * Define the current limit on the left side for an orthographic camera
  25556. * In scene unit
  25557. */
  25558. orthoLeft: Nullable<number>;
  25559. /**
  25560. * Define the current limit on the right side for an orthographic camera
  25561. * In scene unit
  25562. */
  25563. orthoRight: Nullable<number>;
  25564. /**
  25565. * Define the current limit on the bottom side for an orthographic camera
  25566. * In scene unit
  25567. */
  25568. orthoBottom: Nullable<number>;
  25569. /**
  25570. * Define the current limit on the top side for an orthographic camera
  25571. * In scene unit
  25572. */
  25573. orthoTop: Nullable<number>;
  25574. /**
  25575. * Field Of View is set in Radians. (default is 0.8)
  25576. */
  25577. fov: number;
  25578. /**
  25579. * Define the minimum distance the camera can see from.
  25580. * This is important to note that the depth buffer are not infinite and the closer it starts
  25581. * the more your scene might encounter depth fighting issue.
  25582. */
  25583. minZ: number;
  25584. /**
  25585. * Define the maximum distance the camera can see to.
  25586. * This is important to note that the depth buffer are not infinite and the further it end
  25587. * the more your scene might encounter depth fighting issue.
  25588. */
  25589. maxZ: number;
  25590. /**
  25591. * Define the default inertia of the camera.
  25592. * This helps giving a smooth feeling to the camera movement.
  25593. */
  25594. inertia: number;
  25595. /**
  25596. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25597. */
  25598. mode: number;
  25599. /**
  25600. * Define wether the camera is intermediate.
  25601. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25602. */
  25603. isIntermediate: boolean;
  25604. /**
  25605. * Define the viewport of the camera.
  25606. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25607. */
  25608. viewport: Viewport;
  25609. /**
  25610. * Restricts the camera to viewing objects with the same layerMask.
  25611. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25612. */
  25613. layerMask: number;
  25614. /**
  25615. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25616. */
  25617. fovMode: number;
  25618. /**
  25619. * Rig mode of the camera.
  25620. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25621. * This is normally controlled byt the camera themselves as internal use.
  25622. */
  25623. cameraRigMode: number;
  25624. /**
  25625. * Defines the distance between both "eyes" in case of a RIG
  25626. */
  25627. interaxialDistance: number;
  25628. /**
  25629. * Defines if stereoscopic rendering is done side by side or over under.
  25630. */
  25631. isStereoscopicSideBySide: boolean;
  25632. /**
  25633. * 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
  25634. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25635. * else in the scene. (Eg. security camera)
  25636. *
  25637. * 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)
  25638. */
  25639. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25640. /**
  25641. * When set, the camera will render to this render target instead of the default canvas
  25642. *
  25643. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25644. */
  25645. outputRenderTarget: Nullable<RenderTargetTexture>;
  25646. /**
  25647. * Observable triggered when the camera view matrix has changed.
  25648. */
  25649. onViewMatrixChangedObservable: Observable<Camera>;
  25650. /**
  25651. * Observable triggered when the camera Projection matrix has changed.
  25652. */
  25653. onProjectionMatrixChangedObservable: Observable<Camera>;
  25654. /**
  25655. * Observable triggered when the inputs have been processed.
  25656. */
  25657. onAfterCheckInputsObservable: Observable<Camera>;
  25658. /**
  25659. * Observable triggered when reset has been called and applied to the camera.
  25660. */
  25661. onRestoreStateObservable: Observable<Camera>;
  25662. /** @hidden */
  25663. _cameraRigParams: any;
  25664. /** @hidden */
  25665. _rigCameras: Camera[];
  25666. /** @hidden */
  25667. _rigPostProcess: Nullable<PostProcess>;
  25668. protected _webvrViewMatrix: Matrix;
  25669. /** @hidden */
  25670. _skipRendering: boolean;
  25671. /** @hidden */
  25672. _projectionMatrix: Matrix;
  25673. /** @hidden */
  25674. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25675. /** @hidden */
  25676. _activeMeshes: SmartArray<AbstractMesh>;
  25677. protected _globalPosition: Vector3;
  25678. /** @hidden */
  25679. _computedViewMatrix: Matrix;
  25680. private _doNotComputeProjectionMatrix;
  25681. private _transformMatrix;
  25682. private _frustumPlanes;
  25683. private _refreshFrustumPlanes;
  25684. private _storedFov;
  25685. private _stateStored;
  25686. /**
  25687. * Instantiates a new camera object.
  25688. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25689. * @see http://doc.babylonjs.com/features/cameras
  25690. * @param name Defines the name of the camera in the scene
  25691. * @param position Defines the position of the camera
  25692. * @param scene Defines the scene the camera belongs too
  25693. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25694. */
  25695. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25696. /**
  25697. * Store current camera state (fov, position, etc..)
  25698. * @returns the camera
  25699. */
  25700. storeState(): Camera;
  25701. /**
  25702. * Restores the camera state values if it has been stored. You must call storeState() first
  25703. */
  25704. protected _restoreStateValues(): boolean;
  25705. /**
  25706. * Restored camera state. You must call storeState() first.
  25707. * @returns true if restored and false otherwise
  25708. */
  25709. restoreState(): boolean;
  25710. /**
  25711. * Gets the class name of the camera.
  25712. * @returns the class name
  25713. */
  25714. getClassName(): string;
  25715. /** @hidden */
  25716. readonly _isCamera: boolean;
  25717. /**
  25718. * Gets a string representation of the camera useful for debug purpose.
  25719. * @param fullDetails Defines that a more verboe level of logging is required
  25720. * @returns the string representation
  25721. */
  25722. toString(fullDetails?: boolean): string;
  25723. /**
  25724. * Gets the current world space position of the camera.
  25725. */
  25726. readonly globalPosition: Vector3;
  25727. /**
  25728. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25729. * @returns the active meshe list
  25730. */
  25731. getActiveMeshes(): SmartArray<AbstractMesh>;
  25732. /**
  25733. * Check wether a mesh is part of the current active mesh list of the camera
  25734. * @param mesh Defines the mesh to check
  25735. * @returns true if active, false otherwise
  25736. */
  25737. isActiveMesh(mesh: Mesh): boolean;
  25738. /**
  25739. * Is this camera ready to be used/rendered
  25740. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25741. * @return true if the camera is ready
  25742. */
  25743. isReady(completeCheck?: boolean): boolean;
  25744. /** @hidden */
  25745. _initCache(): void;
  25746. /** @hidden */
  25747. _updateCache(ignoreParentClass?: boolean): void;
  25748. /** @hidden */
  25749. _isSynchronized(): boolean;
  25750. /** @hidden */
  25751. _isSynchronizedViewMatrix(): boolean;
  25752. /** @hidden */
  25753. _isSynchronizedProjectionMatrix(): boolean;
  25754. /**
  25755. * Attach the input controls to a specific dom element to get the input from.
  25756. * @param element Defines the element the controls should be listened from
  25757. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25758. */
  25759. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25760. /**
  25761. * Detach the current controls from the specified dom element.
  25762. * @param element Defines the element to stop listening the inputs from
  25763. */
  25764. detachControl(element: HTMLElement): void;
  25765. /**
  25766. * Update the camera state according to the different inputs gathered during the frame.
  25767. */
  25768. update(): void;
  25769. /** @hidden */
  25770. _checkInputs(): void;
  25771. /** @hidden */
  25772. readonly rigCameras: Camera[];
  25773. /**
  25774. * Gets the post process used by the rig cameras
  25775. */
  25776. readonly rigPostProcess: Nullable<PostProcess>;
  25777. /**
  25778. * Internal, gets the first post proces.
  25779. * @returns the first post process to be run on this camera.
  25780. */
  25781. _getFirstPostProcess(): Nullable<PostProcess>;
  25782. private _cascadePostProcessesToRigCams;
  25783. /**
  25784. * Attach a post process to the camera.
  25785. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25786. * @param postProcess The post process to attach to the camera
  25787. * @param insertAt The position of the post process in case several of them are in use in the scene
  25788. * @returns the position the post process has been inserted at
  25789. */
  25790. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25791. /**
  25792. * Detach a post process to the camera.
  25793. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25794. * @param postProcess The post process to detach from the camera
  25795. */
  25796. detachPostProcess(postProcess: PostProcess): void;
  25797. /**
  25798. * Gets the current world matrix of the camera
  25799. */
  25800. getWorldMatrix(): Matrix;
  25801. /** @hidden */
  25802. _getViewMatrix(): Matrix;
  25803. /**
  25804. * Gets the current view matrix of the camera.
  25805. * @param force forces the camera to recompute the matrix without looking at the cached state
  25806. * @returns the view matrix
  25807. */
  25808. getViewMatrix(force?: boolean): Matrix;
  25809. /**
  25810. * Freeze the projection matrix.
  25811. * It will prevent the cache check of the camera projection compute and can speed up perf
  25812. * if no parameter of the camera are meant to change
  25813. * @param projection Defines manually a projection if necessary
  25814. */
  25815. freezeProjectionMatrix(projection?: Matrix): void;
  25816. /**
  25817. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25818. */
  25819. unfreezeProjectionMatrix(): void;
  25820. /**
  25821. * Gets the current projection matrix of the camera.
  25822. * @param force forces the camera to recompute the matrix without looking at the cached state
  25823. * @returns the projection matrix
  25824. */
  25825. getProjectionMatrix(force?: boolean): Matrix;
  25826. /**
  25827. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25828. * @returns a Matrix
  25829. */
  25830. getTransformationMatrix(): Matrix;
  25831. private _updateFrustumPlanes;
  25832. /**
  25833. * Checks if a cullable object (mesh...) is in the camera frustum
  25834. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25835. * @param target The object to check
  25836. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25837. * @returns true if the object is in frustum otherwise false
  25838. */
  25839. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25840. /**
  25841. * Checks if a cullable object (mesh...) is in the camera frustum
  25842. * Unlike isInFrustum this cheks the full bounding box
  25843. * @param target The object to check
  25844. * @returns true if the object is in frustum otherwise false
  25845. */
  25846. isCompletelyInFrustum(target: ICullable): boolean;
  25847. /**
  25848. * Gets a ray in the forward direction from the camera.
  25849. * @param length Defines the length of the ray to create
  25850. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25851. * @param origin Defines the start point of the ray which defaults to the camera position
  25852. * @returns the forward ray
  25853. */
  25854. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25855. /**
  25856. * Releases resources associated with this node.
  25857. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25858. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25859. */
  25860. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25861. /** @hidden */
  25862. _isLeftCamera: boolean;
  25863. /**
  25864. * Gets the left camera of a rig setup in case of Rigged Camera
  25865. */
  25866. readonly isLeftCamera: boolean;
  25867. /** @hidden */
  25868. _isRightCamera: boolean;
  25869. /**
  25870. * Gets the right camera of a rig setup in case of Rigged Camera
  25871. */
  25872. readonly isRightCamera: boolean;
  25873. /**
  25874. * Gets the left camera of a rig setup in case of Rigged Camera
  25875. */
  25876. readonly leftCamera: Nullable<FreeCamera>;
  25877. /**
  25878. * Gets the right camera of a rig setup in case of Rigged Camera
  25879. */
  25880. readonly rightCamera: Nullable<FreeCamera>;
  25881. /**
  25882. * Gets the left camera target of a rig setup in case of Rigged Camera
  25883. * @returns the target position
  25884. */
  25885. getLeftTarget(): Nullable<Vector3>;
  25886. /**
  25887. * Gets the right camera target of a rig setup in case of Rigged Camera
  25888. * @returns the target position
  25889. */
  25890. getRightTarget(): Nullable<Vector3>;
  25891. /**
  25892. * @hidden
  25893. */
  25894. setCameraRigMode(mode: number, rigParams: any): void;
  25895. /** @hidden */
  25896. static _setStereoscopicRigMode(camera: Camera): void;
  25897. /** @hidden */
  25898. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25899. /** @hidden */
  25900. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25901. /** @hidden */
  25902. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25903. /** @hidden */
  25904. _getVRProjectionMatrix(): Matrix;
  25905. protected _updateCameraRotationMatrix(): void;
  25906. protected _updateWebVRCameraRotationMatrix(): void;
  25907. /**
  25908. * This function MUST be overwritten by the different WebVR cameras available.
  25909. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25910. * @hidden
  25911. */
  25912. _getWebVRProjectionMatrix(): Matrix;
  25913. /**
  25914. * This function MUST be overwritten by the different WebVR cameras available.
  25915. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25916. * @hidden
  25917. */
  25918. _getWebVRViewMatrix(): Matrix;
  25919. /** @hidden */
  25920. setCameraRigParameter(name: string, value: any): void;
  25921. /**
  25922. * needs to be overridden by children so sub has required properties to be copied
  25923. * @hidden
  25924. */
  25925. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25926. /**
  25927. * May need to be overridden by children
  25928. * @hidden
  25929. */
  25930. _updateRigCameras(): void;
  25931. /** @hidden */
  25932. _setupInputs(): void;
  25933. /**
  25934. * Serialiaze the camera setup to a json represention
  25935. * @returns the JSON representation
  25936. */
  25937. serialize(): any;
  25938. /**
  25939. * Clones the current camera.
  25940. * @param name The cloned camera name
  25941. * @returns the cloned camera
  25942. */
  25943. clone(name: string): Camera;
  25944. /**
  25945. * Gets the direction of the camera relative to a given local axis.
  25946. * @param localAxis Defines the reference axis to provide a relative direction.
  25947. * @return the direction
  25948. */
  25949. getDirection(localAxis: Vector3): Vector3;
  25950. /**
  25951. * Returns the current camera absolute rotation
  25952. */
  25953. readonly absoluteRotation: Quaternion;
  25954. /**
  25955. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25956. * @param localAxis Defines the reference axis to provide a relative direction.
  25957. * @param result Defines the vector to store the result in
  25958. */
  25959. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25960. /**
  25961. * Gets a camera constructor for a given camera type
  25962. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25963. * @param name The name of the camera the result will be able to instantiate
  25964. * @param scene The scene the result will construct the camera in
  25965. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25966. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25967. * @returns a factory method to construc the camera
  25968. */
  25969. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25970. /**
  25971. * Compute the world matrix of the camera.
  25972. * @returns the camera world matrix
  25973. */
  25974. computeWorldMatrix(): Matrix;
  25975. /**
  25976. * Parse a JSON and creates the camera from the parsed information
  25977. * @param parsedCamera The JSON to parse
  25978. * @param scene The scene to instantiate the camera in
  25979. * @returns the newly constructed camera
  25980. */
  25981. static Parse(parsedCamera: any, scene: Scene): Camera;
  25982. }
  25983. }
  25984. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25985. import { Nullable } from "babylonjs/types";
  25986. import { Scene } from "babylonjs/scene";
  25987. import { Vector4 } from "babylonjs/Maths/math.vector";
  25988. import { Mesh } from "babylonjs/Meshes/mesh";
  25989. /**
  25990. * Class containing static functions to help procedurally build meshes
  25991. */
  25992. export class DiscBuilder {
  25993. /**
  25994. * Creates a plane polygonal mesh. By default, this is a disc
  25995. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25996. * * 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
  25997. * * 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
  25998. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25999. * * 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
  26000. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26001. * @param name defines the name of the mesh
  26002. * @param options defines the options used to create the mesh
  26003. * @param scene defines the hosting scene
  26004. * @returns the plane polygonal mesh
  26005. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26006. */
  26007. static CreateDisc(name: string, options: {
  26008. radius?: number;
  26009. tessellation?: number;
  26010. arc?: number;
  26011. updatable?: boolean;
  26012. sideOrientation?: number;
  26013. frontUVs?: Vector4;
  26014. backUVs?: Vector4;
  26015. }, scene?: Nullable<Scene>): Mesh;
  26016. }
  26017. }
  26018. declare module "babylonjs/Particles/solidParticleSystem" {
  26019. import { Vector3 } from "babylonjs/Maths/math.vector";
  26020. import { Mesh } from "babylonjs/Meshes/mesh";
  26021. import { Scene, IDisposable } from "babylonjs/scene";
  26022. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26023. /**
  26024. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26025. *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.
  26026. * The SPS is also a particle system. It provides some methods to manage the particles.
  26027. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26028. *
  26029. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26030. */
  26031. export class SolidParticleSystem implements IDisposable {
  26032. /**
  26033. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26034. * Example : var p = SPS.particles[i];
  26035. */
  26036. particles: SolidParticle[];
  26037. /**
  26038. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26039. */
  26040. nbParticles: number;
  26041. /**
  26042. * If the particles must ever face the camera (default false). Useful for planar particles.
  26043. */
  26044. billboard: boolean;
  26045. /**
  26046. * Recompute normals when adding a shape
  26047. */
  26048. recomputeNormals: boolean;
  26049. /**
  26050. * This a counter ofr your own usage. It's not set by any SPS functions.
  26051. */
  26052. counter: number;
  26053. /**
  26054. * The SPS name. This name is also given to the underlying mesh.
  26055. */
  26056. name: string;
  26057. /**
  26058. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26059. */
  26060. mesh: Mesh;
  26061. /**
  26062. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26063. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26064. */
  26065. vars: any;
  26066. /**
  26067. * This array is populated when the SPS is set as 'pickable'.
  26068. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26069. * Each element of this array is an object `{idx: int, faceId: int}`.
  26070. * `idx` is the picked particle index in the `SPS.particles` array
  26071. * `faceId` is the picked face index counted within this particle.
  26072. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26073. */
  26074. pickedParticles: {
  26075. idx: number;
  26076. faceId: number;
  26077. }[];
  26078. /**
  26079. * This array is populated when `enableDepthSort` is set to true.
  26080. * Each element of this array is an instance of the class DepthSortedParticle.
  26081. */
  26082. depthSortedParticles: DepthSortedParticle[];
  26083. /**
  26084. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26085. * @hidden
  26086. */
  26087. _bSphereOnly: boolean;
  26088. /**
  26089. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26090. * @hidden
  26091. */
  26092. _bSphereRadiusFactor: number;
  26093. private _scene;
  26094. private _positions;
  26095. private _indices;
  26096. private _normals;
  26097. private _colors;
  26098. private _uvs;
  26099. private _indices32;
  26100. private _positions32;
  26101. private _normals32;
  26102. private _fixedNormal32;
  26103. private _colors32;
  26104. private _uvs32;
  26105. private _index;
  26106. private _updatable;
  26107. private _pickable;
  26108. private _isVisibilityBoxLocked;
  26109. private _alwaysVisible;
  26110. private _depthSort;
  26111. private _expandable;
  26112. private _shapeCounter;
  26113. private _copy;
  26114. private _color;
  26115. private _computeParticleColor;
  26116. private _computeParticleTexture;
  26117. private _computeParticleRotation;
  26118. private _computeParticleVertex;
  26119. private _computeBoundingBox;
  26120. private _depthSortParticles;
  26121. private _camera;
  26122. private _mustUnrotateFixedNormals;
  26123. private _particlesIntersect;
  26124. private _needs32Bits;
  26125. private _isNotBuilt;
  26126. /**
  26127. * Creates a SPS (Solid Particle System) object.
  26128. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26129. * @param scene (Scene) is the scene in which the SPS is added.
  26130. * @param options defines the options of the sps e.g.
  26131. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26132. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26133. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26134. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26135. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26136. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26137. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26138. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26139. */
  26140. constructor(name: string, scene: Scene, options?: {
  26141. updatable?: boolean;
  26142. isPickable?: boolean;
  26143. enableDepthSort?: boolean;
  26144. particleIntersection?: boolean;
  26145. boundingSphereOnly?: boolean;
  26146. bSphereRadiusFactor?: number;
  26147. expandable?: boolean;
  26148. });
  26149. /**
  26150. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26151. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26152. * @returns the created mesh
  26153. */
  26154. buildMesh(): Mesh;
  26155. /**
  26156. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26157. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26158. * Thus the particles generated from `digest()` have their property `position` set yet.
  26159. * @param mesh ( Mesh ) is the mesh to be digested
  26160. * @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
  26161. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26162. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26163. * @returns the current SPS
  26164. */
  26165. digest(mesh: Mesh, options?: {
  26166. facetNb?: number;
  26167. number?: number;
  26168. delta?: number;
  26169. }): SolidParticleSystem;
  26170. private _unrotateFixedNormals;
  26171. private _resetCopy;
  26172. private _meshBuilder;
  26173. private _posToShape;
  26174. private _uvsToShapeUV;
  26175. private _addParticle;
  26176. /**
  26177. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26178. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26179. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26180. * @param nb (positive integer) the number of particles to be created from this model
  26181. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26182. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26183. * @returns the number of shapes in the system
  26184. */
  26185. addShape(mesh: Mesh, nb: number, options?: {
  26186. positionFunction?: any;
  26187. vertexFunction?: any;
  26188. }): number;
  26189. private _rebuildParticle;
  26190. /**
  26191. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26192. * @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.
  26193. * @returns the SPS.
  26194. */
  26195. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26196. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26197. * Returns an array with the removed particles.
  26198. * 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.
  26199. * The SPS can't be empty so at least one particle needs to remain in place.
  26200. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26201. * @param start index of the first particle to remove
  26202. * @param end index of the last particle to remove (included)
  26203. * @returns an array populated with the removed particles
  26204. */
  26205. removeParticles(start: number, end: number): SolidParticle[];
  26206. /**
  26207. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26208. * This method calls `updateParticle()` for each particle of the SPS.
  26209. * For an animated SPS, it is usually called within the render loop.
  26210. * 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.
  26211. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26212. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26213. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26214. * @returns the SPS.
  26215. */
  26216. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26217. /**
  26218. * Disposes the SPS.
  26219. */
  26220. dispose(): void;
  26221. /**
  26222. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26223. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26224. * @returns the SPS.
  26225. */
  26226. refreshVisibleSize(): SolidParticleSystem;
  26227. /**
  26228. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26229. * @param size the size (float) of the visibility box
  26230. * note : this doesn't lock the SPS mesh bounding box.
  26231. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26232. */
  26233. setVisibilityBox(size: number): void;
  26234. /**
  26235. * Gets whether the SPS as always visible or not
  26236. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26237. */
  26238. /**
  26239. * Sets the SPS as always visible or not
  26240. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26241. */
  26242. isAlwaysVisible: boolean;
  26243. /**
  26244. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26245. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26246. */
  26247. /**
  26248. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26249. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26250. */
  26251. isVisibilityBoxLocked: boolean;
  26252. /**
  26253. * Tells to `setParticles()` to compute the particle rotations or not.
  26254. * Default value : true. The SPS is faster when it's set to false.
  26255. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26256. */
  26257. /**
  26258. * Gets if `setParticles()` computes the particle rotations or not.
  26259. * Default value : true. The SPS is faster when it's set to false.
  26260. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26261. */
  26262. computeParticleRotation: boolean;
  26263. /**
  26264. * Tells to `setParticles()` to compute the particle colors or not.
  26265. * Default value : true. The SPS is faster when it's set to false.
  26266. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26267. */
  26268. /**
  26269. * Gets if `setParticles()` computes the particle colors or not.
  26270. * Default value : true. The SPS is faster when it's set to false.
  26271. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26272. */
  26273. computeParticleColor: boolean;
  26274. /**
  26275. * Gets if `setParticles()` computes the particle textures or not.
  26276. * Default value : true. The SPS is faster when it's set to false.
  26277. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26278. */
  26279. computeParticleTexture: boolean;
  26280. /**
  26281. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26282. * Default value : false. The SPS is faster when it's set to false.
  26283. * Note : the particle custom vertex positions aren't stored values.
  26284. */
  26285. /**
  26286. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26287. * Default value : false. The SPS is faster when it's set to false.
  26288. * Note : the particle custom vertex positions aren't stored values.
  26289. */
  26290. computeParticleVertex: boolean;
  26291. /**
  26292. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26293. */
  26294. /**
  26295. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26296. */
  26297. computeBoundingBox: boolean;
  26298. /**
  26299. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26300. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26301. * Default : `true`
  26302. */
  26303. /**
  26304. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26305. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26306. * Default : `true`
  26307. */
  26308. depthSortParticles: boolean;
  26309. /**
  26310. * Gets if the SPS is created as expandable at construction time.
  26311. * Default : `false`
  26312. */
  26313. readonly expandable: boolean;
  26314. /**
  26315. * This function does nothing. It may be overwritten to set all the particle first values.
  26316. * The SPS doesn't call this function, you may have to call it by your own.
  26317. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26318. */
  26319. initParticles(): void;
  26320. /**
  26321. * This function does nothing. It may be overwritten to recycle a particle.
  26322. * The SPS doesn't call this function, you may have to call it by your own.
  26323. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26324. * @param particle The particle to recycle
  26325. * @returns the recycled particle
  26326. */
  26327. recycleParticle(particle: SolidParticle): SolidParticle;
  26328. /**
  26329. * Updates a particle : this function should be overwritten by the user.
  26330. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26331. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26332. * @example : just set a particle position or velocity and recycle conditions
  26333. * @param particle The particle to update
  26334. * @returns the updated particle
  26335. */
  26336. updateParticle(particle: SolidParticle): SolidParticle;
  26337. /**
  26338. * Updates a vertex of a particle : it can be overwritten by the user.
  26339. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26340. * @param particle the current particle
  26341. * @param vertex the current index of the current particle
  26342. * @param pt the index of the current vertex in the particle shape
  26343. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26344. * @example : just set a vertex particle position
  26345. * @returns the updated vertex
  26346. */
  26347. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26348. /**
  26349. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26350. * This does nothing and may be overwritten by the user.
  26351. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26352. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26353. * @param update the boolean update value actually passed to setParticles()
  26354. */
  26355. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26356. /**
  26357. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26358. * This will be passed three parameters.
  26359. * This does nothing and may be overwritten by the user.
  26360. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26361. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26362. * @param update the boolean update value actually passed to setParticles()
  26363. */
  26364. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26365. }
  26366. }
  26367. declare module "babylonjs/Particles/solidParticle" {
  26368. import { Nullable } from "babylonjs/types";
  26369. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26370. import { Color4 } from "babylonjs/Maths/math.color";
  26371. import { Mesh } from "babylonjs/Meshes/mesh";
  26372. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26373. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26374. import { Plane } from "babylonjs/Maths/math.plane";
  26375. /**
  26376. * Represents one particle of a solid particle system.
  26377. */
  26378. export class SolidParticle {
  26379. /**
  26380. * particle global index
  26381. */
  26382. idx: number;
  26383. /**
  26384. * The color of the particle
  26385. */
  26386. color: Nullable<Color4>;
  26387. /**
  26388. * The world space position of the particle.
  26389. */
  26390. position: Vector3;
  26391. /**
  26392. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26393. */
  26394. rotation: Vector3;
  26395. /**
  26396. * The world space rotation quaternion of the particle.
  26397. */
  26398. rotationQuaternion: Nullable<Quaternion>;
  26399. /**
  26400. * The scaling of the particle.
  26401. */
  26402. scaling: Vector3;
  26403. /**
  26404. * The uvs of the particle.
  26405. */
  26406. uvs: Vector4;
  26407. /**
  26408. * The current speed of the particle.
  26409. */
  26410. velocity: Vector3;
  26411. /**
  26412. * The pivot point in the particle local space.
  26413. */
  26414. pivot: Vector3;
  26415. /**
  26416. * Must the particle be translated from its pivot point in its local space ?
  26417. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26418. * Default : false
  26419. */
  26420. translateFromPivot: boolean;
  26421. /**
  26422. * Is the particle active or not ?
  26423. */
  26424. alive: boolean;
  26425. /**
  26426. * Is the particle visible or not ?
  26427. */
  26428. isVisible: boolean;
  26429. /**
  26430. * Index of this particle in the global "positions" array (Internal use)
  26431. * @hidden
  26432. */
  26433. _pos: number;
  26434. /**
  26435. * @hidden Index of this particle in the global "indices" array (Internal use)
  26436. */
  26437. _ind: number;
  26438. /**
  26439. * @hidden ModelShape of this particle (Internal use)
  26440. */
  26441. _model: ModelShape;
  26442. /**
  26443. * ModelShape id of this particle
  26444. */
  26445. shapeId: number;
  26446. /**
  26447. * Index of the particle in its shape id
  26448. */
  26449. idxInShape: number;
  26450. /**
  26451. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26452. */
  26453. _modelBoundingInfo: BoundingInfo;
  26454. /**
  26455. * @hidden Particle BoundingInfo object (Internal use)
  26456. */
  26457. _boundingInfo: BoundingInfo;
  26458. /**
  26459. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26460. */
  26461. _sps: SolidParticleSystem;
  26462. /**
  26463. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26464. */
  26465. _stillInvisible: boolean;
  26466. /**
  26467. * @hidden Last computed particle rotation matrix
  26468. */
  26469. _rotationMatrix: number[];
  26470. /**
  26471. * Parent particle Id, if any.
  26472. * Default null.
  26473. */
  26474. parentId: Nullable<number>;
  26475. /**
  26476. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26477. * The possible values are :
  26478. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26479. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26480. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26481. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26482. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26483. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26484. * */
  26485. cullingStrategy: number;
  26486. /**
  26487. * @hidden Internal global position in the SPS.
  26488. */
  26489. _globalPosition: Vector3;
  26490. /**
  26491. * Creates a Solid Particle object.
  26492. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26493. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26494. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26495. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26496. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26497. * @param shapeId (integer) is the model shape identifier in the SPS.
  26498. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26499. * @param sps defines the sps it is associated to
  26500. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26501. */
  26502. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26503. /**
  26504. * Legacy support, changed scale to scaling
  26505. */
  26506. /**
  26507. * Legacy support, changed scale to scaling
  26508. */
  26509. scale: Vector3;
  26510. /**
  26511. * Legacy support, changed quaternion to rotationQuaternion
  26512. */
  26513. /**
  26514. * Legacy support, changed quaternion to rotationQuaternion
  26515. */
  26516. quaternion: Nullable<Quaternion>;
  26517. /**
  26518. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26519. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26520. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26521. * @returns true if it intersects
  26522. */
  26523. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26524. /**
  26525. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26526. * A particle is in the frustum if its bounding box intersects the frustum
  26527. * @param frustumPlanes defines the frustum to test
  26528. * @returns true if the particle is in the frustum planes
  26529. */
  26530. isInFrustum(frustumPlanes: Plane[]): boolean;
  26531. /**
  26532. * get the rotation matrix of the particle
  26533. * @hidden
  26534. */
  26535. getRotationMatrix(m: Matrix): void;
  26536. }
  26537. /**
  26538. * Represents the shape of the model used by one particle of a solid particle system.
  26539. * SPS internal tool, don't use it manually.
  26540. */
  26541. export class ModelShape {
  26542. /**
  26543. * The shape id
  26544. * @hidden
  26545. */
  26546. shapeID: number;
  26547. /**
  26548. * flat array of model positions (internal use)
  26549. * @hidden
  26550. */
  26551. _shape: Vector3[];
  26552. /**
  26553. * flat array of model UVs (internal use)
  26554. * @hidden
  26555. */
  26556. _shapeUV: number[];
  26557. /**
  26558. * color array of the model
  26559. * @hidden
  26560. */
  26561. _shapeColors: number[];
  26562. /**
  26563. * indices array of the model
  26564. * @hidden
  26565. */
  26566. _indices: number[];
  26567. /**
  26568. * normals array of the model
  26569. * @hidden
  26570. */
  26571. _normals: number[];
  26572. /**
  26573. * length of the shape in the model indices array (internal use)
  26574. * @hidden
  26575. */
  26576. _indicesLength: number;
  26577. /**
  26578. * Custom position function (internal use)
  26579. * @hidden
  26580. */
  26581. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26582. /**
  26583. * Custom vertex function (internal use)
  26584. * @hidden
  26585. */
  26586. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26587. /**
  26588. * 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.
  26589. * SPS internal tool, don't use it manually.
  26590. * @hidden
  26591. */
  26592. 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>);
  26593. }
  26594. /**
  26595. * Represents a Depth Sorted Particle in the solid particle system.
  26596. */
  26597. export class DepthSortedParticle {
  26598. /**
  26599. * Index of the particle in the "indices" array
  26600. */
  26601. ind: number;
  26602. /**
  26603. * Length of the particle shape in the "indices" array
  26604. */
  26605. indicesLength: number;
  26606. /**
  26607. * Squared distance from the particle to the camera
  26608. */
  26609. sqDistance: number;
  26610. }
  26611. }
  26612. declare module "babylonjs/Collisions/meshCollisionData" {
  26613. import { Collider } from "babylonjs/Collisions/collider";
  26614. import { Vector3 } from "babylonjs/Maths/math.vector";
  26615. import { Nullable } from "babylonjs/types";
  26616. import { Observer } from "babylonjs/Misc/observable";
  26617. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26618. /**
  26619. * @hidden
  26620. */
  26621. export class _MeshCollisionData {
  26622. _checkCollisions: boolean;
  26623. _collisionMask: number;
  26624. _collisionGroup: number;
  26625. _collider: Nullable<Collider>;
  26626. _oldPositionForCollisions: Vector3;
  26627. _diffPositionForCollisions: Vector3;
  26628. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26629. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26630. }
  26631. }
  26632. declare module "babylonjs/Meshes/abstractMesh" {
  26633. import { Observable } from "babylonjs/Misc/observable";
  26634. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26635. import { Camera } from "babylonjs/Cameras/camera";
  26636. import { Scene, IDisposable } from "babylonjs/scene";
  26637. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26638. import { Node } from "babylonjs/node";
  26639. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26640. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26641. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26642. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26643. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26644. import { Material } from "babylonjs/Materials/material";
  26645. import { Light } from "babylonjs/Lights/light";
  26646. import { Skeleton } from "babylonjs/Bones/skeleton";
  26647. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26648. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26649. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26650. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26651. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26652. import { Plane } from "babylonjs/Maths/math.plane";
  26653. import { Ray } from "babylonjs/Culling/ray";
  26654. import { Collider } from "babylonjs/Collisions/collider";
  26655. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26656. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26657. /** @hidden */
  26658. class _FacetDataStorage {
  26659. facetPositions: Vector3[];
  26660. facetNormals: Vector3[];
  26661. facetPartitioning: number[][];
  26662. facetNb: number;
  26663. partitioningSubdivisions: number;
  26664. partitioningBBoxRatio: number;
  26665. facetDataEnabled: boolean;
  26666. facetParameters: any;
  26667. bbSize: Vector3;
  26668. subDiv: {
  26669. max: number;
  26670. X: number;
  26671. Y: number;
  26672. Z: number;
  26673. };
  26674. facetDepthSort: boolean;
  26675. facetDepthSortEnabled: boolean;
  26676. depthSortedIndices: IndicesArray;
  26677. depthSortedFacets: {
  26678. ind: number;
  26679. sqDistance: number;
  26680. }[];
  26681. facetDepthSortFunction: (f1: {
  26682. ind: number;
  26683. sqDistance: number;
  26684. }, f2: {
  26685. ind: number;
  26686. sqDistance: number;
  26687. }) => number;
  26688. facetDepthSortFrom: Vector3;
  26689. facetDepthSortOrigin: Vector3;
  26690. invertedMatrix: Matrix;
  26691. }
  26692. /**
  26693. * @hidden
  26694. **/
  26695. class _InternalAbstractMeshDataInfo {
  26696. _hasVertexAlpha: boolean;
  26697. _useVertexColors: boolean;
  26698. _numBoneInfluencers: number;
  26699. _applyFog: boolean;
  26700. _receiveShadows: boolean;
  26701. _facetData: _FacetDataStorage;
  26702. _visibility: number;
  26703. _skeleton: Nullable<Skeleton>;
  26704. _layerMask: number;
  26705. _computeBonesUsingShaders: boolean;
  26706. _isActive: boolean;
  26707. _onlyForInstances: boolean;
  26708. _isActiveIntermediate: boolean;
  26709. _onlyForInstancesIntermediate: boolean;
  26710. _actAsRegularMesh: boolean;
  26711. }
  26712. /**
  26713. * Class used to store all common mesh properties
  26714. */
  26715. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26716. /** No occlusion */
  26717. static OCCLUSION_TYPE_NONE: number;
  26718. /** Occlusion set to optimisitic */
  26719. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26720. /** Occlusion set to strict */
  26721. static OCCLUSION_TYPE_STRICT: number;
  26722. /** Use an accurante occlusion algorithm */
  26723. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26724. /** Use a conservative occlusion algorithm */
  26725. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26726. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26727. * Test order :
  26728. * Is the bounding sphere outside the frustum ?
  26729. * If not, are the bounding box vertices outside the frustum ?
  26730. * It not, then the cullable object is in the frustum.
  26731. */
  26732. static readonly CULLINGSTRATEGY_STANDARD: number;
  26733. /** Culling strategy : Bounding Sphere Only.
  26734. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26735. * It's also less accurate than the standard because some not visible objects can still be selected.
  26736. * Test : is the bounding sphere outside the frustum ?
  26737. * If not, then the cullable object is in the frustum.
  26738. */
  26739. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26740. /** Culling strategy : Optimistic Inclusion.
  26741. * This in an inclusion test first, then the standard exclusion test.
  26742. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26743. * 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.
  26744. * Anyway, it's as accurate as the standard strategy.
  26745. * Test :
  26746. * Is the cullable object bounding sphere center in the frustum ?
  26747. * If not, apply the default culling strategy.
  26748. */
  26749. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26750. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26751. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26752. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26753. * 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.
  26754. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26755. * Test :
  26756. * Is the cullable object bounding sphere center in the frustum ?
  26757. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26758. */
  26759. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26760. /**
  26761. * No billboard
  26762. */
  26763. static readonly BILLBOARDMODE_NONE: number;
  26764. /** Billboard on X axis */
  26765. static readonly BILLBOARDMODE_X: number;
  26766. /** Billboard on Y axis */
  26767. static readonly BILLBOARDMODE_Y: number;
  26768. /** Billboard on Z axis */
  26769. static readonly BILLBOARDMODE_Z: number;
  26770. /** Billboard on all axes */
  26771. static readonly BILLBOARDMODE_ALL: number;
  26772. /** Billboard on using position instead of orientation */
  26773. static readonly BILLBOARDMODE_USE_POSITION: number;
  26774. /** @hidden */
  26775. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26776. /**
  26777. * The culling strategy to use to check whether the mesh must be rendered or not.
  26778. * This value can be changed at any time and will be used on the next render mesh selection.
  26779. * The possible values are :
  26780. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26781. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26782. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26783. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26784. * Please read each static variable documentation to get details about the culling process.
  26785. * */
  26786. cullingStrategy: number;
  26787. /**
  26788. * Gets the number of facets in the mesh
  26789. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26790. */
  26791. readonly facetNb: number;
  26792. /**
  26793. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26794. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26795. */
  26796. partitioningSubdivisions: number;
  26797. /**
  26798. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26799. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26800. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26801. */
  26802. partitioningBBoxRatio: number;
  26803. /**
  26804. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26805. * Works only for updatable meshes.
  26806. * Doesn't work with multi-materials
  26807. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26808. */
  26809. mustDepthSortFacets: boolean;
  26810. /**
  26811. * The location (Vector3) where the facet depth sort must be computed from.
  26812. * By default, the active camera position.
  26813. * Used only when facet depth sort is enabled
  26814. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26815. */
  26816. facetDepthSortFrom: Vector3;
  26817. /**
  26818. * gets a boolean indicating if facetData is enabled
  26819. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26820. */
  26821. readonly isFacetDataEnabled: boolean;
  26822. /** @hidden */
  26823. _updateNonUniformScalingState(value: boolean): boolean;
  26824. /**
  26825. * An event triggered when this mesh collides with another one
  26826. */
  26827. onCollideObservable: Observable<AbstractMesh>;
  26828. /** Set a function to call when this mesh collides with another one */
  26829. onCollide: () => void;
  26830. /**
  26831. * An event triggered when the collision's position changes
  26832. */
  26833. onCollisionPositionChangeObservable: Observable<Vector3>;
  26834. /** Set a function to call when the collision's position changes */
  26835. onCollisionPositionChange: () => void;
  26836. /**
  26837. * An event triggered when material is changed
  26838. */
  26839. onMaterialChangedObservable: Observable<AbstractMesh>;
  26840. /**
  26841. * Gets or sets the orientation for POV movement & rotation
  26842. */
  26843. definedFacingForward: boolean;
  26844. /** @hidden */
  26845. _occlusionQuery: Nullable<WebGLQuery>;
  26846. /** @hidden */
  26847. _renderingGroup: Nullable<RenderingGroup>;
  26848. /**
  26849. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26850. */
  26851. /**
  26852. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26853. */
  26854. visibility: number;
  26855. /** Gets or sets the alpha index used to sort transparent meshes
  26856. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26857. */
  26858. alphaIndex: number;
  26859. /**
  26860. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26861. */
  26862. isVisible: boolean;
  26863. /**
  26864. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26865. */
  26866. isPickable: boolean;
  26867. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26868. showSubMeshesBoundingBox: boolean;
  26869. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26870. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26871. */
  26872. isBlocker: boolean;
  26873. /**
  26874. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26875. */
  26876. enablePointerMoveEvents: boolean;
  26877. /**
  26878. * Specifies the rendering group id for this mesh (0 by default)
  26879. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26880. */
  26881. renderingGroupId: number;
  26882. private _material;
  26883. /** Gets or sets current material */
  26884. material: Nullable<Material>;
  26885. /**
  26886. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26887. * @see http://doc.babylonjs.com/babylon101/shadows
  26888. */
  26889. receiveShadows: boolean;
  26890. /** Defines color to use when rendering outline */
  26891. outlineColor: Color3;
  26892. /** Define width to use when rendering outline */
  26893. outlineWidth: number;
  26894. /** Defines color to use when rendering overlay */
  26895. overlayColor: Color3;
  26896. /** Defines alpha to use when rendering overlay */
  26897. overlayAlpha: number;
  26898. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26899. hasVertexAlpha: boolean;
  26900. /** 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) */
  26901. useVertexColors: boolean;
  26902. /**
  26903. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26904. */
  26905. computeBonesUsingShaders: boolean;
  26906. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26907. numBoneInfluencers: number;
  26908. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26909. applyFog: boolean;
  26910. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26911. useOctreeForRenderingSelection: boolean;
  26912. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26913. useOctreeForPicking: boolean;
  26914. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26915. useOctreeForCollisions: boolean;
  26916. /**
  26917. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26918. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26919. */
  26920. layerMask: number;
  26921. /**
  26922. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26923. */
  26924. alwaysSelectAsActiveMesh: boolean;
  26925. /**
  26926. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26927. */
  26928. doNotSyncBoundingInfo: boolean;
  26929. /**
  26930. * Gets or sets the current action manager
  26931. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26932. */
  26933. actionManager: Nullable<AbstractActionManager>;
  26934. private _meshCollisionData;
  26935. /**
  26936. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26937. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26938. */
  26939. ellipsoid: Vector3;
  26940. /**
  26941. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26942. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26943. */
  26944. ellipsoidOffset: Vector3;
  26945. /**
  26946. * Gets or sets a collision mask used to mask collisions (default is -1).
  26947. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26948. */
  26949. collisionMask: number;
  26950. /**
  26951. * Gets or sets the current collision group mask (-1 by default).
  26952. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26953. */
  26954. collisionGroup: number;
  26955. /**
  26956. * Defines edge width used when edgesRenderer is enabled
  26957. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26958. */
  26959. edgesWidth: number;
  26960. /**
  26961. * Defines edge color used when edgesRenderer is enabled
  26962. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26963. */
  26964. edgesColor: Color4;
  26965. /** @hidden */
  26966. _edgesRenderer: Nullable<IEdgesRenderer>;
  26967. /** @hidden */
  26968. _masterMesh: Nullable<AbstractMesh>;
  26969. /** @hidden */
  26970. _boundingInfo: Nullable<BoundingInfo>;
  26971. /** @hidden */
  26972. _renderId: number;
  26973. /**
  26974. * Gets or sets the list of subMeshes
  26975. * @see http://doc.babylonjs.com/how_to/multi_materials
  26976. */
  26977. subMeshes: SubMesh[];
  26978. /** @hidden */
  26979. _intersectionsInProgress: AbstractMesh[];
  26980. /** @hidden */
  26981. _unIndexed: boolean;
  26982. /** @hidden */
  26983. _lightSources: Light[];
  26984. /** Gets the list of lights affecting that mesh */
  26985. readonly lightSources: Light[];
  26986. /** @hidden */
  26987. readonly _positions: Nullable<Vector3[]>;
  26988. /** @hidden */
  26989. _waitingData: {
  26990. lods: Nullable<any>;
  26991. actions: Nullable<any>;
  26992. freezeWorldMatrix: Nullable<boolean>;
  26993. };
  26994. /** @hidden */
  26995. _bonesTransformMatrices: Nullable<Float32Array>;
  26996. /** @hidden */
  26997. _transformMatrixTexture: Nullable<RawTexture>;
  26998. /**
  26999. * Gets or sets a skeleton to apply skining transformations
  27000. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27001. */
  27002. skeleton: Nullable<Skeleton>;
  27003. /**
  27004. * An event triggered when the mesh is rebuilt.
  27005. */
  27006. onRebuildObservable: Observable<AbstractMesh>;
  27007. /**
  27008. * Creates a new AbstractMesh
  27009. * @param name defines the name of the mesh
  27010. * @param scene defines the hosting scene
  27011. */
  27012. constructor(name: string, scene?: Nullable<Scene>);
  27013. /**
  27014. * Returns the string "AbstractMesh"
  27015. * @returns "AbstractMesh"
  27016. */
  27017. getClassName(): string;
  27018. /**
  27019. * Gets a string representation of the current mesh
  27020. * @param fullDetails defines a boolean indicating if full details must be included
  27021. * @returns a string representation of the current mesh
  27022. */
  27023. toString(fullDetails?: boolean): string;
  27024. /**
  27025. * @hidden
  27026. */
  27027. protected _getEffectiveParent(): Nullable<Node>;
  27028. /** @hidden */
  27029. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27030. /** @hidden */
  27031. _rebuild(): void;
  27032. /** @hidden */
  27033. _resyncLightSources(): void;
  27034. /** @hidden */
  27035. _resyncLighSource(light: Light): void;
  27036. /** @hidden */
  27037. _unBindEffect(): void;
  27038. /** @hidden */
  27039. _removeLightSource(light: Light, dispose: boolean): void;
  27040. private _markSubMeshesAsDirty;
  27041. /** @hidden */
  27042. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27043. /** @hidden */
  27044. _markSubMeshesAsAttributesDirty(): void;
  27045. /** @hidden */
  27046. _markSubMeshesAsMiscDirty(): void;
  27047. /**
  27048. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27049. */
  27050. scaling: Vector3;
  27051. /**
  27052. * Returns true if the mesh is blocked. Implemented by child classes
  27053. */
  27054. readonly isBlocked: boolean;
  27055. /**
  27056. * Returns the mesh itself by default. Implemented by child classes
  27057. * @param camera defines the camera to use to pick the right LOD level
  27058. * @returns the currentAbstractMesh
  27059. */
  27060. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27061. /**
  27062. * Returns 0 by default. Implemented by child classes
  27063. * @returns an integer
  27064. */
  27065. getTotalVertices(): number;
  27066. /**
  27067. * Returns a positive integer : the total number of indices in this mesh geometry.
  27068. * @returns the numner of indices or zero if the mesh has no geometry.
  27069. */
  27070. getTotalIndices(): number;
  27071. /**
  27072. * Returns null by default. Implemented by child classes
  27073. * @returns null
  27074. */
  27075. getIndices(): Nullable<IndicesArray>;
  27076. /**
  27077. * Returns the array of the requested vertex data kind. Implemented by child classes
  27078. * @param kind defines the vertex data kind to use
  27079. * @returns null
  27080. */
  27081. getVerticesData(kind: string): Nullable<FloatArray>;
  27082. /**
  27083. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27084. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27085. * Note that a new underlying VertexBuffer object is created each call.
  27086. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27087. * @param kind defines vertex data kind:
  27088. * * VertexBuffer.PositionKind
  27089. * * VertexBuffer.UVKind
  27090. * * VertexBuffer.UV2Kind
  27091. * * VertexBuffer.UV3Kind
  27092. * * VertexBuffer.UV4Kind
  27093. * * VertexBuffer.UV5Kind
  27094. * * VertexBuffer.UV6Kind
  27095. * * VertexBuffer.ColorKind
  27096. * * VertexBuffer.MatricesIndicesKind
  27097. * * VertexBuffer.MatricesIndicesExtraKind
  27098. * * VertexBuffer.MatricesWeightsKind
  27099. * * VertexBuffer.MatricesWeightsExtraKind
  27100. * @param data defines the data source
  27101. * @param updatable defines if the data must be flagged as updatable (or static)
  27102. * @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
  27103. * @returns the current mesh
  27104. */
  27105. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27106. /**
  27107. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27108. * If the mesh has no geometry, it is simply returned as it is.
  27109. * @param kind defines vertex data kind:
  27110. * * VertexBuffer.PositionKind
  27111. * * VertexBuffer.UVKind
  27112. * * VertexBuffer.UV2Kind
  27113. * * VertexBuffer.UV3Kind
  27114. * * VertexBuffer.UV4Kind
  27115. * * VertexBuffer.UV5Kind
  27116. * * VertexBuffer.UV6Kind
  27117. * * VertexBuffer.ColorKind
  27118. * * VertexBuffer.MatricesIndicesKind
  27119. * * VertexBuffer.MatricesIndicesExtraKind
  27120. * * VertexBuffer.MatricesWeightsKind
  27121. * * VertexBuffer.MatricesWeightsExtraKind
  27122. * @param data defines the data source
  27123. * @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
  27124. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27125. * @returns the current mesh
  27126. */
  27127. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27128. /**
  27129. * Sets the mesh indices,
  27130. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27131. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27132. * @param totalVertices Defines the total number of vertices
  27133. * @returns the current mesh
  27134. */
  27135. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27136. /**
  27137. * Gets a boolean indicating if specific vertex data is present
  27138. * @param kind defines the vertex data kind to use
  27139. * @returns true is data kind is present
  27140. */
  27141. isVerticesDataPresent(kind: string): boolean;
  27142. /**
  27143. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27144. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27145. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27146. * @returns a BoundingInfo
  27147. */
  27148. getBoundingInfo(): BoundingInfo;
  27149. /**
  27150. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27151. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27152. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27153. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27154. * @returns the current mesh
  27155. */
  27156. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27157. /**
  27158. * Overwrite the current bounding info
  27159. * @param boundingInfo defines the new bounding info
  27160. * @returns the current mesh
  27161. */
  27162. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27163. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27164. readonly useBones: boolean;
  27165. /** @hidden */
  27166. _preActivate(): void;
  27167. /** @hidden */
  27168. _preActivateForIntermediateRendering(renderId: number): void;
  27169. /** @hidden */
  27170. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27171. /** @hidden */
  27172. _postActivate(): void;
  27173. /** @hidden */
  27174. _freeze(): void;
  27175. /** @hidden */
  27176. _unFreeze(): void;
  27177. /**
  27178. * Gets the current world matrix
  27179. * @returns a Matrix
  27180. */
  27181. getWorldMatrix(): Matrix;
  27182. /** @hidden */
  27183. _getWorldMatrixDeterminant(): number;
  27184. /**
  27185. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27186. */
  27187. readonly isAnInstance: boolean;
  27188. /**
  27189. * Gets a boolean indicating if this mesh has instances
  27190. */
  27191. readonly hasInstances: boolean;
  27192. /**
  27193. * Perform relative position change from the point of view of behind the front of the mesh.
  27194. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27195. * Supports definition of mesh facing forward or backward
  27196. * @param amountRight defines the distance on the right axis
  27197. * @param amountUp defines the distance on the up axis
  27198. * @param amountForward defines the distance on the forward axis
  27199. * @returns the current mesh
  27200. */
  27201. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27202. /**
  27203. * Calculate relative position change from the point of view of behind the front of the mesh.
  27204. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27205. * Supports definition of mesh facing forward or backward
  27206. * @param amountRight defines the distance on the right axis
  27207. * @param amountUp defines the distance on the up axis
  27208. * @param amountForward defines the distance on the forward axis
  27209. * @returns the new displacement vector
  27210. */
  27211. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27212. /**
  27213. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27214. * Supports definition of mesh facing forward or backward
  27215. * @param flipBack defines the flip
  27216. * @param twirlClockwise defines the twirl
  27217. * @param tiltRight defines the tilt
  27218. * @returns the current mesh
  27219. */
  27220. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27221. /**
  27222. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27223. * Supports definition of mesh facing forward or backward.
  27224. * @param flipBack defines the flip
  27225. * @param twirlClockwise defines the twirl
  27226. * @param tiltRight defines the tilt
  27227. * @returns the new rotation vector
  27228. */
  27229. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27230. /**
  27231. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27232. * This means the mesh underlying bounding box and sphere are recomputed.
  27233. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27234. * @returns the current mesh
  27235. */
  27236. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27237. /** @hidden */
  27238. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27239. /** @hidden */
  27240. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27241. /** @hidden */
  27242. _updateBoundingInfo(): AbstractMesh;
  27243. /** @hidden */
  27244. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27245. /** @hidden */
  27246. protected _afterComputeWorldMatrix(): void;
  27247. /** @hidden */
  27248. readonly _effectiveMesh: AbstractMesh;
  27249. /**
  27250. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27251. * A mesh is in the frustum if its bounding box intersects the frustum
  27252. * @param frustumPlanes defines the frustum to test
  27253. * @returns true if the mesh is in the frustum planes
  27254. */
  27255. isInFrustum(frustumPlanes: Plane[]): boolean;
  27256. /**
  27257. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27258. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27259. * @param frustumPlanes defines the frustum to test
  27260. * @returns true if the mesh is completely in the frustum planes
  27261. */
  27262. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27263. /**
  27264. * True if the mesh intersects another mesh or a SolidParticle object
  27265. * @param mesh defines a target mesh or SolidParticle to test
  27266. * @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)
  27267. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27268. * @returns true if there is an intersection
  27269. */
  27270. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27271. /**
  27272. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27273. * @param point defines the point to test
  27274. * @returns true if there is an intersection
  27275. */
  27276. intersectsPoint(point: Vector3): boolean;
  27277. /**
  27278. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27279. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27280. */
  27281. checkCollisions: boolean;
  27282. /**
  27283. * Gets Collider object used to compute collisions (not physics)
  27284. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27285. */
  27286. readonly collider: Nullable<Collider>;
  27287. /**
  27288. * Move the mesh using collision engine
  27289. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27290. * @param displacement defines the requested displacement vector
  27291. * @returns the current mesh
  27292. */
  27293. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27294. private _onCollisionPositionChange;
  27295. /** @hidden */
  27296. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27297. /** @hidden */
  27298. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27299. /** @hidden */
  27300. _checkCollision(collider: Collider): AbstractMesh;
  27301. /** @hidden */
  27302. _generatePointsArray(): boolean;
  27303. /**
  27304. * Checks if the passed Ray intersects with the mesh
  27305. * @param ray defines the ray to use
  27306. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27307. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27308. * @returns the picking info
  27309. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27310. */
  27311. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27312. /**
  27313. * Clones the current mesh
  27314. * @param name defines the mesh name
  27315. * @param newParent defines the new mesh parent
  27316. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27317. * @returns the new mesh
  27318. */
  27319. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27320. /**
  27321. * Disposes all the submeshes of the current meshnp
  27322. * @returns the current mesh
  27323. */
  27324. releaseSubMeshes(): AbstractMesh;
  27325. /**
  27326. * Releases resources associated with this abstract mesh.
  27327. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27328. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27329. */
  27330. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27331. /**
  27332. * Adds the passed mesh as a child to the current mesh
  27333. * @param mesh defines the child mesh
  27334. * @returns the current mesh
  27335. */
  27336. addChild(mesh: AbstractMesh): AbstractMesh;
  27337. /**
  27338. * Removes the passed mesh from the current mesh children list
  27339. * @param mesh defines the child mesh
  27340. * @returns the current mesh
  27341. */
  27342. removeChild(mesh: AbstractMesh): AbstractMesh;
  27343. /** @hidden */
  27344. private _initFacetData;
  27345. /**
  27346. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27347. * This method can be called within the render loop.
  27348. * 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
  27349. * @returns the current mesh
  27350. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27351. */
  27352. updateFacetData(): AbstractMesh;
  27353. /**
  27354. * Returns the facetLocalNormals array.
  27355. * The normals are expressed in the mesh local spac
  27356. * @returns an array of Vector3
  27357. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27358. */
  27359. getFacetLocalNormals(): Vector3[];
  27360. /**
  27361. * Returns the facetLocalPositions array.
  27362. * The facet positions are expressed in the mesh local space
  27363. * @returns an array of Vector3
  27364. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27365. */
  27366. getFacetLocalPositions(): Vector3[];
  27367. /**
  27368. * Returns the facetLocalPartioning array
  27369. * @returns an array of array of numbers
  27370. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27371. */
  27372. getFacetLocalPartitioning(): number[][];
  27373. /**
  27374. * Returns the i-th facet position in the world system.
  27375. * This method allocates a new Vector3 per call
  27376. * @param i defines the facet index
  27377. * @returns a new Vector3
  27378. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27379. */
  27380. getFacetPosition(i: number): Vector3;
  27381. /**
  27382. * Sets the reference Vector3 with the i-th facet position in the world system
  27383. * @param i defines the facet index
  27384. * @param ref defines the target vector
  27385. * @returns the current mesh
  27386. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27387. */
  27388. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27389. /**
  27390. * Returns the i-th facet normal in the world system.
  27391. * This method allocates a new Vector3 per call
  27392. * @param i defines the facet index
  27393. * @returns a new Vector3
  27394. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27395. */
  27396. getFacetNormal(i: number): Vector3;
  27397. /**
  27398. * Sets the reference Vector3 with the i-th facet normal in the world system
  27399. * @param i defines the facet index
  27400. * @param ref defines the target vector
  27401. * @returns the current mesh
  27402. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27403. */
  27404. getFacetNormalToRef(i: number, ref: Vector3): this;
  27405. /**
  27406. * 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)
  27407. * @param x defines x coordinate
  27408. * @param y defines y coordinate
  27409. * @param z defines z coordinate
  27410. * @returns the array of facet indexes
  27411. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27412. */
  27413. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27414. /**
  27415. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27416. * @param projected sets as the (x,y,z) world projection on the facet
  27417. * @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
  27418. * @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
  27419. * @param x defines x coordinate
  27420. * @param y defines y coordinate
  27421. * @param z defines z coordinate
  27422. * @returns the face index if found (or null instead)
  27423. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27424. */
  27425. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27426. /**
  27427. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27428. * @param projected sets as the (x,y,z) local projection on the facet
  27429. * @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
  27430. * @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
  27431. * @param x defines x coordinate
  27432. * @param y defines y coordinate
  27433. * @param z defines z coordinate
  27434. * @returns the face index if found (or null instead)
  27435. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27436. */
  27437. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27438. /**
  27439. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27440. * @returns the parameters
  27441. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27442. */
  27443. getFacetDataParameters(): any;
  27444. /**
  27445. * Disables the feature FacetData and frees the related memory
  27446. * @returns the current mesh
  27447. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27448. */
  27449. disableFacetData(): AbstractMesh;
  27450. /**
  27451. * Updates the AbstractMesh indices array
  27452. * @param indices defines the data source
  27453. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27454. * @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)
  27455. * @returns the current mesh
  27456. */
  27457. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27458. /**
  27459. * Creates new normals data for the mesh
  27460. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27461. * @returns the current mesh
  27462. */
  27463. createNormals(updatable: boolean): AbstractMesh;
  27464. /**
  27465. * Align the mesh with a normal
  27466. * @param normal defines the normal to use
  27467. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27468. * @returns the current mesh
  27469. */
  27470. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27471. /** @hidden */
  27472. _checkOcclusionQuery(): boolean;
  27473. /**
  27474. * Disables the mesh edge rendering mode
  27475. * @returns the currentAbstractMesh
  27476. */
  27477. disableEdgesRendering(): AbstractMesh;
  27478. /**
  27479. * Enables the edge rendering mode on the mesh.
  27480. * This mode makes the mesh edges visible
  27481. * @param epsilon defines the maximal distance between two angles to detect a face
  27482. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27483. * @returns the currentAbstractMesh
  27484. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27485. */
  27486. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27487. }
  27488. }
  27489. declare module "babylonjs/Actions/actionEvent" {
  27490. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27491. import { Nullable } from "babylonjs/types";
  27492. import { Sprite } from "babylonjs/Sprites/sprite";
  27493. import { Scene } from "babylonjs/scene";
  27494. import { Vector2 } from "babylonjs/Maths/math.vector";
  27495. /**
  27496. * Interface used to define ActionEvent
  27497. */
  27498. export interface IActionEvent {
  27499. /** The mesh or sprite that triggered the action */
  27500. source: any;
  27501. /** The X mouse cursor position at the time of the event */
  27502. pointerX: number;
  27503. /** The Y mouse cursor position at the time of the event */
  27504. pointerY: number;
  27505. /** The mesh that is currently pointed at (can be null) */
  27506. meshUnderPointer: Nullable<AbstractMesh>;
  27507. /** the original (browser) event that triggered the ActionEvent */
  27508. sourceEvent?: any;
  27509. /** additional data for the event */
  27510. additionalData?: any;
  27511. }
  27512. /**
  27513. * ActionEvent is the event being sent when an action is triggered.
  27514. */
  27515. export class ActionEvent implements IActionEvent {
  27516. /** The mesh or sprite that triggered the action */
  27517. source: any;
  27518. /** The X mouse cursor position at the time of the event */
  27519. pointerX: number;
  27520. /** The Y mouse cursor position at the time of the event */
  27521. pointerY: number;
  27522. /** The mesh that is currently pointed at (can be null) */
  27523. meshUnderPointer: Nullable<AbstractMesh>;
  27524. /** the original (browser) event that triggered the ActionEvent */
  27525. sourceEvent?: any;
  27526. /** additional data for the event */
  27527. additionalData?: any;
  27528. /**
  27529. * Creates a new ActionEvent
  27530. * @param source The mesh or sprite that triggered the action
  27531. * @param pointerX The X mouse cursor position at the time of the event
  27532. * @param pointerY The Y mouse cursor position at the time of the event
  27533. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27534. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27535. * @param additionalData additional data for the event
  27536. */
  27537. constructor(
  27538. /** The mesh or sprite that triggered the action */
  27539. source: any,
  27540. /** The X mouse cursor position at the time of the event */
  27541. pointerX: number,
  27542. /** The Y mouse cursor position at the time of the event */
  27543. pointerY: number,
  27544. /** The mesh that is currently pointed at (can be null) */
  27545. meshUnderPointer: Nullable<AbstractMesh>,
  27546. /** the original (browser) event that triggered the ActionEvent */
  27547. sourceEvent?: any,
  27548. /** additional data for the event */
  27549. additionalData?: any);
  27550. /**
  27551. * Helper function to auto-create an ActionEvent from a source mesh.
  27552. * @param source The source mesh that triggered the event
  27553. * @param evt The original (browser) event
  27554. * @param additionalData additional data for the event
  27555. * @returns the new ActionEvent
  27556. */
  27557. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27558. /**
  27559. * Helper function to auto-create an ActionEvent from a source sprite
  27560. * @param source The source sprite that triggered the event
  27561. * @param scene Scene associated with the sprite
  27562. * @param evt The original (browser) event
  27563. * @param additionalData additional data for the event
  27564. * @returns the new ActionEvent
  27565. */
  27566. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27567. /**
  27568. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27569. * @param scene the scene where the event occurred
  27570. * @param evt The original (browser) event
  27571. * @returns the new ActionEvent
  27572. */
  27573. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27574. /**
  27575. * Helper function to auto-create an ActionEvent from a primitive
  27576. * @param prim defines the target primitive
  27577. * @param pointerPos defines the pointer position
  27578. * @param evt The original (browser) event
  27579. * @param additionalData additional data for the event
  27580. * @returns the new ActionEvent
  27581. */
  27582. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27583. }
  27584. }
  27585. declare module "babylonjs/Actions/abstractActionManager" {
  27586. import { IDisposable } from "babylonjs/scene";
  27587. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27588. import { IAction } from "babylonjs/Actions/action";
  27589. import { Nullable } from "babylonjs/types";
  27590. /**
  27591. * Abstract class used to decouple action Manager from scene and meshes.
  27592. * Do not instantiate.
  27593. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27594. */
  27595. export abstract class AbstractActionManager implements IDisposable {
  27596. /** Gets the list of active triggers */
  27597. static Triggers: {
  27598. [key: string]: number;
  27599. };
  27600. /** Gets the cursor to use when hovering items */
  27601. hoverCursor: string;
  27602. /** Gets the list of actions */
  27603. actions: IAction[];
  27604. /**
  27605. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27606. */
  27607. isRecursive: boolean;
  27608. /**
  27609. * Releases all associated resources
  27610. */
  27611. abstract dispose(): void;
  27612. /**
  27613. * Does this action manager has pointer triggers
  27614. */
  27615. abstract readonly hasPointerTriggers: boolean;
  27616. /**
  27617. * Does this action manager has pick triggers
  27618. */
  27619. abstract readonly hasPickTriggers: boolean;
  27620. /**
  27621. * Process a specific trigger
  27622. * @param trigger defines the trigger to process
  27623. * @param evt defines the event details to be processed
  27624. */
  27625. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27626. /**
  27627. * Does this action manager handles actions of any of the given triggers
  27628. * @param triggers defines the triggers to be tested
  27629. * @return a boolean indicating whether one (or more) of the triggers is handled
  27630. */
  27631. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27632. /**
  27633. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27634. * speed.
  27635. * @param triggerA defines the trigger to be tested
  27636. * @param triggerB defines the trigger to be tested
  27637. * @return a boolean indicating whether one (or more) of the triggers is handled
  27638. */
  27639. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27640. /**
  27641. * Does this action manager handles actions of a given trigger
  27642. * @param trigger defines the trigger to be tested
  27643. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27644. * @return whether the trigger is handled
  27645. */
  27646. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27647. /**
  27648. * Serialize this manager to a JSON object
  27649. * @param name defines the property name to store this manager
  27650. * @returns a JSON representation of this manager
  27651. */
  27652. abstract serialize(name: string): any;
  27653. /**
  27654. * Registers an action to this action manager
  27655. * @param action defines the action to be registered
  27656. * @return the action amended (prepared) after registration
  27657. */
  27658. abstract registerAction(action: IAction): Nullable<IAction>;
  27659. /**
  27660. * Unregisters an action to this action manager
  27661. * @param action defines the action to be unregistered
  27662. * @return a boolean indicating whether the action has been unregistered
  27663. */
  27664. abstract unregisterAction(action: IAction): Boolean;
  27665. /**
  27666. * Does exist one action manager with at least one trigger
  27667. **/
  27668. static readonly HasTriggers: boolean;
  27669. /**
  27670. * Does exist one action manager with at least one pick trigger
  27671. **/
  27672. static readonly HasPickTriggers: boolean;
  27673. /**
  27674. * Does exist one action manager that handles actions of a given trigger
  27675. * @param trigger defines the trigger to be tested
  27676. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27677. **/
  27678. static HasSpecificTrigger(trigger: number): boolean;
  27679. }
  27680. }
  27681. declare module "babylonjs/node" {
  27682. import { Scene } from "babylonjs/scene";
  27683. import { Nullable } from "babylonjs/types";
  27684. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27685. import { Engine } from "babylonjs/Engines/engine";
  27686. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27687. import { Observable } from "babylonjs/Misc/observable";
  27688. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27689. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27690. import { Animatable } from "babylonjs/Animations/animatable";
  27691. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27692. import { Animation } from "babylonjs/Animations/animation";
  27693. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27694. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27695. /**
  27696. * Defines how a node can be built from a string name.
  27697. */
  27698. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27699. /**
  27700. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27701. */
  27702. export class Node implements IBehaviorAware<Node> {
  27703. /** @hidden */
  27704. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27705. private static _NodeConstructors;
  27706. /**
  27707. * Add a new node constructor
  27708. * @param type defines the type name of the node to construct
  27709. * @param constructorFunc defines the constructor function
  27710. */
  27711. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27712. /**
  27713. * Returns a node constructor based on type name
  27714. * @param type defines the type name
  27715. * @param name defines the new node name
  27716. * @param scene defines the hosting scene
  27717. * @param options defines optional options to transmit to constructors
  27718. * @returns the new constructor or null
  27719. */
  27720. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27721. /**
  27722. * Gets or sets the name of the node
  27723. */
  27724. name: string;
  27725. /**
  27726. * Gets or sets the id of the node
  27727. */
  27728. id: string;
  27729. /**
  27730. * Gets or sets the unique id of the node
  27731. */
  27732. uniqueId: number;
  27733. /**
  27734. * Gets or sets a string used to store user defined state for the node
  27735. */
  27736. state: string;
  27737. /**
  27738. * Gets or sets an object used to store user defined information for the node
  27739. */
  27740. metadata: any;
  27741. /**
  27742. * For internal use only. Please do not use.
  27743. */
  27744. reservedDataStore: any;
  27745. /**
  27746. * List of inspectable custom properties (used by the Inspector)
  27747. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27748. */
  27749. inspectableCustomProperties: IInspectable[];
  27750. private _doNotSerialize;
  27751. /**
  27752. * Gets or sets a boolean used to define if the node must be serialized
  27753. */
  27754. doNotSerialize: boolean;
  27755. /** @hidden */
  27756. _isDisposed: boolean;
  27757. /**
  27758. * Gets a list of Animations associated with the node
  27759. */
  27760. animations: import("babylonjs/Animations/animation").Animation[];
  27761. protected _ranges: {
  27762. [name: string]: Nullable<AnimationRange>;
  27763. };
  27764. /**
  27765. * Callback raised when the node is ready to be used
  27766. */
  27767. onReady: Nullable<(node: Node) => void>;
  27768. private _isEnabled;
  27769. private _isParentEnabled;
  27770. private _isReady;
  27771. /** @hidden */
  27772. _currentRenderId: number;
  27773. private _parentUpdateId;
  27774. /** @hidden */
  27775. _childUpdateId: number;
  27776. /** @hidden */
  27777. _waitingParentId: Nullable<string>;
  27778. /** @hidden */
  27779. _scene: Scene;
  27780. /** @hidden */
  27781. _cache: any;
  27782. private _parentNode;
  27783. private _children;
  27784. /** @hidden */
  27785. _worldMatrix: Matrix;
  27786. /** @hidden */
  27787. _worldMatrixDeterminant: number;
  27788. /** @hidden */
  27789. _worldMatrixDeterminantIsDirty: boolean;
  27790. /** @hidden */
  27791. private _sceneRootNodesIndex;
  27792. /**
  27793. * Gets a boolean indicating if the node has been disposed
  27794. * @returns true if the node was disposed
  27795. */
  27796. isDisposed(): boolean;
  27797. /**
  27798. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27799. * @see https://doc.babylonjs.com/how_to/parenting
  27800. */
  27801. parent: Nullable<Node>;
  27802. private addToSceneRootNodes;
  27803. private removeFromSceneRootNodes;
  27804. private _animationPropertiesOverride;
  27805. /**
  27806. * Gets or sets the animation properties override
  27807. */
  27808. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27809. /**
  27810. * Gets a string idenfifying the name of the class
  27811. * @returns "Node" string
  27812. */
  27813. getClassName(): string;
  27814. /** @hidden */
  27815. readonly _isNode: boolean;
  27816. /**
  27817. * An event triggered when the mesh is disposed
  27818. */
  27819. onDisposeObservable: Observable<Node>;
  27820. private _onDisposeObserver;
  27821. /**
  27822. * Sets a callback that will be raised when the node will be disposed
  27823. */
  27824. onDispose: () => void;
  27825. /**
  27826. * Creates a new Node
  27827. * @param name the name and id to be given to this node
  27828. * @param scene the scene this node will be added to
  27829. * @param addToRootNodes the node will be added to scene.rootNodes
  27830. */
  27831. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27832. /**
  27833. * Gets the scene of the node
  27834. * @returns a scene
  27835. */
  27836. getScene(): Scene;
  27837. /**
  27838. * Gets the engine of the node
  27839. * @returns a Engine
  27840. */
  27841. getEngine(): Engine;
  27842. private _behaviors;
  27843. /**
  27844. * Attach a behavior to the node
  27845. * @see http://doc.babylonjs.com/features/behaviour
  27846. * @param behavior defines the behavior to attach
  27847. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27848. * @returns the current Node
  27849. */
  27850. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27851. /**
  27852. * Remove an attached behavior
  27853. * @see http://doc.babylonjs.com/features/behaviour
  27854. * @param behavior defines the behavior to attach
  27855. * @returns the current Node
  27856. */
  27857. removeBehavior(behavior: Behavior<Node>): Node;
  27858. /**
  27859. * Gets the list of attached behaviors
  27860. * @see http://doc.babylonjs.com/features/behaviour
  27861. */
  27862. readonly behaviors: Behavior<Node>[];
  27863. /**
  27864. * Gets an attached behavior by name
  27865. * @param name defines the name of the behavior to look for
  27866. * @see http://doc.babylonjs.com/features/behaviour
  27867. * @returns null if behavior was not found else the requested behavior
  27868. */
  27869. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27870. /**
  27871. * Returns the latest update of the World matrix
  27872. * @returns a Matrix
  27873. */
  27874. getWorldMatrix(): Matrix;
  27875. /** @hidden */
  27876. _getWorldMatrixDeterminant(): number;
  27877. /**
  27878. * Returns directly the latest state of the mesh World matrix.
  27879. * A Matrix is returned.
  27880. */
  27881. readonly worldMatrixFromCache: Matrix;
  27882. /** @hidden */
  27883. _initCache(): void;
  27884. /** @hidden */
  27885. updateCache(force?: boolean): void;
  27886. /** @hidden */
  27887. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27888. /** @hidden */
  27889. _updateCache(ignoreParentClass?: boolean): void;
  27890. /** @hidden */
  27891. _isSynchronized(): boolean;
  27892. /** @hidden */
  27893. _markSyncedWithParent(): void;
  27894. /** @hidden */
  27895. isSynchronizedWithParent(): boolean;
  27896. /** @hidden */
  27897. isSynchronized(): boolean;
  27898. /**
  27899. * Is this node ready to be used/rendered
  27900. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27901. * @return true if the node is ready
  27902. */
  27903. isReady(completeCheck?: boolean): boolean;
  27904. /**
  27905. * Is this node enabled?
  27906. * 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
  27907. * @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
  27908. * @return whether this node (and its parent) is enabled
  27909. */
  27910. isEnabled(checkAncestors?: boolean): boolean;
  27911. /** @hidden */
  27912. protected _syncParentEnabledState(): void;
  27913. /**
  27914. * Set the enabled state of this node
  27915. * @param value defines the new enabled state
  27916. */
  27917. setEnabled(value: boolean): void;
  27918. /**
  27919. * Is this node a descendant of the given node?
  27920. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27921. * @param ancestor defines the parent node to inspect
  27922. * @returns a boolean indicating if this node is a descendant of the given node
  27923. */
  27924. isDescendantOf(ancestor: Node): boolean;
  27925. /** @hidden */
  27926. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27927. /**
  27928. * Will return all nodes that have this node as ascendant
  27929. * @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
  27930. * @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
  27931. * @return all children nodes of all types
  27932. */
  27933. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27934. /**
  27935. * Get all child-meshes of this node
  27936. * @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)
  27937. * @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
  27938. * @returns an array of AbstractMesh
  27939. */
  27940. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27941. /**
  27942. * Get all direct children of this node
  27943. * @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
  27944. * @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)
  27945. * @returns an array of Node
  27946. */
  27947. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27948. /** @hidden */
  27949. _setReady(state: boolean): void;
  27950. /**
  27951. * Get an animation by name
  27952. * @param name defines the name of the animation to look for
  27953. * @returns null if not found else the requested animation
  27954. */
  27955. getAnimationByName(name: string): Nullable<Animation>;
  27956. /**
  27957. * Creates an animation range for this node
  27958. * @param name defines the name of the range
  27959. * @param from defines the starting key
  27960. * @param to defines the end key
  27961. */
  27962. createAnimationRange(name: string, from: number, to: number): void;
  27963. /**
  27964. * Delete a specific animation range
  27965. * @param name defines the name of the range to delete
  27966. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27967. */
  27968. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27969. /**
  27970. * Get an animation range by name
  27971. * @param name defines the name of the animation range to look for
  27972. * @returns null if not found else the requested animation range
  27973. */
  27974. getAnimationRange(name: string): Nullable<AnimationRange>;
  27975. /**
  27976. * Gets the list of all animation ranges defined on this node
  27977. * @returns an array
  27978. */
  27979. getAnimationRanges(): Nullable<AnimationRange>[];
  27980. /**
  27981. * Will start the animation sequence
  27982. * @param name defines the range frames for animation sequence
  27983. * @param loop defines if the animation should loop (false by default)
  27984. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27985. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27986. * @returns the object created for this animation. If range does not exist, it will return null
  27987. */
  27988. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27989. /**
  27990. * Serialize animation ranges into a JSON compatible object
  27991. * @returns serialization object
  27992. */
  27993. serializeAnimationRanges(): any;
  27994. /**
  27995. * Computes the world matrix of the node
  27996. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27997. * @returns the world matrix
  27998. */
  27999. computeWorldMatrix(force?: boolean): Matrix;
  28000. /**
  28001. * Releases resources associated with this node.
  28002. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28003. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28004. */
  28005. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28006. /**
  28007. * Parse animation range data from a serialization object and store them into a given node
  28008. * @param node defines where to store the animation ranges
  28009. * @param parsedNode defines the serialization object to read data from
  28010. * @param scene defines the hosting scene
  28011. */
  28012. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28013. /**
  28014. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28015. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28016. * @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
  28017. * @returns the new bounding vectors
  28018. */
  28019. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28020. min: Vector3;
  28021. max: Vector3;
  28022. };
  28023. }
  28024. }
  28025. declare module "babylonjs/Animations/animation" {
  28026. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28027. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28028. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28029. import { Nullable } from "babylonjs/types";
  28030. import { Scene } from "babylonjs/scene";
  28031. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28032. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28033. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28034. import { Node } from "babylonjs/node";
  28035. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28036. import { Size } from "babylonjs/Maths/math.size";
  28037. import { Animatable } from "babylonjs/Animations/animatable";
  28038. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28039. /**
  28040. * @hidden
  28041. */
  28042. export class _IAnimationState {
  28043. key: number;
  28044. repeatCount: number;
  28045. workValue?: any;
  28046. loopMode?: number;
  28047. offsetValue?: any;
  28048. highLimitValue?: any;
  28049. }
  28050. /**
  28051. * Class used to store any kind of animation
  28052. */
  28053. export class Animation {
  28054. /**Name of the animation */
  28055. name: string;
  28056. /**Property to animate */
  28057. targetProperty: string;
  28058. /**The frames per second of the animation */
  28059. framePerSecond: number;
  28060. /**The data type of the animation */
  28061. dataType: number;
  28062. /**The loop mode of the animation */
  28063. loopMode?: number | undefined;
  28064. /**Specifies if blending should be enabled */
  28065. enableBlending?: boolean | undefined;
  28066. /**
  28067. * Use matrix interpolation instead of using direct key value when animating matrices
  28068. */
  28069. static AllowMatricesInterpolation: boolean;
  28070. /**
  28071. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28072. */
  28073. static AllowMatrixDecomposeForInterpolation: boolean;
  28074. /**
  28075. * Stores the key frames of the animation
  28076. */
  28077. private _keys;
  28078. /**
  28079. * Stores the easing function of the animation
  28080. */
  28081. private _easingFunction;
  28082. /**
  28083. * @hidden Internal use only
  28084. */
  28085. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28086. /**
  28087. * The set of event that will be linked to this animation
  28088. */
  28089. private _events;
  28090. /**
  28091. * Stores an array of target property paths
  28092. */
  28093. targetPropertyPath: string[];
  28094. /**
  28095. * Stores the blending speed of the animation
  28096. */
  28097. blendingSpeed: number;
  28098. /**
  28099. * Stores the animation ranges for the animation
  28100. */
  28101. private _ranges;
  28102. /**
  28103. * @hidden Internal use
  28104. */
  28105. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28106. /**
  28107. * Sets up an animation
  28108. * @param property The property to animate
  28109. * @param animationType The animation type to apply
  28110. * @param framePerSecond The frames per second of the animation
  28111. * @param easingFunction The easing function used in the animation
  28112. * @returns The created animation
  28113. */
  28114. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28115. /**
  28116. * Create and start an animation on a node
  28117. * @param name defines the name of the global animation that will be run on all nodes
  28118. * @param node defines the root node where the animation will take place
  28119. * @param targetProperty defines property to animate
  28120. * @param framePerSecond defines the number of frame per second yo use
  28121. * @param totalFrame defines the number of frames in total
  28122. * @param from defines the initial value
  28123. * @param to defines the final value
  28124. * @param loopMode defines which loop mode you want to use (off by default)
  28125. * @param easingFunction defines the easing function to use (linear by default)
  28126. * @param onAnimationEnd defines the callback to call when animation end
  28127. * @returns the animatable created for this animation
  28128. */
  28129. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28130. /**
  28131. * Create and start an animation on a node and its descendants
  28132. * @param name defines the name of the global animation that will be run on all nodes
  28133. * @param node defines the root node where the animation will take place
  28134. * @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
  28135. * @param targetProperty defines property to animate
  28136. * @param framePerSecond defines the number of frame per second to use
  28137. * @param totalFrame defines the number of frames in total
  28138. * @param from defines the initial value
  28139. * @param to defines the final value
  28140. * @param loopMode defines which loop mode you want to use (off by default)
  28141. * @param easingFunction defines the easing function to use (linear by default)
  28142. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28143. * @returns the list of animatables created for all nodes
  28144. * @example https://www.babylonjs-playground.com/#MH0VLI
  28145. */
  28146. 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[]>;
  28147. /**
  28148. * Creates a new animation, merges it with the existing animations and starts it
  28149. * @param name Name of the animation
  28150. * @param node Node which contains the scene that begins the animations
  28151. * @param targetProperty Specifies which property to animate
  28152. * @param framePerSecond The frames per second of the animation
  28153. * @param totalFrame The total number of frames
  28154. * @param from The frame at the beginning of the animation
  28155. * @param to The frame at the end of the animation
  28156. * @param loopMode Specifies the loop mode of the animation
  28157. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28158. * @param onAnimationEnd Callback to run once the animation is complete
  28159. * @returns Nullable animation
  28160. */
  28161. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28162. /**
  28163. * Transition property of an host to the target Value
  28164. * @param property The property to transition
  28165. * @param targetValue The target Value of the property
  28166. * @param host The object where the property to animate belongs
  28167. * @param scene Scene used to run the animation
  28168. * @param frameRate Framerate (in frame/s) to use
  28169. * @param transition The transition type we want to use
  28170. * @param duration The duration of the animation, in milliseconds
  28171. * @param onAnimationEnd Callback trigger at the end of the animation
  28172. * @returns Nullable animation
  28173. */
  28174. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28175. /**
  28176. * Return the array of runtime animations currently using this animation
  28177. */
  28178. readonly runtimeAnimations: RuntimeAnimation[];
  28179. /**
  28180. * Specifies if any of the runtime animations are currently running
  28181. */
  28182. readonly hasRunningRuntimeAnimations: boolean;
  28183. /**
  28184. * Initializes the animation
  28185. * @param name Name of the animation
  28186. * @param targetProperty Property to animate
  28187. * @param framePerSecond The frames per second of the animation
  28188. * @param dataType The data type of the animation
  28189. * @param loopMode The loop mode of the animation
  28190. * @param enableBlending Specifies if blending should be enabled
  28191. */
  28192. constructor(
  28193. /**Name of the animation */
  28194. name: string,
  28195. /**Property to animate */
  28196. targetProperty: string,
  28197. /**The frames per second of the animation */
  28198. framePerSecond: number,
  28199. /**The data type of the animation */
  28200. dataType: number,
  28201. /**The loop mode of the animation */
  28202. loopMode?: number | undefined,
  28203. /**Specifies if blending should be enabled */
  28204. enableBlending?: boolean | undefined);
  28205. /**
  28206. * Converts the animation to a string
  28207. * @param fullDetails support for multiple levels of logging within scene loading
  28208. * @returns String form of the animation
  28209. */
  28210. toString(fullDetails?: boolean): string;
  28211. /**
  28212. * Add an event to this animation
  28213. * @param event Event to add
  28214. */
  28215. addEvent(event: AnimationEvent): void;
  28216. /**
  28217. * Remove all events found at the given frame
  28218. * @param frame The frame to remove events from
  28219. */
  28220. removeEvents(frame: number): void;
  28221. /**
  28222. * Retrieves all the events from the animation
  28223. * @returns Events from the animation
  28224. */
  28225. getEvents(): AnimationEvent[];
  28226. /**
  28227. * Creates an animation range
  28228. * @param name Name of the animation range
  28229. * @param from Starting frame of the animation range
  28230. * @param to Ending frame of the animation
  28231. */
  28232. createRange(name: string, from: number, to: number): void;
  28233. /**
  28234. * Deletes an animation range by name
  28235. * @param name Name of the animation range to delete
  28236. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28237. */
  28238. deleteRange(name: string, deleteFrames?: boolean): void;
  28239. /**
  28240. * Gets the animation range by name, or null if not defined
  28241. * @param name Name of the animation range
  28242. * @returns Nullable animation range
  28243. */
  28244. getRange(name: string): Nullable<AnimationRange>;
  28245. /**
  28246. * Gets the key frames from the animation
  28247. * @returns The key frames of the animation
  28248. */
  28249. getKeys(): Array<IAnimationKey>;
  28250. /**
  28251. * Gets the highest frame rate of the animation
  28252. * @returns Highest frame rate of the animation
  28253. */
  28254. getHighestFrame(): number;
  28255. /**
  28256. * Gets the easing function of the animation
  28257. * @returns Easing function of the animation
  28258. */
  28259. getEasingFunction(): IEasingFunction;
  28260. /**
  28261. * Sets the easing function of the animation
  28262. * @param easingFunction A custom mathematical formula for animation
  28263. */
  28264. setEasingFunction(easingFunction: EasingFunction): void;
  28265. /**
  28266. * Interpolates a scalar linearly
  28267. * @param startValue Start value of the animation curve
  28268. * @param endValue End value of the animation curve
  28269. * @param gradient Scalar amount to interpolate
  28270. * @returns Interpolated scalar value
  28271. */
  28272. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28273. /**
  28274. * Interpolates a scalar cubically
  28275. * @param startValue Start value of the animation curve
  28276. * @param outTangent End tangent of the animation
  28277. * @param endValue End value of the animation curve
  28278. * @param inTangent Start tangent of the animation curve
  28279. * @param gradient Scalar amount to interpolate
  28280. * @returns Interpolated scalar value
  28281. */
  28282. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28283. /**
  28284. * Interpolates a quaternion using a spherical linear interpolation
  28285. * @param startValue Start value of the animation curve
  28286. * @param endValue End value of the animation curve
  28287. * @param gradient Scalar amount to interpolate
  28288. * @returns Interpolated quaternion value
  28289. */
  28290. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28291. /**
  28292. * Interpolates a quaternion cubically
  28293. * @param startValue Start value of the animation curve
  28294. * @param outTangent End tangent of the animation curve
  28295. * @param endValue End value of the animation curve
  28296. * @param inTangent Start tangent of the animation curve
  28297. * @param gradient Scalar amount to interpolate
  28298. * @returns Interpolated quaternion value
  28299. */
  28300. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28301. /**
  28302. * Interpolates a Vector3 linearl
  28303. * @param startValue Start value of the animation curve
  28304. * @param endValue End value of the animation curve
  28305. * @param gradient Scalar amount to interpolate
  28306. * @returns Interpolated scalar value
  28307. */
  28308. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28309. /**
  28310. * Interpolates a Vector3 cubically
  28311. * @param startValue Start value of the animation curve
  28312. * @param outTangent End tangent of the animation
  28313. * @param endValue End value of the animation curve
  28314. * @param inTangent Start tangent of the animation curve
  28315. * @param gradient Scalar amount to interpolate
  28316. * @returns InterpolatedVector3 value
  28317. */
  28318. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28319. /**
  28320. * Interpolates a Vector2 linearly
  28321. * @param startValue Start value of the animation curve
  28322. * @param endValue End value of the animation curve
  28323. * @param gradient Scalar amount to interpolate
  28324. * @returns Interpolated Vector2 value
  28325. */
  28326. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28327. /**
  28328. * Interpolates a Vector2 cubically
  28329. * @param startValue Start value of the animation curve
  28330. * @param outTangent End tangent of the animation
  28331. * @param endValue End value of the animation curve
  28332. * @param inTangent Start tangent of the animation curve
  28333. * @param gradient Scalar amount to interpolate
  28334. * @returns Interpolated Vector2 value
  28335. */
  28336. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28337. /**
  28338. * Interpolates a size linearly
  28339. * @param startValue Start value of the animation curve
  28340. * @param endValue End value of the animation curve
  28341. * @param gradient Scalar amount to interpolate
  28342. * @returns Interpolated Size value
  28343. */
  28344. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28345. /**
  28346. * Interpolates a Color3 linearly
  28347. * @param startValue Start value of the animation curve
  28348. * @param endValue End value of the animation curve
  28349. * @param gradient Scalar amount to interpolate
  28350. * @returns Interpolated Color3 value
  28351. */
  28352. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28353. /**
  28354. * Interpolates a Color4 linearly
  28355. * @param startValue Start value of the animation curve
  28356. * @param endValue End value of the animation curve
  28357. * @param gradient Scalar amount to interpolate
  28358. * @returns Interpolated Color3 value
  28359. */
  28360. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28361. /**
  28362. * @hidden Internal use only
  28363. */
  28364. _getKeyValue(value: any): any;
  28365. /**
  28366. * @hidden Internal use only
  28367. */
  28368. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28369. /**
  28370. * Defines the function to use to interpolate matrices
  28371. * @param startValue defines the start matrix
  28372. * @param endValue defines the end matrix
  28373. * @param gradient defines the gradient between both matrices
  28374. * @param result defines an optional target matrix where to store the interpolation
  28375. * @returns the interpolated matrix
  28376. */
  28377. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28378. /**
  28379. * Makes a copy of the animation
  28380. * @returns Cloned animation
  28381. */
  28382. clone(): Animation;
  28383. /**
  28384. * Sets the key frames of the animation
  28385. * @param values The animation key frames to set
  28386. */
  28387. setKeys(values: Array<IAnimationKey>): void;
  28388. /**
  28389. * Serializes the animation to an object
  28390. * @returns Serialized object
  28391. */
  28392. serialize(): any;
  28393. /**
  28394. * Float animation type
  28395. */
  28396. static readonly ANIMATIONTYPE_FLOAT: number;
  28397. /**
  28398. * Vector3 animation type
  28399. */
  28400. static readonly ANIMATIONTYPE_VECTOR3: number;
  28401. /**
  28402. * Quaternion animation type
  28403. */
  28404. static readonly ANIMATIONTYPE_QUATERNION: number;
  28405. /**
  28406. * Matrix animation type
  28407. */
  28408. static readonly ANIMATIONTYPE_MATRIX: number;
  28409. /**
  28410. * Color3 animation type
  28411. */
  28412. static readonly ANIMATIONTYPE_COLOR3: number;
  28413. /**
  28414. * Color3 animation type
  28415. */
  28416. static readonly ANIMATIONTYPE_COLOR4: number;
  28417. /**
  28418. * Vector2 animation type
  28419. */
  28420. static readonly ANIMATIONTYPE_VECTOR2: number;
  28421. /**
  28422. * Size animation type
  28423. */
  28424. static readonly ANIMATIONTYPE_SIZE: number;
  28425. /**
  28426. * Relative Loop Mode
  28427. */
  28428. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28429. /**
  28430. * Cycle Loop Mode
  28431. */
  28432. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28433. /**
  28434. * Constant Loop Mode
  28435. */
  28436. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28437. /** @hidden */
  28438. static _UniversalLerp(left: any, right: any, amount: number): any;
  28439. /**
  28440. * Parses an animation object and creates an animation
  28441. * @param parsedAnimation Parsed animation object
  28442. * @returns Animation object
  28443. */
  28444. static Parse(parsedAnimation: any): Animation;
  28445. /**
  28446. * Appends the serialized animations from the source animations
  28447. * @param source Source containing the animations
  28448. * @param destination Target to store the animations
  28449. */
  28450. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28451. }
  28452. }
  28453. declare module "babylonjs/Animations/animatable.interface" {
  28454. import { Nullable } from "babylonjs/types";
  28455. import { Animation } from "babylonjs/Animations/animation";
  28456. /**
  28457. * Interface containing an array of animations
  28458. */
  28459. export interface IAnimatable {
  28460. /**
  28461. * Array of animations
  28462. */
  28463. animations: Nullable<Array<Animation>>;
  28464. }
  28465. }
  28466. declare module "babylonjs/Materials/fresnelParameters" {
  28467. import { Color3 } from "babylonjs/Maths/math.color";
  28468. /**
  28469. * This represents all the required information to add a fresnel effect on a material:
  28470. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28471. */
  28472. export class FresnelParameters {
  28473. private _isEnabled;
  28474. /**
  28475. * Define if the fresnel effect is enable or not.
  28476. */
  28477. isEnabled: boolean;
  28478. /**
  28479. * Define the color used on edges (grazing angle)
  28480. */
  28481. leftColor: Color3;
  28482. /**
  28483. * Define the color used on center
  28484. */
  28485. rightColor: Color3;
  28486. /**
  28487. * Define bias applied to computed fresnel term
  28488. */
  28489. bias: number;
  28490. /**
  28491. * Defined the power exponent applied to fresnel term
  28492. */
  28493. power: number;
  28494. /**
  28495. * Clones the current fresnel and its valuues
  28496. * @returns a clone fresnel configuration
  28497. */
  28498. clone(): FresnelParameters;
  28499. /**
  28500. * Serializes the current fresnel parameters to a JSON representation.
  28501. * @return the JSON serialization
  28502. */
  28503. serialize(): any;
  28504. /**
  28505. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28506. * @param parsedFresnelParameters Define the JSON representation
  28507. * @returns the parsed parameters
  28508. */
  28509. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28510. }
  28511. }
  28512. declare module "babylonjs/Misc/decorators" {
  28513. import { Nullable } from "babylonjs/types";
  28514. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28515. import { Scene } from "babylonjs/scene";
  28516. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28517. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28518. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28519. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28520. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28521. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28522. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28523. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28524. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28525. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28526. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28527. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28528. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28529. /**
  28530. * Decorator used to define property that can be serialized as reference to a camera
  28531. * @param sourceName defines the name of the property to decorate
  28532. */
  28533. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28534. /**
  28535. * Class used to help serialization objects
  28536. */
  28537. export class SerializationHelper {
  28538. /** @hidden */
  28539. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28540. /** @hidden */
  28541. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28542. /** @hidden */
  28543. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28544. /** @hidden */
  28545. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28546. /**
  28547. * Appends the serialized animations from the source animations
  28548. * @param source Source containing the animations
  28549. * @param destination Target to store the animations
  28550. */
  28551. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28552. /**
  28553. * Static function used to serialized a specific entity
  28554. * @param entity defines the entity to serialize
  28555. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28556. * @returns a JSON compatible object representing the serialization of the entity
  28557. */
  28558. static Serialize<T>(entity: T, serializationObject?: any): any;
  28559. /**
  28560. * Creates a new entity from a serialization data object
  28561. * @param creationFunction defines a function used to instanciated the new entity
  28562. * @param source defines the source serialization data
  28563. * @param scene defines the hosting scene
  28564. * @param rootUrl defines the root url for resources
  28565. * @returns a new entity
  28566. */
  28567. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28568. /**
  28569. * Clones an object
  28570. * @param creationFunction defines the function used to instanciate the new object
  28571. * @param source defines the source object
  28572. * @returns the cloned object
  28573. */
  28574. static Clone<T>(creationFunction: () => T, source: T): T;
  28575. /**
  28576. * Instanciates a new object based on a source one (some data will be shared between both object)
  28577. * @param creationFunction defines the function used to instanciate the new object
  28578. * @param source defines the source object
  28579. * @returns the new object
  28580. */
  28581. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28582. }
  28583. }
  28584. declare module "babylonjs/Misc/guid" {
  28585. /**
  28586. * Class used to manipulate GUIDs
  28587. */
  28588. export class GUID {
  28589. /**
  28590. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28591. * Be aware Math.random() could cause collisions, but:
  28592. * "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"
  28593. * @returns a pseudo random id
  28594. */
  28595. static RandomId(): string;
  28596. }
  28597. }
  28598. declare module "babylonjs/Materials/Textures/baseTexture" {
  28599. import { Observable } from "babylonjs/Misc/observable";
  28600. import { Nullable } from "babylonjs/types";
  28601. import { Scene } from "babylonjs/scene";
  28602. import { Matrix } from "babylonjs/Maths/math.vector";
  28603. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28604. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28605. import { ISize } from "babylonjs/Maths/math.size";
  28606. /**
  28607. * Base class of all the textures in babylon.
  28608. * It groups all the common properties the materials, post process, lights... might need
  28609. * in order to make a correct use of the texture.
  28610. */
  28611. export class BaseTexture implements IAnimatable {
  28612. /**
  28613. * Default anisotropic filtering level for the application.
  28614. * It is set to 4 as a good tradeoff between perf and quality.
  28615. */
  28616. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28617. /**
  28618. * Gets or sets the unique id of the texture
  28619. */
  28620. uniqueId: number;
  28621. /**
  28622. * Define the name of the texture.
  28623. */
  28624. name: string;
  28625. /**
  28626. * Gets or sets an object used to store user defined information.
  28627. */
  28628. metadata: any;
  28629. /**
  28630. * For internal use only. Please do not use.
  28631. */
  28632. reservedDataStore: any;
  28633. private _hasAlpha;
  28634. /**
  28635. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28636. */
  28637. hasAlpha: boolean;
  28638. /**
  28639. * Defines if the alpha value should be determined via the rgb values.
  28640. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28641. */
  28642. getAlphaFromRGB: boolean;
  28643. /**
  28644. * Intensity or strength of the texture.
  28645. * It is commonly used by materials to fine tune the intensity of the texture
  28646. */
  28647. level: number;
  28648. /**
  28649. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28650. * This is part of the texture as textures usually maps to one uv set.
  28651. */
  28652. coordinatesIndex: number;
  28653. private _coordinatesMode;
  28654. /**
  28655. * How a texture is mapped.
  28656. *
  28657. * | Value | Type | Description |
  28658. * | ----- | ----------------------------------- | ----------- |
  28659. * | 0 | EXPLICIT_MODE | |
  28660. * | 1 | SPHERICAL_MODE | |
  28661. * | 2 | PLANAR_MODE | |
  28662. * | 3 | CUBIC_MODE | |
  28663. * | 4 | PROJECTION_MODE | |
  28664. * | 5 | SKYBOX_MODE | |
  28665. * | 6 | INVCUBIC_MODE | |
  28666. * | 7 | EQUIRECTANGULAR_MODE | |
  28667. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28668. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28669. */
  28670. coordinatesMode: number;
  28671. /**
  28672. * | Value | Type | Description |
  28673. * | ----- | ------------------ | ----------- |
  28674. * | 0 | CLAMP_ADDRESSMODE | |
  28675. * | 1 | WRAP_ADDRESSMODE | |
  28676. * | 2 | MIRROR_ADDRESSMODE | |
  28677. */
  28678. wrapU: number;
  28679. /**
  28680. * | Value | Type | Description |
  28681. * | ----- | ------------------ | ----------- |
  28682. * | 0 | CLAMP_ADDRESSMODE | |
  28683. * | 1 | WRAP_ADDRESSMODE | |
  28684. * | 2 | MIRROR_ADDRESSMODE | |
  28685. */
  28686. wrapV: number;
  28687. /**
  28688. * | Value | Type | Description |
  28689. * | ----- | ------------------ | ----------- |
  28690. * | 0 | CLAMP_ADDRESSMODE | |
  28691. * | 1 | WRAP_ADDRESSMODE | |
  28692. * | 2 | MIRROR_ADDRESSMODE | |
  28693. */
  28694. wrapR: number;
  28695. /**
  28696. * With compliant hardware and browser (supporting anisotropic filtering)
  28697. * this defines the level of anisotropic filtering in the texture.
  28698. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28699. */
  28700. anisotropicFilteringLevel: number;
  28701. /**
  28702. * Define if the texture is a cube texture or if false a 2d texture.
  28703. */
  28704. isCube: boolean;
  28705. /**
  28706. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28707. */
  28708. is3D: boolean;
  28709. /**
  28710. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28711. * HDR texture are usually stored in linear space.
  28712. * This only impacts the PBR and Background materials
  28713. */
  28714. gammaSpace: boolean;
  28715. /**
  28716. * Gets or sets whether or not the texture contains RGBD data.
  28717. */
  28718. isRGBD: boolean;
  28719. /**
  28720. * Is Z inverted in the texture (useful in a cube texture).
  28721. */
  28722. invertZ: boolean;
  28723. /**
  28724. * Are mip maps generated for this texture or not.
  28725. */
  28726. readonly noMipmap: boolean;
  28727. /**
  28728. * @hidden
  28729. */
  28730. lodLevelInAlpha: boolean;
  28731. /**
  28732. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28733. */
  28734. lodGenerationOffset: number;
  28735. /**
  28736. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28737. */
  28738. lodGenerationScale: number;
  28739. /**
  28740. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28741. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28742. * average roughness values.
  28743. */
  28744. linearSpecularLOD: boolean;
  28745. /**
  28746. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28747. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28748. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28749. */
  28750. irradianceTexture: Nullable<BaseTexture>;
  28751. /**
  28752. * Define if the texture is a render target.
  28753. */
  28754. isRenderTarget: boolean;
  28755. /**
  28756. * Define the unique id of the texture in the scene.
  28757. */
  28758. readonly uid: string;
  28759. /**
  28760. * Return a string representation of the texture.
  28761. * @returns the texture as a string
  28762. */
  28763. toString(): string;
  28764. /**
  28765. * Get the class name of the texture.
  28766. * @returns "BaseTexture"
  28767. */
  28768. getClassName(): string;
  28769. /**
  28770. * Define the list of animation attached to the texture.
  28771. */
  28772. animations: import("babylonjs/Animations/animation").Animation[];
  28773. /**
  28774. * An event triggered when the texture is disposed.
  28775. */
  28776. onDisposeObservable: Observable<BaseTexture>;
  28777. private _onDisposeObserver;
  28778. /**
  28779. * Callback triggered when the texture has been disposed.
  28780. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28781. */
  28782. onDispose: () => void;
  28783. /**
  28784. * Define the current state of the loading sequence when in delayed load mode.
  28785. */
  28786. delayLoadState: number;
  28787. private _scene;
  28788. /** @hidden */
  28789. _texture: Nullable<InternalTexture>;
  28790. private _uid;
  28791. /**
  28792. * Define if the texture is preventinga material to render or not.
  28793. * If not and the texture is not ready, the engine will use a default black texture instead.
  28794. */
  28795. readonly isBlocking: boolean;
  28796. /**
  28797. * Instantiates a new BaseTexture.
  28798. * Base class of all the textures in babylon.
  28799. * It groups all the common properties the materials, post process, lights... might need
  28800. * in order to make a correct use of the texture.
  28801. * @param scene Define the scene the texture blongs to
  28802. */
  28803. constructor(scene: Nullable<Scene>);
  28804. /**
  28805. * Get the scene the texture belongs to.
  28806. * @returns the scene or null if undefined
  28807. */
  28808. getScene(): Nullable<Scene>;
  28809. /**
  28810. * Get the texture transform matrix used to offset tile the texture for istance.
  28811. * @returns the transformation matrix
  28812. */
  28813. getTextureMatrix(): Matrix;
  28814. /**
  28815. * Get the texture reflection matrix used to rotate/transform the reflection.
  28816. * @returns the reflection matrix
  28817. */
  28818. getReflectionTextureMatrix(): Matrix;
  28819. /**
  28820. * Get the underlying lower level texture from Babylon.
  28821. * @returns the insternal texture
  28822. */
  28823. getInternalTexture(): Nullable<InternalTexture>;
  28824. /**
  28825. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28826. * @returns true if ready or not blocking
  28827. */
  28828. isReadyOrNotBlocking(): boolean;
  28829. /**
  28830. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28831. * @returns true if fully ready
  28832. */
  28833. isReady(): boolean;
  28834. private _cachedSize;
  28835. /**
  28836. * Get the size of the texture.
  28837. * @returns the texture size.
  28838. */
  28839. getSize(): ISize;
  28840. /**
  28841. * Get the base size of the texture.
  28842. * It can be different from the size if the texture has been resized for POT for instance
  28843. * @returns the base size
  28844. */
  28845. getBaseSize(): ISize;
  28846. /**
  28847. * Update the sampling mode of the texture.
  28848. * Default is Trilinear mode.
  28849. *
  28850. * | Value | Type | Description |
  28851. * | ----- | ------------------ | ----------- |
  28852. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28853. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28854. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28855. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28856. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28857. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28858. * | 7 | NEAREST_LINEAR | |
  28859. * | 8 | NEAREST_NEAREST | |
  28860. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28861. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28862. * | 11 | LINEAR_LINEAR | |
  28863. * | 12 | LINEAR_NEAREST | |
  28864. *
  28865. * > _mag_: magnification filter (close to the viewer)
  28866. * > _min_: minification filter (far from the viewer)
  28867. * > _mip_: filter used between mip map levels
  28868. *@param samplingMode Define the new sampling mode of the texture
  28869. */
  28870. updateSamplingMode(samplingMode: number): void;
  28871. /**
  28872. * Scales the texture if is `canRescale()`
  28873. * @param ratio the resize factor we want to use to rescale
  28874. */
  28875. scale(ratio: number): void;
  28876. /**
  28877. * Get if the texture can rescale.
  28878. */
  28879. readonly canRescale: boolean;
  28880. /** @hidden */
  28881. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28882. /** @hidden */
  28883. _rebuild(): void;
  28884. /**
  28885. * Triggers the load sequence in delayed load mode.
  28886. */
  28887. delayLoad(): void;
  28888. /**
  28889. * Clones the texture.
  28890. * @returns the cloned texture
  28891. */
  28892. clone(): Nullable<BaseTexture>;
  28893. /**
  28894. * Get the texture underlying type (INT, FLOAT...)
  28895. */
  28896. readonly textureType: number;
  28897. /**
  28898. * Get the texture underlying format (RGB, RGBA...)
  28899. */
  28900. readonly textureFormat: number;
  28901. /**
  28902. * Indicates that textures need to be re-calculated for all materials
  28903. */
  28904. protected _markAllSubMeshesAsTexturesDirty(): void;
  28905. /**
  28906. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28907. * This will returns an RGBA array buffer containing either in values (0-255) or
  28908. * float values (0-1) depending of the underlying buffer type.
  28909. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28910. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28911. * @param buffer defines a user defined buffer to fill with data (can be null)
  28912. * @returns The Array buffer containing the pixels data.
  28913. */
  28914. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28915. /**
  28916. * Release and destroy the underlying lower level texture aka internalTexture.
  28917. */
  28918. releaseInternalTexture(): void;
  28919. /** @hidden */
  28920. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28921. /** @hidden */
  28922. readonly _lodTextureMid: Nullable<BaseTexture>;
  28923. /** @hidden */
  28924. readonly _lodTextureLow: Nullable<BaseTexture>;
  28925. /**
  28926. * Dispose the texture and release its associated resources.
  28927. */
  28928. dispose(): void;
  28929. /**
  28930. * Serialize the texture into a JSON representation that can be parsed later on.
  28931. * @returns the JSON representation of the texture
  28932. */
  28933. serialize(): any;
  28934. /**
  28935. * Helper function to be called back once a list of texture contains only ready textures.
  28936. * @param textures Define the list of textures to wait for
  28937. * @param callback Define the callback triggered once the entire list will be ready
  28938. */
  28939. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28940. }
  28941. }
  28942. declare module "babylonjs/Materials/effect" {
  28943. import { Observable } from "babylonjs/Misc/observable";
  28944. import { Nullable } from "babylonjs/types";
  28945. import { IDisposable } from "babylonjs/scene";
  28946. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28947. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28948. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28949. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  28950. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  28951. import { Engine } from "babylonjs/Engines/engine";
  28952. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28953. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28954. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28955. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28956. /**
  28957. * Options to be used when creating an effect.
  28958. */
  28959. export interface IEffectCreationOptions {
  28960. /**
  28961. * Atrributes that will be used in the shader.
  28962. */
  28963. attributes: string[];
  28964. /**
  28965. * Uniform varible names that will be set in the shader.
  28966. */
  28967. uniformsNames: string[];
  28968. /**
  28969. * Uniform buffer varible names that will be set in the shader.
  28970. */
  28971. uniformBuffersNames: string[];
  28972. /**
  28973. * Sampler texture variable names that will be set in the shader.
  28974. */
  28975. samplers: string[];
  28976. /**
  28977. * Define statements that will be set in the shader.
  28978. */
  28979. defines: any;
  28980. /**
  28981. * Possible fallbacks for this effect to improve performance when needed.
  28982. */
  28983. fallbacks: Nullable<IEffectFallbacks>;
  28984. /**
  28985. * Callback that will be called when the shader is compiled.
  28986. */
  28987. onCompiled: Nullable<(effect: Effect) => void>;
  28988. /**
  28989. * Callback that will be called if an error occurs during shader compilation.
  28990. */
  28991. onError: Nullable<(effect: Effect, errors: string) => void>;
  28992. /**
  28993. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28994. */
  28995. indexParameters?: any;
  28996. /**
  28997. * Max number of lights that can be used in the shader.
  28998. */
  28999. maxSimultaneousLights?: number;
  29000. /**
  29001. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29002. */
  29003. transformFeedbackVaryings?: Nullable<string[]>;
  29004. }
  29005. /**
  29006. * Effect containing vertex and fragment shader that can be executed on an object.
  29007. */
  29008. export class Effect implements IDisposable {
  29009. /**
  29010. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29011. */
  29012. static ShadersRepository: string;
  29013. /**
  29014. * Name of the effect.
  29015. */
  29016. name: any;
  29017. /**
  29018. * String container all the define statements that should be set on the shader.
  29019. */
  29020. defines: string;
  29021. /**
  29022. * Callback that will be called when the shader is compiled.
  29023. */
  29024. onCompiled: Nullable<(effect: Effect) => void>;
  29025. /**
  29026. * Callback that will be called if an error occurs during shader compilation.
  29027. */
  29028. onError: Nullable<(effect: Effect, errors: string) => void>;
  29029. /**
  29030. * Callback that will be called when effect is bound.
  29031. */
  29032. onBind: Nullable<(effect: Effect) => void>;
  29033. /**
  29034. * Unique ID of the effect.
  29035. */
  29036. uniqueId: number;
  29037. /**
  29038. * Observable that will be called when the shader is compiled.
  29039. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29040. */
  29041. onCompileObservable: Observable<Effect>;
  29042. /**
  29043. * Observable that will be called if an error occurs during shader compilation.
  29044. */
  29045. onErrorObservable: Observable<Effect>;
  29046. /** @hidden */
  29047. _onBindObservable: Nullable<Observable<Effect>>;
  29048. /**
  29049. * Observable that will be called when effect is bound.
  29050. */
  29051. readonly onBindObservable: Observable<Effect>;
  29052. /** @hidden */
  29053. _bonesComputationForcedToCPU: boolean;
  29054. private static _uniqueIdSeed;
  29055. private _engine;
  29056. private _uniformBuffersNames;
  29057. private _uniformsNames;
  29058. private _samplerList;
  29059. private _samplers;
  29060. private _isReady;
  29061. private _compilationError;
  29062. private _allFallbacksProcessed;
  29063. private _attributesNames;
  29064. private _attributes;
  29065. private _uniforms;
  29066. /**
  29067. * Key for the effect.
  29068. * @hidden
  29069. */
  29070. _key: string;
  29071. private _indexParameters;
  29072. private _fallbacks;
  29073. private _vertexSourceCode;
  29074. private _fragmentSourceCode;
  29075. private _vertexSourceCodeOverride;
  29076. private _fragmentSourceCodeOverride;
  29077. private _transformFeedbackVaryings;
  29078. /**
  29079. * Compiled shader to webGL program.
  29080. * @hidden
  29081. */
  29082. _pipelineContext: Nullable<IPipelineContext>;
  29083. private _valueCache;
  29084. private static _baseCache;
  29085. /**
  29086. * Instantiates an effect.
  29087. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29088. * @param baseName Name of the effect.
  29089. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29090. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29091. * @param samplers List of sampler variables that will be passed to the shader.
  29092. * @param engine Engine to be used to render the effect
  29093. * @param defines Define statements to be added to the shader.
  29094. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29095. * @param onCompiled Callback that will be called when the shader is compiled.
  29096. * @param onError Callback that will be called if an error occurs during shader compilation.
  29097. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29098. */
  29099. 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);
  29100. private _useFinalCode;
  29101. /**
  29102. * Unique key for this effect
  29103. */
  29104. readonly key: string;
  29105. /**
  29106. * If the effect has been compiled and prepared.
  29107. * @returns if the effect is compiled and prepared.
  29108. */
  29109. isReady(): boolean;
  29110. private _isReadyInternal;
  29111. /**
  29112. * The engine the effect was initialized with.
  29113. * @returns the engine.
  29114. */
  29115. getEngine(): Engine;
  29116. /**
  29117. * The pipeline context for this effect
  29118. * @returns the associated pipeline context
  29119. */
  29120. getPipelineContext(): Nullable<IPipelineContext>;
  29121. /**
  29122. * The set of names of attribute variables for the shader.
  29123. * @returns An array of attribute names.
  29124. */
  29125. getAttributesNames(): string[];
  29126. /**
  29127. * Returns the attribute at the given index.
  29128. * @param index The index of the attribute.
  29129. * @returns The location of the attribute.
  29130. */
  29131. getAttributeLocation(index: number): number;
  29132. /**
  29133. * Returns the attribute based on the name of the variable.
  29134. * @param name of the attribute to look up.
  29135. * @returns the attribute location.
  29136. */
  29137. getAttributeLocationByName(name: string): number;
  29138. /**
  29139. * The number of attributes.
  29140. * @returns the numnber of attributes.
  29141. */
  29142. getAttributesCount(): number;
  29143. /**
  29144. * Gets the index of a uniform variable.
  29145. * @param uniformName of the uniform to look up.
  29146. * @returns the index.
  29147. */
  29148. getUniformIndex(uniformName: string): number;
  29149. /**
  29150. * Returns the attribute based on the name of the variable.
  29151. * @param uniformName of the uniform to look up.
  29152. * @returns the location of the uniform.
  29153. */
  29154. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29155. /**
  29156. * Returns an array of sampler variable names
  29157. * @returns The array of sampler variable neames.
  29158. */
  29159. getSamplers(): string[];
  29160. /**
  29161. * The error from the last compilation.
  29162. * @returns the error string.
  29163. */
  29164. getCompilationError(): string;
  29165. /**
  29166. * Gets a boolean indicating that all fallbacks were used during compilation
  29167. * @returns true if all fallbacks were used
  29168. */
  29169. allFallbacksProcessed(): boolean;
  29170. /**
  29171. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29172. * @param func The callback to be used.
  29173. */
  29174. executeWhenCompiled(func: (effect: Effect) => void): void;
  29175. private _checkIsReady;
  29176. private _loadShader;
  29177. /**
  29178. * Recompiles the webGL program
  29179. * @param vertexSourceCode The source code for the vertex shader.
  29180. * @param fragmentSourceCode The source code for the fragment shader.
  29181. * @param onCompiled Callback called when completed.
  29182. * @param onError Callback called on error.
  29183. * @hidden
  29184. */
  29185. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29186. /**
  29187. * Prepares the effect
  29188. * @hidden
  29189. */
  29190. _prepareEffect(): void;
  29191. private _processCompilationErrors;
  29192. /**
  29193. * Checks if the effect is supported. (Must be called after compilation)
  29194. */
  29195. readonly isSupported: boolean;
  29196. /**
  29197. * Binds a texture to the engine to be used as output of the shader.
  29198. * @param channel Name of the output variable.
  29199. * @param texture Texture to bind.
  29200. * @hidden
  29201. */
  29202. _bindTexture(channel: string, texture: InternalTexture): void;
  29203. /**
  29204. * Sets a texture on the engine to be used in the shader.
  29205. * @param channel Name of the sampler variable.
  29206. * @param texture Texture to set.
  29207. */
  29208. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29209. /**
  29210. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29211. * @param channel Name of the sampler variable.
  29212. * @param texture Texture to set.
  29213. */
  29214. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29215. /**
  29216. * Sets an array of textures on the engine to be used in the shader.
  29217. * @param channel Name of the variable.
  29218. * @param textures Textures to set.
  29219. */
  29220. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29221. /**
  29222. * 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)
  29223. * @param channel Name of the sampler variable.
  29224. * @param postProcess Post process to get the input texture from.
  29225. */
  29226. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29227. /**
  29228. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29229. * 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)
  29230. * @param channel Name of the sampler variable.
  29231. * @param postProcess Post process to get the output texture from.
  29232. */
  29233. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29234. /** @hidden */
  29235. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29236. /** @hidden */
  29237. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29238. /** @hidden */
  29239. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29240. /** @hidden */
  29241. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29242. /**
  29243. * Binds a buffer to a uniform.
  29244. * @param buffer Buffer to bind.
  29245. * @param name Name of the uniform variable to bind to.
  29246. */
  29247. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29248. /**
  29249. * Binds block to a uniform.
  29250. * @param blockName Name of the block to bind.
  29251. * @param index Index to bind.
  29252. */
  29253. bindUniformBlock(blockName: string, index: number): void;
  29254. /**
  29255. * Sets an interger value on a uniform variable.
  29256. * @param uniformName Name of the variable.
  29257. * @param value Value to be set.
  29258. * @returns this effect.
  29259. */
  29260. setInt(uniformName: string, value: number): Effect;
  29261. /**
  29262. * Sets an int array on a uniform variable.
  29263. * @param uniformName Name of the variable.
  29264. * @param array array to be set.
  29265. * @returns this effect.
  29266. */
  29267. setIntArray(uniformName: string, array: Int32Array): Effect;
  29268. /**
  29269. * 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)
  29270. * @param uniformName Name of the variable.
  29271. * @param array array to be set.
  29272. * @returns this effect.
  29273. */
  29274. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29275. /**
  29276. * 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)
  29277. * @param uniformName Name of the variable.
  29278. * @param array array to be set.
  29279. * @returns this effect.
  29280. */
  29281. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29282. /**
  29283. * 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)
  29284. * @param uniformName Name of the variable.
  29285. * @param array array to be set.
  29286. * @returns this effect.
  29287. */
  29288. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29289. /**
  29290. * Sets an float array on a uniform variable.
  29291. * @param uniformName Name of the variable.
  29292. * @param array array to be set.
  29293. * @returns this effect.
  29294. */
  29295. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29296. /**
  29297. * 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)
  29298. * @param uniformName Name of the variable.
  29299. * @param array array to be set.
  29300. * @returns this effect.
  29301. */
  29302. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29303. /**
  29304. * 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)
  29305. * @param uniformName Name of the variable.
  29306. * @param array array to be set.
  29307. * @returns this effect.
  29308. */
  29309. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29310. /**
  29311. * 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)
  29312. * @param uniformName Name of the variable.
  29313. * @param array array to be set.
  29314. * @returns this effect.
  29315. */
  29316. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29317. /**
  29318. * Sets an array on a uniform variable.
  29319. * @param uniformName Name of the variable.
  29320. * @param array array to be set.
  29321. * @returns this effect.
  29322. */
  29323. setArray(uniformName: string, array: number[]): Effect;
  29324. /**
  29325. * 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)
  29326. * @param uniformName Name of the variable.
  29327. * @param array array to be set.
  29328. * @returns this effect.
  29329. */
  29330. setArray2(uniformName: string, array: number[]): Effect;
  29331. /**
  29332. * 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)
  29333. * @param uniformName Name of the variable.
  29334. * @param array array to be set.
  29335. * @returns this effect.
  29336. */
  29337. setArray3(uniformName: string, array: number[]): Effect;
  29338. /**
  29339. * 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)
  29340. * @param uniformName Name of the variable.
  29341. * @param array array to be set.
  29342. * @returns this effect.
  29343. */
  29344. setArray4(uniformName: string, array: number[]): Effect;
  29345. /**
  29346. * Sets matrices on a uniform variable.
  29347. * @param uniformName Name of the variable.
  29348. * @param matrices matrices to be set.
  29349. * @returns this effect.
  29350. */
  29351. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29352. /**
  29353. * Sets matrix on a uniform variable.
  29354. * @param uniformName Name of the variable.
  29355. * @param matrix matrix to be set.
  29356. * @returns this effect.
  29357. */
  29358. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29359. /**
  29360. * 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)
  29361. * @param uniformName Name of the variable.
  29362. * @param matrix matrix to be set.
  29363. * @returns this effect.
  29364. */
  29365. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29366. /**
  29367. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29368. * @param uniformName Name of the variable.
  29369. * @param matrix matrix to be set.
  29370. * @returns this effect.
  29371. */
  29372. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29373. /**
  29374. * Sets a float on a uniform variable.
  29375. * @param uniformName Name of the variable.
  29376. * @param value value to be set.
  29377. * @returns this effect.
  29378. */
  29379. setFloat(uniformName: string, value: number): Effect;
  29380. /**
  29381. * Sets a boolean on a uniform variable.
  29382. * @param uniformName Name of the variable.
  29383. * @param bool value to be set.
  29384. * @returns this effect.
  29385. */
  29386. setBool(uniformName: string, bool: boolean): Effect;
  29387. /**
  29388. * Sets a Vector2 on a uniform variable.
  29389. * @param uniformName Name of the variable.
  29390. * @param vector2 vector2 to be set.
  29391. * @returns this effect.
  29392. */
  29393. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29394. /**
  29395. * Sets a float2 on a uniform variable.
  29396. * @param uniformName Name of the variable.
  29397. * @param x First float in float2.
  29398. * @param y Second float in float2.
  29399. * @returns this effect.
  29400. */
  29401. setFloat2(uniformName: string, x: number, y: number): Effect;
  29402. /**
  29403. * Sets a Vector3 on a uniform variable.
  29404. * @param uniformName Name of the variable.
  29405. * @param vector3 Value to be set.
  29406. * @returns this effect.
  29407. */
  29408. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29409. /**
  29410. * Sets a float3 on a uniform variable.
  29411. * @param uniformName Name of the variable.
  29412. * @param x First float in float3.
  29413. * @param y Second float in float3.
  29414. * @param z Third float in float3.
  29415. * @returns this effect.
  29416. */
  29417. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29418. /**
  29419. * Sets a Vector4 on a uniform variable.
  29420. * @param uniformName Name of the variable.
  29421. * @param vector4 Value to be set.
  29422. * @returns this effect.
  29423. */
  29424. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29425. /**
  29426. * Sets a float4 on a uniform variable.
  29427. * @param uniformName Name of the variable.
  29428. * @param x First float in float4.
  29429. * @param y Second float in float4.
  29430. * @param z Third float in float4.
  29431. * @param w Fourth float in float4.
  29432. * @returns this effect.
  29433. */
  29434. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29435. /**
  29436. * Sets a Color3 on a uniform variable.
  29437. * @param uniformName Name of the variable.
  29438. * @param color3 Value to be set.
  29439. * @returns this effect.
  29440. */
  29441. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29442. /**
  29443. * Sets a Color4 on a uniform variable.
  29444. * @param uniformName Name of the variable.
  29445. * @param color3 Value to be set.
  29446. * @param alpha Alpha value to be set.
  29447. * @returns this effect.
  29448. */
  29449. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29450. /**
  29451. * Sets a Color4 on a uniform variable
  29452. * @param uniformName defines the name of the variable
  29453. * @param color4 defines the value to be set
  29454. * @returns this effect.
  29455. */
  29456. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29457. /** Release all associated resources */
  29458. dispose(): void;
  29459. /**
  29460. * This function will add a new shader to the shader store
  29461. * @param name the name of the shader
  29462. * @param pixelShader optional pixel shader content
  29463. * @param vertexShader optional vertex shader content
  29464. */
  29465. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29466. /**
  29467. * Store of each shader (The can be looked up using effect.key)
  29468. */
  29469. static ShadersStore: {
  29470. [key: string]: string;
  29471. };
  29472. /**
  29473. * Store of each included file for a shader (The can be looked up using effect.key)
  29474. */
  29475. static IncludesShadersStore: {
  29476. [key: string]: string;
  29477. };
  29478. /**
  29479. * Resets the cache of effects.
  29480. */
  29481. static ResetCache(): void;
  29482. }
  29483. }
  29484. declare module "babylonjs/Engines/engineCapabilities" {
  29485. /**
  29486. * Interface used to describe the capabilities of the engine relatively to the current browser
  29487. */
  29488. export interface EngineCapabilities {
  29489. /** Maximum textures units per fragment shader */
  29490. maxTexturesImageUnits: number;
  29491. /** Maximum texture units per vertex shader */
  29492. maxVertexTextureImageUnits: number;
  29493. /** Maximum textures units in the entire pipeline */
  29494. maxCombinedTexturesImageUnits: number;
  29495. /** Maximum texture size */
  29496. maxTextureSize: number;
  29497. /** Maximum cube texture size */
  29498. maxCubemapTextureSize: number;
  29499. /** Maximum render texture size */
  29500. maxRenderTextureSize: number;
  29501. /** Maximum number of vertex attributes */
  29502. maxVertexAttribs: number;
  29503. /** Maximum number of varyings */
  29504. maxVaryingVectors: number;
  29505. /** Maximum number of uniforms per vertex shader */
  29506. maxVertexUniformVectors: number;
  29507. /** Maximum number of uniforms per fragment shader */
  29508. maxFragmentUniformVectors: number;
  29509. /** Defines if standard derivates (dx/dy) are supported */
  29510. standardDerivatives: boolean;
  29511. /** Defines if s3tc texture compression is supported */
  29512. s3tc?: WEBGL_compressed_texture_s3tc;
  29513. /** Defines if pvrtc texture compression is supported */
  29514. pvrtc: any;
  29515. /** Defines if etc1 texture compression is supported */
  29516. etc1: any;
  29517. /** Defines if etc2 texture compression is supported */
  29518. etc2: any;
  29519. /** Defines if astc texture compression is supported */
  29520. astc: any;
  29521. /** Defines if float textures are supported */
  29522. textureFloat: boolean;
  29523. /** Defines if vertex array objects are supported */
  29524. vertexArrayObject: boolean;
  29525. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29526. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29527. /** Gets the maximum level of anisotropy supported */
  29528. maxAnisotropy: number;
  29529. /** Defines if instancing is supported */
  29530. instancedArrays: boolean;
  29531. /** Defines if 32 bits indices are supported */
  29532. uintIndices: boolean;
  29533. /** Defines if high precision shaders are supported */
  29534. highPrecisionShaderSupported: boolean;
  29535. /** Defines if depth reading in the fragment shader is supported */
  29536. fragmentDepthSupported: boolean;
  29537. /** Defines if float texture linear filtering is supported*/
  29538. textureFloatLinearFiltering: boolean;
  29539. /** Defines if rendering to float textures is supported */
  29540. textureFloatRender: boolean;
  29541. /** Defines if half float textures are supported*/
  29542. textureHalfFloat: boolean;
  29543. /** Defines if half float texture linear filtering is supported*/
  29544. textureHalfFloatLinearFiltering: boolean;
  29545. /** Defines if rendering to half float textures is supported */
  29546. textureHalfFloatRender: boolean;
  29547. /** Defines if textureLOD shader command is supported */
  29548. textureLOD: boolean;
  29549. /** Defines if draw buffers extension is supported */
  29550. drawBuffersExtension: boolean;
  29551. /** Defines if depth textures are supported */
  29552. depthTextureExtension: boolean;
  29553. /** Defines if float color buffer are supported */
  29554. colorBufferFloat: boolean;
  29555. /** Gets disjoint timer query extension (null if not supported) */
  29556. timerQuery?: EXT_disjoint_timer_query;
  29557. /** Defines if timestamp can be used with timer query */
  29558. canUseTimestampForTimerQuery: boolean;
  29559. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29560. multiview?: any;
  29561. /** Function used to let the system compiles shaders in background */
  29562. parallelShaderCompile?: {
  29563. COMPLETION_STATUS_KHR: number;
  29564. };
  29565. /** Max number of texture samples for MSAA */
  29566. maxMSAASamples: number;
  29567. /** Defines if the blend min max extension is supported */
  29568. blendMinMax: boolean;
  29569. }
  29570. }
  29571. declare module "babylonjs/States/depthCullingState" {
  29572. import { Nullable } from "babylonjs/types";
  29573. /**
  29574. * @hidden
  29575. **/
  29576. export class DepthCullingState {
  29577. private _isDepthTestDirty;
  29578. private _isDepthMaskDirty;
  29579. private _isDepthFuncDirty;
  29580. private _isCullFaceDirty;
  29581. private _isCullDirty;
  29582. private _isZOffsetDirty;
  29583. private _isFrontFaceDirty;
  29584. private _depthTest;
  29585. private _depthMask;
  29586. private _depthFunc;
  29587. private _cull;
  29588. private _cullFace;
  29589. private _zOffset;
  29590. private _frontFace;
  29591. /**
  29592. * Initializes the state.
  29593. */
  29594. constructor();
  29595. readonly isDirty: boolean;
  29596. zOffset: number;
  29597. cullFace: Nullable<number>;
  29598. cull: Nullable<boolean>;
  29599. depthFunc: Nullable<number>;
  29600. depthMask: boolean;
  29601. depthTest: boolean;
  29602. frontFace: Nullable<number>;
  29603. reset(): void;
  29604. apply(gl: WebGLRenderingContext): void;
  29605. }
  29606. }
  29607. declare module "babylonjs/States/stencilState" {
  29608. /**
  29609. * @hidden
  29610. **/
  29611. export class StencilState {
  29612. /** 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 */
  29613. static readonly ALWAYS: number;
  29614. /** Passed to stencilOperation to specify that stencil value must be kept */
  29615. static readonly KEEP: number;
  29616. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29617. static readonly REPLACE: number;
  29618. private _isStencilTestDirty;
  29619. private _isStencilMaskDirty;
  29620. private _isStencilFuncDirty;
  29621. private _isStencilOpDirty;
  29622. private _stencilTest;
  29623. private _stencilMask;
  29624. private _stencilFunc;
  29625. private _stencilFuncRef;
  29626. private _stencilFuncMask;
  29627. private _stencilOpStencilFail;
  29628. private _stencilOpDepthFail;
  29629. private _stencilOpStencilDepthPass;
  29630. readonly isDirty: boolean;
  29631. stencilFunc: number;
  29632. stencilFuncRef: number;
  29633. stencilFuncMask: number;
  29634. stencilOpStencilFail: number;
  29635. stencilOpDepthFail: number;
  29636. stencilOpStencilDepthPass: number;
  29637. stencilMask: number;
  29638. stencilTest: boolean;
  29639. constructor();
  29640. reset(): void;
  29641. apply(gl: WebGLRenderingContext): void;
  29642. }
  29643. }
  29644. declare module "babylonjs/States/alphaCullingState" {
  29645. /**
  29646. * @hidden
  29647. **/
  29648. export class AlphaState {
  29649. private _isAlphaBlendDirty;
  29650. private _isBlendFunctionParametersDirty;
  29651. private _isBlendEquationParametersDirty;
  29652. private _isBlendConstantsDirty;
  29653. private _alphaBlend;
  29654. private _blendFunctionParameters;
  29655. private _blendEquationParameters;
  29656. private _blendConstants;
  29657. /**
  29658. * Initializes the state.
  29659. */
  29660. constructor();
  29661. readonly isDirty: boolean;
  29662. alphaBlend: boolean;
  29663. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  29664. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  29665. setAlphaEquationParameters(rgb: number, alpha: number): void;
  29666. reset(): void;
  29667. apply(gl: WebGLRenderingContext): void;
  29668. }
  29669. }
  29670. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  29671. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29672. /** @hidden */
  29673. export class WebGL2ShaderProcessor implements IShaderProcessor {
  29674. attributeProcessor(attribute: string): string;
  29675. varyingProcessor(varying: string, isFragment: boolean): string;
  29676. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  29677. }
  29678. }
  29679. declare module "babylonjs/Engines/instancingAttributeInfo" {
  29680. /**
  29681. * Interface for attribute information associated with buffer instanciation
  29682. */
  29683. export class InstancingAttributeInfo {
  29684. /**
  29685. * Index/offset of the attribute in the vertex shader
  29686. */
  29687. index: number;
  29688. /**
  29689. * size of the attribute, 1, 2, 3 or 4
  29690. */
  29691. attributeSize: number;
  29692. /**
  29693. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  29694. * default is FLOAT
  29695. */
  29696. attributeType: number;
  29697. /**
  29698. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  29699. */
  29700. normalized: boolean;
  29701. /**
  29702. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  29703. */
  29704. offset: number;
  29705. /**
  29706. * Name of the GLSL attribute, for debugging purpose only
  29707. */
  29708. attributeName: string;
  29709. }
  29710. }
  29711. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  29712. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29713. import { Nullable } from "babylonjs/types";
  29714. module "babylonjs/Engines/thinEngine" {
  29715. interface ThinEngine {
  29716. /**
  29717. * Update a video texture
  29718. * @param texture defines the texture to update
  29719. * @param video defines the video element to use
  29720. * @param invertY defines if data must be stored with Y axis inverted
  29721. */
  29722. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  29723. }
  29724. }
  29725. }
  29726. declare module "babylonjs/Materials/Textures/videoTexture" {
  29727. import { Observable } from "babylonjs/Misc/observable";
  29728. import { Nullable } from "babylonjs/types";
  29729. import { Scene } from "babylonjs/scene";
  29730. import { Texture } from "babylonjs/Materials/Textures/texture";
  29731. import "babylonjs/Engines/Extensions/engine.videoTexture";
  29732. /**
  29733. * Settings for finer control over video usage
  29734. */
  29735. export interface VideoTextureSettings {
  29736. /**
  29737. * Applies `autoplay` to video, if specified
  29738. */
  29739. autoPlay?: boolean;
  29740. /**
  29741. * Applies `loop` to video, if specified
  29742. */
  29743. loop?: boolean;
  29744. /**
  29745. * Automatically updates internal texture from video at every frame in the render loop
  29746. */
  29747. autoUpdateTexture: boolean;
  29748. /**
  29749. * Image src displayed during the video loading or until the user interacts with the video.
  29750. */
  29751. poster?: string;
  29752. }
  29753. /**
  29754. * If you want to display a video in your scene, this is the special texture for that.
  29755. * This special texture works similar to other textures, with the exception of a few parameters.
  29756. * @see https://doc.babylonjs.com/how_to/video_texture
  29757. */
  29758. export class VideoTexture extends Texture {
  29759. /**
  29760. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  29761. */
  29762. readonly autoUpdateTexture: boolean;
  29763. /**
  29764. * The video instance used by the texture internally
  29765. */
  29766. readonly video: HTMLVideoElement;
  29767. private _onUserActionRequestedObservable;
  29768. /**
  29769. * Event triggerd when a dom action is required by the user to play the video.
  29770. * This happens due to recent changes in browser policies preventing video to auto start.
  29771. */
  29772. readonly onUserActionRequestedObservable: Observable<Texture>;
  29773. private _generateMipMaps;
  29774. private _engine;
  29775. private _stillImageCaptured;
  29776. private _displayingPosterTexture;
  29777. private _settings;
  29778. private _createInternalTextureOnEvent;
  29779. private _frameId;
  29780. /**
  29781. * Creates a video texture.
  29782. * If you want to display a video in your scene, this is the special texture for that.
  29783. * This special texture works similar to other textures, with the exception of a few parameters.
  29784. * @see https://doc.babylonjs.com/how_to/video_texture
  29785. * @param name optional name, will detect from video source, if not defined
  29786. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  29787. * @param scene is obviously the current scene.
  29788. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  29789. * @param invertY is false by default but can be used to invert video on Y axis
  29790. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  29791. * @param settings allows finer control over video usage
  29792. */
  29793. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  29794. private _getName;
  29795. private _getVideo;
  29796. private _createInternalTexture;
  29797. private reset;
  29798. /**
  29799. * @hidden Internal method to initiate `update`.
  29800. */
  29801. _rebuild(): void;
  29802. /**
  29803. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  29804. */
  29805. update(): void;
  29806. /**
  29807. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  29808. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  29809. */
  29810. updateTexture(isVisible: boolean): void;
  29811. protected _updateInternalTexture: () => void;
  29812. /**
  29813. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  29814. * @param url New url.
  29815. */
  29816. updateURL(url: string): void;
  29817. /**
  29818. * Dispose the texture and release its associated resources.
  29819. */
  29820. dispose(): void;
  29821. /**
  29822. * Creates a video texture straight from a stream.
  29823. * @param scene Define the scene the texture should be created in
  29824. * @param stream Define the stream the texture should be created from
  29825. * @returns The created video texture as a promise
  29826. */
  29827. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  29828. /**
  29829. * Creates a video texture straight from your WebCam video feed.
  29830. * @param scene Define the scene the texture should be created in
  29831. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  29832. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  29833. * @returns The created video texture as a promise
  29834. */
  29835. static CreateFromWebCamAsync(scene: Scene, constraints: {
  29836. minWidth: number;
  29837. maxWidth: number;
  29838. minHeight: number;
  29839. maxHeight: number;
  29840. deviceId: string;
  29841. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  29842. /**
  29843. * Creates a video texture straight from your WebCam video feed.
  29844. * @param scene Define the scene the texture should be created in
  29845. * @param onReady Define a callback to triggered once the texture will be ready
  29846. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  29847. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  29848. */
  29849. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  29850. minWidth: number;
  29851. maxWidth: number;
  29852. minHeight: number;
  29853. maxHeight: number;
  29854. deviceId: string;
  29855. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  29856. }
  29857. }
  29858. declare module "babylonjs/Engines/thinEngine" {
  29859. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  29860. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  29861. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29862. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  29863. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  29864. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  29865. import { Observable } from "babylonjs/Misc/observable";
  29866. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  29867. import { StencilState } from "babylonjs/States/stencilState";
  29868. import { AlphaState } from "babylonjs/States/alphaCullingState";
  29869. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29870. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  29871. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29872. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  29873. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29874. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  29875. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  29876. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  29877. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29878. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  29879. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29880. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  29881. /**
  29882. * Defines the interface used by objects working like Scene
  29883. * @hidden
  29884. */
  29885. interface ISceneLike {
  29886. _addPendingData(data: any): void;
  29887. _removePendingData(data: any): void;
  29888. offlineProvider: IOfflineProvider;
  29889. }
  29890. /** Interface defining initialization parameters for Engine class */
  29891. export interface EngineOptions extends WebGLContextAttributes {
  29892. /**
  29893. * Defines if the engine should no exceed a specified device ratio
  29894. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  29895. */
  29896. limitDeviceRatio?: number;
  29897. /**
  29898. * Defines if webvr should be enabled automatically
  29899. * @see http://doc.babylonjs.com/how_to/webvr_camera
  29900. */
  29901. autoEnableWebVR?: boolean;
  29902. /**
  29903. * Defines if webgl2 should be turned off even if supported
  29904. * @see http://doc.babylonjs.com/features/webgl2
  29905. */
  29906. disableWebGL2Support?: boolean;
  29907. /**
  29908. * Defines if webaudio should be initialized as well
  29909. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29910. */
  29911. audioEngine?: boolean;
  29912. /**
  29913. * Defines if animations should run using a deterministic lock step
  29914. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29915. */
  29916. deterministicLockstep?: boolean;
  29917. /** Defines the maximum steps to use with deterministic lock step mode */
  29918. lockstepMaxSteps?: number;
  29919. /**
  29920. * Defines that engine should ignore context lost events
  29921. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  29922. */
  29923. doNotHandleContextLost?: boolean;
  29924. /**
  29925. * Defines that engine should ignore modifying touch action attribute and style
  29926. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  29927. */
  29928. doNotHandleTouchAction?: boolean;
  29929. /**
  29930. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  29931. */
  29932. useHighPrecisionFloats?: boolean;
  29933. }
  29934. /**
  29935. * The base engine class (root of all engines)
  29936. */
  29937. export class ThinEngine {
  29938. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  29939. static ExceptionList: ({
  29940. key: string;
  29941. capture: string;
  29942. captureConstraint: number;
  29943. targets: string[];
  29944. } | {
  29945. key: string;
  29946. capture: null;
  29947. captureConstraint: null;
  29948. targets: string[];
  29949. })[];
  29950. /** @hidden */
  29951. static _TextureLoaders: IInternalTextureLoader[];
  29952. /**
  29953. * Returns the current npm package of the sdk
  29954. */
  29955. static readonly NpmPackage: string;
  29956. /**
  29957. * Returns the current version of the framework
  29958. */
  29959. static readonly Version: string;
  29960. /**
  29961. * Returns a string describing the current engine
  29962. */
  29963. readonly description: string;
  29964. /**
  29965. * Gets or sets the epsilon value used by collision engine
  29966. */
  29967. static CollisionsEpsilon: number;
  29968. /**
  29969. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29970. */
  29971. static ShadersRepository: string;
  29972. /** @hidden */
  29973. _shaderProcessor: IShaderProcessor;
  29974. /**
  29975. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  29976. */
  29977. forcePOTTextures: boolean;
  29978. /**
  29979. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  29980. */
  29981. isFullscreen: boolean;
  29982. /**
  29983. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  29984. */
  29985. cullBackFaces: boolean;
  29986. /**
  29987. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  29988. */
  29989. renderEvenInBackground: boolean;
  29990. /**
  29991. * Gets or sets a boolean indicating that cache can be kept between frames
  29992. */
  29993. preventCacheWipeBetweenFrames: boolean;
  29994. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  29995. validateShaderPrograms: boolean;
  29996. /**
  29997. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  29998. */
  29999. disableUniformBuffers: boolean;
  30000. /** @hidden */
  30001. _uniformBuffers: UniformBuffer[];
  30002. /**
  30003. * Gets a boolean indicating that the engine supports uniform buffers
  30004. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30005. */
  30006. readonly supportsUniformBuffers: boolean;
  30007. /** @hidden */
  30008. _gl: WebGLRenderingContext;
  30009. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30010. protected _windowIsBackground: boolean;
  30011. protected _webGLVersion: number;
  30012. protected _highPrecisionShadersAllowed: boolean;
  30013. /** @hidden */
  30014. readonly _shouldUseHighPrecisionShader: boolean;
  30015. /**
  30016. * Gets a boolean indicating that only power of 2 textures are supported
  30017. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30018. */
  30019. readonly needPOTTextures: boolean;
  30020. /** @hidden */
  30021. _badOS: boolean;
  30022. /** @hidden */
  30023. _badDesktopOS: boolean;
  30024. private _hardwareScalingLevel;
  30025. /** @hidden */
  30026. _caps: EngineCapabilities;
  30027. private _isStencilEnable;
  30028. protected _colorWrite: boolean;
  30029. private _glVersion;
  30030. private _glRenderer;
  30031. private _glVendor;
  30032. /** @hidden */
  30033. _videoTextureSupported: boolean;
  30034. protected _renderingQueueLaunched: boolean;
  30035. protected _activeRenderLoops: (() => void)[];
  30036. /**
  30037. * Observable signaled when a context lost event is raised
  30038. */
  30039. onContextLostObservable: Observable<ThinEngine>;
  30040. /**
  30041. * Observable signaled when a context restored event is raised
  30042. */
  30043. onContextRestoredObservable: Observable<ThinEngine>;
  30044. private _onContextLost;
  30045. private _onContextRestored;
  30046. protected _contextWasLost: boolean;
  30047. /** @hidden */
  30048. _doNotHandleContextLost: boolean;
  30049. /**
  30050. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30051. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30052. */
  30053. doNotHandleContextLost: boolean;
  30054. /**
  30055. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30056. */
  30057. disableVertexArrayObjects: boolean;
  30058. /** @hidden */
  30059. protected _depthCullingState: DepthCullingState;
  30060. /** @hidden */
  30061. protected _stencilState: StencilState;
  30062. /** @hidden */
  30063. protected _alphaState: AlphaState;
  30064. /** @hidden */
  30065. _internalTexturesCache: InternalTexture[];
  30066. /** @hidden */
  30067. protected _activeChannel: number;
  30068. private _currentTextureChannel;
  30069. /** @hidden */
  30070. protected _boundTexturesCache: {
  30071. [key: string]: Nullable<InternalTexture>;
  30072. };
  30073. /** @hidden */
  30074. protected _currentEffect: Nullable<Effect>;
  30075. /** @hidden */
  30076. protected _currentProgram: Nullable<WebGLProgram>;
  30077. private _compiledEffects;
  30078. private _vertexAttribArraysEnabled;
  30079. /** @hidden */
  30080. protected _cachedViewport: Nullable<IViewportLike>;
  30081. private _cachedVertexArrayObject;
  30082. /** @hidden */
  30083. protected _cachedVertexBuffers: any;
  30084. /** @hidden */
  30085. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30086. /** @hidden */
  30087. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30088. /** @hidden */
  30089. _currentRenderTarget: Nullable<InternalTexture>;
  30090. private _uintIndicesCurrentlySet;
  30091. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30092. /** @hidden */
  30093. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30094. private _currentBufferPointers;
  30095. private _currentInstanceLocations;
  30096. private _currentInstanceBuffers;
  30097. private _textureUnits;
  30098. /** @hidden */
  30099. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30100. /** @hidden */
  30101. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30102. /** @hidden */
  30103. _bindedRenderFunction: any;
  30104. private _vaoRecordInProgress;
  30105. private _mustWipeVertexAttributes;
  30106. private _emptyTexture;
  30107. private _emptyCubeTexture;
  30108. private _emptyTexture3D;
  30109. /** @hidden */
  30110. _frameHandler: number;
  30111. private _nextFreeTextureSlots;
  30112. private _maxSimultaneousTextures;
  30113. private _activeRequests;
  30114. protected _texturesSupported: string[];
  30115. /** @hidden */
  30116. _textureFormatInUse: Nullable<string>;
  30117. protected readonly _supportsHardwareTextureRescaling: boolean;
  30118. /**
  30119. * Gets the list of texture formats supported
  30120. */
  30121. readonly texturesSupported: Array<string>;
  30122. /**
  30123. * Gets the list of texture formats in use
  30124. */
  30125. readonly textureFormatInUse: Nullable<string>;
  30126. /**
  30127. * Gets the current viewport
  30128. */
  30129. readonly currentViewport: Nullable<IViewportLike>;
  30130. /**
  30131. * Gets the default empty texture
  30132. */
  30133. readonly emptyTexture: InternalTexture;
  30134. /**
  30135. * Gets the default empty 3D texture
  30136. */
  30137. readonly emptyTexture3D: InternalTexture;
  30138. /**
  30139. * Gets the default empty cube texture
  30140. */
  30141. readonly emptyCubeTexture: InternalTexture;
  30142. /**
  30143. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30144. */
  30145. readonly premultipliedAlpha: boolean;
  30146. /**
  30147. * Observable event triggered before each texture is initialized
  30148. */
  30149. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30150. /**
  30151. * Creates a new engine
  30152. * @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
  30153. * @param antialias defines enable antialiasing (default: false)
  30154. * @param options defines further options to be sent to the getContext() function
  30155. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30156. */
  30157. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30158. private _rebuildInternalTextures;
  30159. private _rebuildEffects;
  30160. /**
  30161. * Gets a boolean indicating if all created effects are ready
  30162. * @returns true if all effects are ready
  30163. */
  30164. areAllEffectsReady(): boolean;
  30165. protected _rebuildBuffers(): void;
  30166. private _initGLContext;
  30167. /**
  30168. * Gets version of the current webGL context
  30169. */
  30170. readonly webGLVersion: number;
  30171. /**
  30172. * Gets a string idenfifying the name of the class
  30173. * @returns "Engine" string
  30174. */
  30175. getClassName(): string;
  30176. /**
  30177. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30178. */
  30179. readonly isStencilEnable: boolean;
  30180. /** @hidden */
  30181. _prepareWorkingCanvas(): void;
  30182. /**
  30183. * Reset the texture cache to empty state
  30184. */
  30185. resetTextureCache(): void;
  30186. /**
  30187. * Gets an object containing information about the current webGL context
  30188. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30189. */
  30190. getGlInfo(): {
  30191. vendor: string;
  30192. renderer: string;
  30193. version: string;
  30194. };
  30195. /**
  30196. * Defines the hardware scaling level.
  30197. * By default the hardware scaling level is computed from the window device ratio.
  30198. * 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.
  30199. * @param level defines the level to use
  30200. */
  30201. setHardwareScalingLevel(level: number): void;
  30202. /**
  30203. * Gets the current hardware scaling level.
  30204. * By default the hardware scaling level is computed from the window device ratio.
  30205. * 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.
  30206. * @returns a number indicating the current hardware scaling level
  30207. */
  30208. getHardwareScalingLevel(): number;
  30209. /**
  30210. * Gets the list of loaded textures
  30211. * @returns an array containing all loaded textures
  30212. */
  30213. getLoadedTexturesCache(): InternalTexture[];
  30214. /**
  30215. * Gets the object containing all engine capabilities
  30216. * @returns the EngineCapabilities object
  30217. */
  30218. getCaps(): EngineCapabilities;
  30219. /**
  30220. * stop executing a render loop function and remove it from the execution array
  30221. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30222. */
  30223. stopRenderLoop(renderFunction?: () => void): void;
  30224. /** @hidden */
  30225. _renderLoop(): void;
  30226. /**
  30227. * Gets the HTML canvas attached with the current webGL context
  30228. * @returns a HTML canvas
  30229. */
  30230. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30231. /**
  30232. * Gets host window
  30233. * @returns the host window object
  30234. */
  30235. getHostWindow(): Nullable<Window>;
  30236. /**
  30237. * Gets the current render width
  30238. * @param useScreen defines if screen size must be used (or the current render target if any)
  30239. * @returns a number defining the current render width
  30240. */
  30241. getRenderWidth(useScreen?: boolean): number;
  30242. /**
  30243. * Gets the current render height
  30244. * @param useScreen defines if screen size must be used (or the current render target if any)
  30245. * @returns a number defining the current render height
  30246. */
  30247. getRenderHeight(useScreen?: boolean): number;
  30248. /**
  30249. * Can be used to override the current requestAnimationFrame requester.
  30250. * @hidden
  30251. */
  30252. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30253. /**
  30254. * Register and execute a render loop. The engine can have more than one render function
  30255. * @param renderFunction defines the function to continuously execute
  30256. */
  30257. runRenderLoop(renderFunction: () => void): void;
  30258. /**
  30259. * Clear the current render buffer or the current render target (if any is set up)
  30260. * @param color defines the color to use
  30261. * @param backBuffer defines if the back buffer must be cleared
  30262. * @param depth defines if the depth buffer must be cleared
  30263. * @param stencil defines if the stencil buffer must be cleared
  30264. */
  30265. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30266. private _viewportCached;
  30267. /** @hidden */
  30268. _viewport(x: number, y: number, width: number, height: number): void;
  30269. /**
  30270. * Set the WebGL's viewport
  30271. * @param viewport defines the viewport element to be used
  30272. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30273. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30274. */
  30275. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30276. /**
  30277. * Begin a new frame
  30278. */
  30279. beginFrame(): void;
  30280. /**
  30281. * Enf the current frame
  30282. */
  30283. endFrame(): void;
  30284. /**
  30285. * Resize the view according to the canvas' size
  30286. */
  30287. resize(): void;
  30288. /**
  30289. * Force a specific size of the canvas
  30290. * @param width defines the new canvas' width
  30291. * @param height defines the new canvas' height
  30292. */
  30293. setSize(width: number, height: number): void;
  30294. /**
  30295. * Binds the frame buffer to the specified texture.
  30296. * @param texture The texture to render to or null for the default canvas
  30297. * @param faceIndex The face of the texture to render to in case of cube texture
  30298. * @param requiredWidth The width of the target to render to
  30299. * @param requiredHeight The height of the target to render to
  30300. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30301. * @param depthStencilTexture The depth stencil texture to use to render
  30302. * @param lodLevel defines le lod level to bind to the frame buffer
  30303. */
  30304. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30305. /** @hidden */
  30306. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30307. /**
  30308. * Unbind the current render target texture from the webGL context
  30309. * @param texture defines the render target texture to unbind
  30310. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30311. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30312. */
  30313. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30314. /**
  30315. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30316. */
  30317. flushFramebuffer(): void;
  30318. /**
  30319. * Unbind the current render target and bind the default framebuffer
  30320. */
  30321. restoreDefaultFramebuffer(): void;
  30322. /** @hidden */
  30323. protected _resetVertexBufferBinding(): void;
  30324. /**
  30325. * Creates a vertex buffer
  30326. * @param data the data for the vertex buffer
  30327. * @returns the new WebGL static buffer
  30328. */
  30329. createVertexBuffer(data: DataArray): DataBuffer;
  30330. private _createVertexBuffer;
  30331. /**
  30332. * Creates a dynamic vertex buffer
  30333. * @param data the data for the dynamic vertex buffer
  30334. * @returns the new WebGL dynamic buffer
  30335. */
  30336. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30337. protected _resetIndexBufferBinding(): void;
  30338. /**
  30339. * Creates a new index buffer
  30340. * @param indices defines the content of the index buffer
  30341. * @param updatable defines if the index buffer must be updatable
  30342. * @returns a new webGL buffer
  30343. */
  30344. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30345. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30346. /**
  30347. * Bind a webGL buffer to the webGL context
  30348. * @param buffer defines the buffer to bind
  30349. */
  30350. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30351. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30352. private bindBuffer;
  30353. /**
  30354. * update the bound buffer with the given data
  30355. * @param data defines the data to update
  30356. */
  30357. updateArrayBuffer(data: Float32Array): void;
  30358. private _vertexAttribPointer;
  30359. private _bindIndexBufferWithCache;
  30360. private _bindVertexBuffersAttributes;
  30361. /**
  30362. * Records a vertex array object
  30363. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30364. * @param vertexBuffers defines the list of vertex buffers to store
  30365. * @param indexBuffer defines the index buffer to store
  30366. * @param effect defines the effect to store
  30367. * @returns the new vertex array object
  30368. */
  30369. recordVertexArrayObject(vertexBuffers: {
  30370. [key: string]: VertexBuffer;
  30371. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30372. /**
  30373. * Bind a specific vertex array object
  30374. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30375. * @param vertexArrayObject defines the vertex array object to bind
  30376. * @param indexBuffer defines the index buffer to bind
  30377. */
  30378. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30379. /**
  30380. * Bind webGl buffers directly to the webGL context
  30381. * @param vertexBuffer defines the vertex buffer to bind
  30382. * @param indexBuffer defines the index buffer to bind
  30383. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30384. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30385. * @param effect defines the effect associated with the vertex buffer
  30386. */
  30387. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30388. private _unbindVertexArrayObject;
  30389. /**
  30390. * Bind a list of vertex buffers to the webGL context
  30391. * @param vertexBuffers defines the list of vertex buffers to bind
  30392. * @param indexBuffer defines the index buffer to bind
  30393. * @param effect defines the effect associated with the vertex buffers
  30394. */
  30395. bindBuffers(vertexBuffers: {
  30396. [key: string]: Nullable<VertexBuffer>;
  30397. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30398. /**
  30399. * Unbind all instance attributes
  30400. */
  30401. unbindInstanceAttributes(): void;
  30402. /**
  30403. * Release and free the memory of a vertex array object
  30404. * @param vao defines the vertex array object to delete
  30405. */
  30406. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30407. /** @hidden */
  30408. _releaseBuffer(buffer: DataBuffer): boolean;
  30409. protected _deleteBuffer(buffer: DataBuffer): void;
  30410. /**
  30411. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30412. * @param instancesBuffer defines the webGL buffer to update and bind
  30413. * @param data defines the data to store in the buffer
  30414. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30415. */
  30416. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30417. /**
  30418. * Apply all cached states (depth, culling, stencil and alpha)
  30419. */
  30420. applyStates(): void;
  30421. /**
  30422. * Send a draw order
  30423. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30424. * @param indexStart defines the starting index
  30425. * @param indexCount defines the number of index to draw
  30426. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30427. */
  30428. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30429. /**
  30430. * Draw a list of points
  30431. * @param verticesStart defines the index of first vertex to draw
  30432. * @param verticesCount defines the count of vertices to draw
  30433. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30434. */
  30435. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30436. /**
  30437. * Draw a list of unindexed primitives
  30438. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30439. * @param verticesStart defines the index of first vertex to draw
  30440. * @param verticesCount defines the count of vertices to draw
  30441. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30442. */
  30443. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30444. /**
  30445. * Draw a list of indexed primitives
  30446. * @param fillMode defines the primitive to use
  30447. * @param indexStart defines the starting index
  30448. * @param indexCount defines the number of index to draw
  30449. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30450. */
  30451. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30452. /**
  30453. * Draw a list of unindexed primitives
  30454. * @param fillMode defines the primitive to use
  30455. * @param verticesStart defines the index of first vertex to draw
  30456. * @param verticesCount defines the count of vertices to draw
  30457. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30458. */
  30459. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30460. private _drawMode;
  30461. /** @hidden */
  30462. protected _reportDrawCall(): void;
  30463. /** @hidden */
  30464. _releaseEffect(effect: Effect): void;
  30465. /** @hidden */
  30466. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30467. /**
  30468. * Create a new effect (used to store vertex/fragment shaders)
  30469. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30470. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30471. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30472. * @param samplers defines an array of string used to represent textures
  30473. * @param defines defines the string containing the defines to use to compile the shaders
  30474. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30475. * @param onCompiled defines a function to call when the effect creation is successful
  30476. * @param onError defines a function to call when the effect creation has failed
  30477. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30478. * @returns the new Effect
  30479. */
  30480. 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;
  30481. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30482. private _compileShader;
  30483. private _compileRawShader;
  30484. /**
  30485. * Directly creates a webGL program
  30486. * @param pipelineContext defines the pipeline context to attach to
  30487. * @param vertexCode defines the vertex shader code to use
  30488. * @param fragmentCode defines the fragment shader code to use
  30489. * @param context defines the webGL context to use (if not set, the current one will be used)
  30490. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30491. * @returns the new webGL program
  30492. */
  30493. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30494. /**
  30495. * Creates a webGL program
  30496. * @param pipelineContext defines the pipeline context to attach to
  30497. * @param vertexCode defines the vertex shader code to use
  30498. * @param fragmentCode defines the fragment shader code to use
  30499. * @param defines defines the string containing the defines to use to compile the shaders
  30500. * @param context defines the webGL context to use (if not set, the current one will be used)
  30501. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30502. * @returns the new webGL program
  30503. */
  30504. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30505. /**
  30506. * Creates a new pipeline context
  30507. * @returns the new pipeline
  30508. */
  30509. createPipelineContext(): IPipelineContext;
  30510. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30511. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30512. /** @hidden */
  30513. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30514. /** @hidden */
  30515. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30516. /** @hidden */
  30517. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30518. /**
  30519. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30520. * @param pipelineContext defines the pipeline context to use
  30521. * @param uniformsNames defines the list of uniform names
  30522. * @returns an array of webGL uniform locations
  30523. */
  30524. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30525. /**
  30526. * Gets the lsit of active attributes for a given webGL program
  30527. * @param pipelineContext defines the pipeline context to use
  30528. * @param attributesNames defines the list of attribute names to get
  30529. * @returns an array of indices indicating the offset of each attribute
  30530. */
  30531. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30532. /**
  30533. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30534. * @param effect defines the effect to activate
  30535. */
  30536. enableEffect(effect: Nullable<Effect>): void;
  30537. /**
  30538. * Set the value of an uniform to an array of int32
  30539. * @param uniform defines the webGL uniform location where to store the value
  30540. * @param array defines the array of int32 to store
  30541. */
  30542. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30543. /**
  30544. * Set the value of an uniform to an array of int32 (stored as vec2)
  30545. * @param uniform defines the webGL uniform location where to store the value
  30546. * @param array defines the array of int32 to store
  30547. */
  30548. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30549. /**
  30550. * Set the value of an uniform to an array of int32 (stored as vec3)
  30551. * @param uniform defines the webGL uniform location where to store the value
  30552. * @param array defines the array of int32 to store
  30553. */
  30554. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30555. /**
  30556. * Set the value of an uniform to an array of int32 (stored as vec4)
  30557. * @param uniform defines the webGL uniform location where to store the value
  30558. * @param array defines the array of int32 to store
  30559. */
  30560. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30561. /**
  30562. * Set the value of an uniform to an array of float32
  30563. * @param uniform defines the webGL uniform location where to store the value
  30564. * @param array defines the array of float32 to store
  30565. */
  30566. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  30567. /**
  30568. * Set the value of an uniform to an array of float32 (stored as vec2)
  30569. * @param uniform defines the webGL uniform location where to store the value
  30570. * @param array defines the array of float32 to store
  30571. */
  30572. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  30573. /**
  30574. * Set the value of an uniform to an array of float32 (stored as vec3)
  30575. * @param uniform defines the webGL uniform location where to store the value
  30576. * @param array defines the array of float32 to store
  30577. */
  30578. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  30579. /**
  30580. * Set the value of an uniform to an array of float32 (stored as vec4)
  30581. * @param uniform defines the webGL uniform location where to store the value
  30582. * @param array defines the array of float32 to store
  30583. */
  30584. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  30585. /**
  30586. * Set the value of an uniform to an array of number
  30587. * @param uniform defines the webGL uniform location where to store the value
  30588. * @param array defines the array of number to store
  30589. */
  30590. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  30591. /**
  30592. * Set the value of an uniform to an array of number (stored as vec2)
  30593. * @param uniform defines the webGL uniform location where to store the value
  30594. * @param array defines the array of number to store
  30595. */
  30596. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  30597. /**
  30598. * Set the value of an uniform to an array of number (stored as vec3)
  30599. * @param uniform defines the webGL uniform location where to store the value
  30600. * @param array defines the array of number to store
  30601. */
  30602. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  30603. /**
  30604. * Set the value of an uniform to an array of number (stored as vec4)
  30605. * @param uniform defines the webGL uniform location where to store the value
  30606. * @param array defines the array of number to store
  30607. */
  30608. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  30609. /**
  30610. * Set the value of an uniform to an array of float32 (stored as matrices)
  30611. * @param uniform defines the webGL uniform location where to store the value
  30612. * @param matrices defines the array of float32 to store
  30613. */
  30614. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30615. /**
  30616. * Set the value of an uniform to a matrix (3x3)
  30617. * @param uniform defines the webGL uniform location where to store the value
  30618. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30619. */
  30620. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30621. /**
  30622. * Set the value of an uniform to a matrix (2x2)
  30623. * @param uniform defines the webGL uniform location where to store the value
  30624. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30625. */
  30626. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30627. /**
  30628. * Set the value of an uniform to a number (int)
  30629. * @param uniform defines the webGL uniform location where to store the value
  30630. * @param value defines the int number to store
  30631. */
  30632. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30633. /**
  30634. * Set the value of an uniform to a number (float)
  30635. * @param uniform defines the webGL uniform location where to store the value
  30636. * @param value defines the float number to store
  30637. */
  30638. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30639. /**
  30640. * Set the value of an uniform to a vec2
  30641. * @param uniform defines the webGL uniform location where to store the value
  30642. * @param x defines the 1st component of the value
  30643. * @param y defines the 2nd component of the value
  30644. */
  30645. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30646. /**
  30647. * Set the value of an uniform to a vec3
  30648. * @param uniform defines the webGL uniform location where to store the value
  30649. * @param x defines the 1st component of the value
  30650. * @param y defines the 2nd component of the value
  30651. * @param z defines the 3rd component of the value
  30652. */
  30653. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30654. /**
  30655. * Set the value of an uniform to a boolean
  30656. * @param uniform defines the webGL uniform location where to store the value
  30657. * @param bool defines the boolean to store
  30658. */
  30659. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  30660. /**
  30661. * Set the value of an uniform to a vec4
  30662. * @param uniform defines the webGL uniform location where to store the value
  30663. * @param x defines the 1st component of the value
  30664. * @param y defines the 2nd component of the value
  30665. * @param z defines the 3rd component of the value
  30666. * @param w defines the 4th component of the value
  30667. */
  30668. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30669. /**
  30670. * Sets a Color4 on a uniform variable
  30671. * @param uniform defines the uniform location
  30672. * @param color4 defines the value to be set
  30673. */
  30674. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  30675. /**
  30676. * Gets the depth culling state manager
  30677. */
  30678. readonly depthCullingState: DepthCullingState;
  30679. /**
  30680. * Gets the alpha state manager
  30681. */
  30682. readonly alphaState: AlphaState;
  30683. /**
  30684. * Gets the stencil state manager
  30685. */
  30686. readonly stencilState: StencilState;
  30687. /**
  30688. * Clears the list of texture accessible through engine.
  30689. * This can help preventing texture load conflict due to name collision.
  30690. */
  30691. clearInternalTexturesCache(): void;
  30692. /**
  30693. * Force the entire cache to be cleared
  30694. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  30695. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  30696. */
  30697. wipeCaches(bruteForce?: boolean): void;
  30698. /** @hidden */
  30699. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  30700. min: number;
  30701. mag: number;
  30702. };
  30703. /** @hidden */
  30704. _createTexture(): WebGLTexture;
  30705. /**
  30706. * Usually called from Texture.ts.
  30707. * Passed information to create a WebGLTexture
  30708. * @param urlArg defines a value which contains one of the following:
  30709. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  30710. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  30711. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  30712. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  30713. * @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)
  30714. * @param scene needed for loading to the correct scene
  30715. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  30716. * @param onLoad optional callback to be called upon successful completion
  30717. * @param onError optional callback to be called upon failure
  30718. * @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
  30719. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  30720. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  30721. * @param forcedExtension defines the extension to use to pick the right loader
  30722. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  30723. * @param mimeType defines an optional mime type
  30724. * @returns a InternalTexture for assignment back into BABYLON.Texture
  30725. */
  30726. 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;
  30727. /**
  30728. * @hidden
  30729. */
  30730. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  30731. /**
  30732. * Creates a raw texture
  30733. * @param data defines the data to store in the texture
  30734. * @param width defines the width of the texture
  30735. * @param height defines the height of the texture
  30736. * @param format defines the format of the data
  30737. * @param generateMipMaps defines if the engine should generate the mip levels
  30738. * @param invertY defines if data must be stored with Y axis inverted
  30739. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  30740. * @param compression defines the compression used (null by default)
  30741. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  30742. * @returns the raw texture inside an InternalTexture
  30743. */
  30744. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  30745. /**
  30746. * Creates a new raw cube texture
  30747. * @param data defines the array of data to use to create each face
  30748. * @param size defines the size of the textures
  30749. * @param format defines the format of the data
  30750. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  30751. * @param generateMipMaps defines if the engine should generate the mip levels
  30752. * @param invertY defines if data must be stored with Y axis inverted
  30753. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30754. * @param compression defines the compression used (null by default)
  30755. * @returns the cube texture as an InternalTexture
  30756. */
  30757. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  30758. /**
  30759. * Creates a new raw 3D texture
  30760. * @param data defines the data used to create the texture
  30761. * @param width defines the width of the texture
  30762. * @param height defines the height of the texture
  30763. * @param depth defines the depth of the texture
  30764. * @param format defines the format of the texture
  30765. * @param generateMipMaps defines if the engine must generate mip levels
  30766. * @param invertY defines if data must be stored with Y axis inverted
  30767. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30768. * @param compression defines the compressed used (can be null)
  30769. * @param textureType defines the compressed used (can be null)
  30770. * @returns a new raw 3D texture (stored in an InternalTexture)
  30771. */
  30772. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  30773. private _unpackFlipYCached;
  30774. /**
  30775. * In case you are sharing the context with other applications, it might
  30776. * be interested to not cache the unpack flip y state to ensure a consistent
  30777. * value would be set.
  30778. */
  30779. enableUnpackFlipYCached: boolean;
  30780. /** @hidden */
  30781. _unpackFlipY(value: boolean): void;
  30782. /** @hidden */
  30783. _getUnpackAlignement(): number;
  30784. /**
  30785. * Update the sampling mode of a given texture
  30786. * @param samplingMode defines the required sampling mode
  30787. * @param texture defines the texture to update
  30788. */
  30789. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  30790. /**
  30791. * Updates a depth texture Comparison Mode and Function.
  30792. * If the comparison Function is equal to 0, the mode will be set to none.
  30793. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  30794. * @param texture The texture to set the comparison function for
  30795. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  30796. */
  30797. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  30798. /** @hidden */
  30799. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  30800. width: number;
  30801. height: number;
  30802. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  30803. /** @hidden */
  30804. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30805. /** @hidden */
  30806. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  30807. /** @hidden */
  30808. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30809. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  30810. private _prepareWebGLTexture;
  30811. /** @hidden */
  30812. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  30813. /** @hidden */
  30814. _releaseFramebufferObjects(texture: InternalTexture): void;
  30815. /** @hidden */
  30816. _releaseTexture(texture: InternalTexture): void;
  30817. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  30818. protected _setProgram(program: WebGLProgram): void;
  30819. protected _boundUniforms: {
  30820. [key: number]: WebGLUniformLocation;
  30821. };
  30822. /**
  30823. * Binds an effect to the webGL context
  30824. * @param effect defines the effect to bind
  30825. */
  30826. bindSamplers(effect: Effect): void;
  30827. private _activateCurrentTexture;
  30828. /** @hidden */
  30829. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  30830. /** @hidden */
  30831. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  30832. /**
  30833. * Unbind all textures from the webGL context
  30834. */
  30835. unbindAllTextures(): void;
  30836. /**
  30837. * Sets a texture to the according uniform.
  30838. * @param channel The texture channel
  30839. * @param uniform The uniform to set
  30840. * @param texture The texture to apply
  30841. */
  30842. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  30843. private _bindSamplerUniformToChannel;
  30844. private _getTextureWrapMode;
  30845. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  30846. /**
  30847. * Sets an array of texture to the webGL context
  30848. * @param channel defines the channel where the texture array must be set
  30849. * @param uniform defines the associated uniform location
  30850. * @param textures defines the array of textures to bind
  30851. */
  30852. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  30853. /** @hidden */
  30854. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  30855. private _setTextureParameterFloat;
  30856. private _setTextureParameterInteger;
  30857. /**
  30858. * Unbind all vertex attributes from the webGL context
  30859. */
  30860. unbindAllAttributes(): void;
  30861. /**
  30862. * 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
  30863. */
  30864. releaseEffects(): void;
  30865. /**
  30866. * Dispose and release all associated resources
  30867. */
  30868. dispose(): void;
  30869. /**
  30870. * Attach a new callback raised when context lost event is fired
  30871. * @param callback defines the callback to call
  30872. */
  30873. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  30874. /**
  30875. * Attach a new callback raised when context restored event is fired
  30876. * @param callback defines the callback to call
  30877. */
  30878. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  30879. /**
  30880. * Get the current error code of the webGL context
  30881. * @returns the error code
  30882. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  30883. */
  30884. getError(): number;
  30885. private _canRenderToFloatFramebuffer;
  30886. private _canRenderToHalfFloatFramebuffer;
  30887. private _canRenderToFramebuffer;
  30888. /** @hidden */
  30889. _getWebGLTextureType(type: number): number;
  30890. /** @hidden */
  30891. _getInternalFormat(format: number): number;
  30892. /** @hidden */
  30893. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  30894. /** @hidden */
  30895. _getRGBAMultiSampleBufferFormat(type: number): number;
  30896. /** @hidden */
  30897. _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;
  30898. /**
  30899. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  30900. * @returns true if the engine can be created
  30901. * @ignorenaming
  30902. */
  30903. static isSupported(): boolean;
  30904. /**
  30905. * Find the next highest power of two.
  30906. * @param x Number to start search from.
  30907. * @return Next highest power of two.
  30908. */
  30909. static CeilingPOT(x: number): number;
  30910. /**
  30911. * Find the next lowest power of two.
  30912. * @param x Number to start search from.
  30913. * @return Next lowest power of two.
  30914. */
  30915. static FloorPOT(x: number): number;
  30916. /**
  30917. * Find the nearest power of two.
  30918. * @param x Number to start search from.
  30919. * @return Next nearest power of two.
  30920. */
  30921. static NearestPOT(x: number): number;
  30922. /**
  30923. * Get the closest exponent of two
  30924. * @param value defines the value to approximate
  30925. * @param max defines the maximum value to return
  30926. * @param mode defines how to define the closest value
  30927. * @returns closest exponent of two of the given value
  30928. */
  30929. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  30930. /**
  30931. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  30932. * @param func - the function to be called
  30933. * @param requester - the object that will request the next frame. Falls back to window.
  30934. * @returns frame number
  30935. */
  30936. static QueueNewFrame(func: () => void, requester?: any): number;
  30937. }
  30938. }
  30939. declare module "babylonjs/Maths/sphericalPolynomial" {
  30940. import { Vector3 } from "babylonjs/Maths/math.vector";
  30941. import { Color3 } from "babylonjs/Maths/math.color";
  30942. /**
  30943. * Class representing spherical harmonics coefficients to the 3rd degree
  30944. */
  30945. export class SphericalHarmonics {
  30946. /**
  30947. * Defines whether or not the harmonics have been prescaled for rendering.
  30948. */
  30949. preScaled: boolean;
  30950. /**
  30951. * The l0,0 coefficients of the spherical harmonics
  30952. */
  30953. l00: Vector3;
  30954. /**
  30955. * The l1,-1 coefficients of the spherical harmonics
  30956. */
  30957. l1_1: Vector3;
  30958. /**
  30959. * The l1,0 coefficients of the spherical harmonics
  30960. */
  30961. l10: Vector3;
  30962. /**
  30963. * The l1,1 coefficients of the spherical harmonics
  30964. */
  30965. l11: Vector3;
  30966. /**
  30967. * The l2,-2 coefficients of the spherical harmonics
  30968. */
  30969. l2_2: Vector3;
  30970. /**
  30971. * The l2,-1 coefficients of the spherical harmonics
  30972. */
  30973. l2_1: Vector3;
  30974. /**
  30975. * The l2,0 coefficients of the spherical harmonics
  30976. */
  30977. l20: Vector3;
  30978. /**
  30979. * The l2,1 coefficients of the spherical harmonics
  30980. */
  30981. l21: Vector3;
  30982. /**
  30983. * The l2,2 coefficients of the spherical harmonics
  30984. */
  30985. l22: Vector3;
  30986. /**
  30987. * Adds a light to the spherical harmonics
  30988. * @param direction the direction of the light
  30989. * @param color the color of the light
  30990. * @param deltaSolidAngle the delta solid angle of the light
  30991. */
  30992. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  30993. /**
  30994. * Scales the spherical harmonics by the given amount
  30995. * @param scale the amount to scale
  30996. */
  30997. scaleInPlace(scale: number): void;
  30998. /**
  30999. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31000. *
  31001. * ```
  31002. * E_lm = A_l * L_lm
  31003. * ```
  31004. *
  31005. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31006. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31007. * the scaling factors are given in equation 9.
  31008. */
  31009. convertIncidentRadianceToIrradiance(): void;
  31010. /**
  31011. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31012. *
  31013. * ```
  31014. * L = (1/pi) * E * rho
  31015. * ```
  31016. *
  31017. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31018. */
  31019. convertIrradianceToLambertianRadiance(): void;
  31020. /**
  31021. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31022. * required operations at run time.
  31023. *
  31024. * This is simply done by scaling back the SH with Ylm constants parameter.
  31025. * The trigonometric part being applied by the shader at run time.
  31026. */
  31027. preScaleForRendering(): void;
  31028. /**
  31029. * Constructs a spherical harmonics from an array.
  31030. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31031. * @returns the spherical harmonics
  31032. */
  31033. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31034. /**
  31035. * Gets the spherical harmonics from polynomial
  31036. * @param polynomial the spherical polynomial
  31037. * @returns the spherical harmonics
  31038. */
  31039. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31040. }
  31041. /**
  31042. * Class representing spherical polynomial coefficients to the 3rd degree
  31043. */
  31044. export class SphericalPolynomial {
  31045. private _harmonics;
  31046. /**
  31047. * The spherical harmonics used to create the polynomials.
  31048. */
  31049. readonly preScaledHarmonics: SphericalHarmonics;
  31050. /**
  31051. * The x coefficients of the spherical polynomial
  31052. */
  31053. x: Vector3;
  31054. /**
  31055. * The y coefficients of the spherical polynomial
  31056. */
  31057. y: Vector3;
  31058. /**
  31059. * The z coefficients of the spherical polynomial
  31060. */
  31061. z: Vector3;
  31062. /**
  31063. * The xx coefficients of the spherical polynomial
  31064. */
  31065. xx: Vector3;
  31066. /**
  31067. * The yy coefficients of the spherical polynomial
  31068. */
  31069. yy: Vector3;
  31070. /**
  31071. * The zz coefficients of the spherical polynomial
  31072. */
  31073. zz: Vector3;
  31074. /**
  31075. * The xy coefficients of the spherical polynomial
  31076. */
  31077. xy: Vector3;
  31078. /**
  31079. * The yz coefficients of the spherical polynomial
  31080. */
  31081. yz: Vector3;
  31082. /**
  31083. * The zx coefficients of the spherical polynomial
  31084. */
  31085. zx: Vector3;
  31086. /**
  31087. * Adds an ambient color to the spherical polynomial
  31088. * @param color the color to add
  31089. */
  31090. addAmbient(color: Color3): void;
  31091. /**
  31092. * Scales the spherical polynomial by the given amount
  31093. * @param scale the amount to scale
  31094. */
  31095. scaleInPlace(scale: number): void;
  31096. /**
  31097. * Gets the spherical polynomial from harmonics
  31098. * @param harmonics the spherical harmonics
  31099. * @returns the spherical polynomial
  31100. */
  31101. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31102. /**
  31103. * Constructs a spherical polynomial from an array.
  31104. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31105. * @returns the spherical polynomial
  31106. */
  31107. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31108. }
  31109. }
  31110. declare module "babylonjs/Materials/Textures/internalTexture" {
  31111. import { Observable } from "babylonjs/Misc/observable";
  31112. import { Nullable, int } from "babylonjs/types";
  31113. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31114. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31115. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31116. /**
  31117. * Defines the source of the internal texture
  31118. */
  31119. export enum InternalTextureSource {
  31120. /**
  31121. * The source of the texture data is unknown
  31122. */
  31123. Unknown = 0,
  31124. /**
  31125. * Texture data comes from an URL
  31126. */
  31127. Url = 1,
  31128. /**
  31129. * Texture data is only used for temporary storage
  31130. */
  31131. Temp = 2,
  31132. /**
  31133. * Texture data comes from raw data (ArrayBuffer)
  31134. */
  31135. Raw = 3,
  31136. /**
  31137. * Texture content is dynamic (video or dynamic texture)
  31138. */
  31139. Dynamic = 4,
  31140. /**
  31141. * Texture content is generated by rendering to it
  31142. */
  31143. RenderTarget = 5,
  31144. /**
  31145. * Texture content is part of a multi render target process
  31146. */
  31147. MultiRenderTarget = 6,
  31148. /**
  31149. * Texture data comes from a cube data file
  31150. */
  31151. Cube = 7,
  31152. /**
  31153. * Texture data comes from a raw cube data
  31154. */
  31155. CubeRaw = 8,
  31156. /**
  31157. * Texture data come from a prefiltered cube data file
  31158. */
  31159. CubePrefiltered = 9,
  31160. /**
  31161. * Texture content is raw 3D data
  31162. */
  31163. Raw3D = 10,
  31164. /**
  31165. * Texture content is a depth texture
  31166. */
  31167. Depth = 11,
  31168. /**
  31169. * Texture data comes from a raw cube data encoded with RGBD
  31170. */
  31171. CubeRawRGBD = 12
  31172. }
  31173. /**
  31174. * Class used to store data associated with WebGL texture data for the engine
  31175. * This class should not be used directly
  31176. */
  31177. export class InternalTexture {
  31178. /** @hidden */
  31179. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31180. /**
  31181. * Defines if the texture is ready
  31182. */
  31183. isReady: boolean;
  31184. /**
  31185. * Defines if the texture is a cube texture
  31186. */
  31187. isCube: boolean;
  31188. /**
  31189. * Defines if the texture contains 3D data
  31190. */
  31191. is3D: boolean;
  31192. /**
  31193. * Defines if the texture contains multiview data
  31194. */
  31195. isMultiview: boolean;
  31196. /**
  31197. * Gets the URL used to load this texture
  31198. */
  31199. url: string;
  31200. /**
  31201. * Gets the sampling mode of the texture
  31202. */
  31203. samplingMode: number;
  31204. /**
  31205. * Gets a boolean indicating if the texture needs mipmaps generation
  31206. */
  31207. generateMipMaps: boolean;
  31208. /**
  31209. * Gets the number of samples used by the texture (WebGL2+ only)
  31210. */
  31211. samples: number;
  31212. /**
  31213. * Gets the type of the texture (int, float...)
  31214. */
  31215. type: number;
  31216. /**
  31217. * Gets the format of the texture (RGB, RGBA...)
  31218. */
  31219. format: number;
  31220. /**
  31221. * Observable called when the texture is loaded
  31222. */
  31223. onLoadedObservable: Observable<InternalTexture>;
  31224. /**
  31225. * Gets the width of the texture
  31226. */
  31227. width: number;
  31228. /**
  31229. * Gets the height of the texture
  31230. */
  31231. height: number;
  31232. /**
  31233. * Gets the depth of the texture
  31234. */
  31235. depth: number;
  31236. /**
  31237. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31238. */
  31239. baseWidth: number;
  31240. /**
  31241. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31242. */
  31243. baseHeight: number;
  31244. /**
  31245. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31246. */
  31247. baseDepth: number;
  31248. /**
  31249. * Gets a boolean indicating if the texture is inverted on Y axis
  31250. */
  31251. invertY: boolean;
  31252. /** @hidden */
  31253. _invertVScale: boolean;
  31254. /** @hidden */
  31255. _associatedChannel: number;
  31256. /** @hidden */
  31257. _source: InternalTextureSource;
  31258. /** @hidden */
  31259. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31260. /** @hidden */
  31261. _bufferView: Nullable<ArrayBufferView>;
  31262. /** @hidden */
  31263. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31264. /** @hidden */
  31265. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31266. /** @hidden */
  31267. _size: number;
  31268. /** @hidden */
  31269. _extension: string;
  31270. /** @hidden */
  31271. _files: Nullable<string[]>;
  31272. /** @hidden */
  31273. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31274. /** @hidden */
  31275. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31276. /** @hidden */
  31277. _framebuffer: Nullable<WebGLFramebuffer>;
  31278. /** @hidden */
  31279. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31280. /** @hidden */
  31281. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31282. /** @hidden */
  31283. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31284. /** @hidden */
  31285. _attachments: Nullable<number[]>;
  31286. /** @hidden */
  31287. _cachedCoordinatesMode: Nullable<number>;
  31288. /** @hidden */
  31289. _cachedWrapU: Nullable<number>;
  31290. /** @hidden */
  31291. _cachedWrapV: Nullable<number>;
  31292. /** @hidden */
  31293. _cachedWrapR: Nullable<number>;
  31294. /** @hidden */
  31295. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31296. /** @hidden */
  31297. _isDisabled: boolean;
  31298. /** @hidden */
  31299. _compression: Nullable<string>;
  31300. /** @hidden */
  31301. _generateStencilBuffer: boolean;
  31302. /** @hidden */
  31303. _generateDepthBuffer: boolean;
  31304. /** @hidden */
  31305. _comparisonFunction: number;
  31306. /** @hidden */
  31307. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31308. /** @hidden */
  31309. _lodGenerationScale: number;
  31310. /** @hidden */
  31311. _lodGenerationOffset: number;
  31312. /** @hidden */
  31313. _colorTextureArray: Nullable<WebGLTexture>;
  31314. /** @hidden */
  31315. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31316. /** @hidden */
  31317. _lodTextureHigh: Nullable<BaseTexture>;
  31318. /** @hidden */
  31319. _lodTextureMid: Nullable<BaseTexture>;
  31320. /** @hidden */
  31321. _lodTextureLow: Nullable<BaseTexture>;
  31322. /** @hidden */
  31323. _isRGBD: boolean;
  31324. /** @hidden */
  31325. _linearSpecularLOD: boolean;
  31326. /** @hidden */
  31327. _irradianceTexture: Nullable<BaseTexture>;
  31328. /** @hidden */
  31329. _webGLTexture: Nullable<WebGLTexture>;
  31330. /** @hidden */
  31331. _references: number;
  31332. private _engine;
  31333. /**
  31334. * Gets the Engine the texture belongs to.
  31335. * @returns The babylon engine
  31336. */
  31337. getEngine(): ThinEngine;
  31338. /**
  31339. * Gets the data source type of the texture
  31340. */
  31341. readonly source: InternalTextureSource;
  31342. /**
  31343. * Creates a new InternalTexture
  31344. * @param engine defines the engine to use
  31345. * @param source defines the type of data that will be used
  31346. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31347. */
  31348. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31349. /**
  31350. * Increments the number of references (ie. the number of Texture that point to it)
  31351. */
  31352. incrementReferences(): void;
  31353. /**
  31354. * Change the size of the texture (not the size of the content)
  31355. * @param width defines the new width
  31356. * @param height defines the new height
  31357. * @param depth defines the new depth (1 by default)
  31358. */
  31359. updateSize(width: int, height: int, depth?: int): void;
  31360. /** @hidden */
  31361. _rebuild(): void;
  31362. /** @hidden */
  31363. _swapAndDie(target: InternalTexture): void;
  31364. /**
  31365. * Dispose the current allocated resources
  31366. */
  31367. dispose(): void;
  31368. }
  31369. }
  31370. declare module "babylonjs/Audio/analyser" {
  31371. import { Scene } from "babylonjs/scene";
  31372. /**
  31373. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31374. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31375. */
  31376. export class Analyser {
  31377. /**
  31378. * Gets or sets the smoothing
  31379. * @ignorenaming
  31380. */
  31381. SMOOTHING: number;
  31382. /**
  31383. * Gets or sets the FFT table size
  31384. * @ignorenaming
  31385. */
  31386. FFT_SIZE: number;
  31387. /**
  31388. * Gets or sets the bar graph amplitude
  31389. * @ignorenaming
  31390. */
  31391. BARGRAPHAMPLITUDE: number;
  31392. /**
  31393. * Gets or sets the position of the debug canvas
  31394. * @ignorenaming
  31395. */
  31396. DEBUGCANVASPOS: {
  31397. x: number;
  31398. y: number;
  31399. };
  31400. /**
  31401. * Gets or sets the debug canvas size
  31402. * @ignorenaming
  31403. */
  31404. DEBUGCANVASSIZE: {
  31405. width: number;
  31406. height: number;
  31407. };
  31408. private _byteFreqs;
  31409. private _byteTime;
  31410. private _floatFreqs;
  31411. private _webAudioAnalyser;
  31412. private _debugCanvas;
  31413. private _debugCanvasContext;
  31414. private _scene;
  31415. private _registerFunc;
  31416. private _audioEngine;
  31417. /**
  31418. * Creates a new analyser
  31419. * @param scene defines hosting scene
  31420. */
  31421. constructor(scene: Scene);
  31422. /**
  31423. * Get the number of data values you will have to play with for the visualization
  31424. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31425. * @returns a number
  31426. */
  31427. getFrequencyBinCount(): number;
  31428. /**
  31429. * Gets the current frequency data as a byte array
  31430. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31431. * @returns a Uint8Array
  31432. */
  31433. getByteFrequencyData(): Uint8Array;
  31434. /**
  31435. * Gets the current waveform as a byte array
  31436. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31437. * @returns a Uint8Array
  31438. */
  31439. getByteTimeDomainData(): Uint8Array;
  31440. /**
  31441. * Gets the current frequency data as a float array
  31442. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31443. * @returns a Float32Array
  31444. */
  31445. getFloatFrequencyData(): Float32Array;
  31446. /**
  31447. * Renders the debug canvas
  31448. */
  31449. drawDebugCanvas(): void;
  31450. /**
  31451. * Stops rendering the debug canvas and removes it
  31452. */
  31453. stopDebugCanvas(): void;
  31454. /**
  31455. * Connects two audio nodes
  31456. * @param inputAudioNode defines first node to connect
  31457. * @param outputAudioNode defines second node to connect
  31458. */
  31459. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31460. /**
  31461. * Releases all associated resources
  31462. */
  31463. dispose(): void;
  31464. }
  31465. }
  31466. declare module "babylonjs/Audio/audioEngine" {
  31467. import { IDisposable } from "babylonjs/scene";
  31468. import { Analyser } from "babylonjs/Audio/analyser";
  31469. import { Nullable } from "babylonjs/types";
  31470. import { Observable } from "babylonjs/Misc/observable";
  31471. /**
  31472. * This represents an audio engine and it is responsible
  31473. * to play, synchronize and analyse sounds throughout the application.
  31474. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31475. */
  31476. export interface IAudioEngine extends IDisposable {
  31477. /**
  31478. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31479. */
  31480. readonly canUseWebAudio: boolean;
  31481. /**
  31482. * Gets the current AudioContext if available.
  31483. */
  31484. readonly audioContext: Nullable<AudioContext>;
  31485. /**
  31486. * The master gain node defines the global audio volume of your audio engine.
  31487. */
  31488. readonly masterGain: GainNode;
  31489. /**
  31490. * Gets whether or not mp3 are supported by your browser.
  31491. */
  31492. readonly isMP3supported: boolean;
  31493. /**
  31494. * Gets whether or not ogg are supported by your browser.
  31495. */
  31496. readonly isOGGsupported: boolean;
  31497. /**
  31498. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31499. * @ignoreNaming
  31500. */
  31501. WarnedWebAudioUnsupported: boolean;
  31502. /**
  31503. * Defines if the audio engine relies on a custom unlocked button.
  31504. * In this case, the embedded button will not be displayed.
  31505. */
  31506. useCustomUnlockedButton: boolean;
  31507. /**
  31508. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31509. */
  31510. readonly unlocked: boolean;
  31511. /**
  31512. * Event raised when audio has been unlocked on the browser.
  31513. */
  31514. onAudioUnlockedObservable: Observable<AudioEngine>;
  31515. /**
  31516. * Event raised when audio has been locked on the browser.
  31517. */
  31518. onAudioLockedObservable: Observable<AudioEngine>;
  31519. /**
  31520. * Flags the audio engine in Locked state.
  31521. * This happens due to new browser policies preventing audio to autoplay.
  31522. */
  31523. lock(): void;
  31524. /**
  31525. * Unlocks the audio engine once a user action has been done on the dom.
  31526. * This is helpful to resume play once browser policies have been satisfied.
  31527. */
  31528. unlock(): void;
  31529. }
  31530. /**
  31531. * This represents the default audio engine used in babylon.
  31532. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31533. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31534. */
  31535. export class AudioEngine implements IAudioEngine {
  31536. private _audioContext;
  31537. private _audioContextInitialized;
  31538. private _muteButton;
  31539. private _hostElement;
  31540. /**
  31541. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31542. */
  31543. canUseWebAudio: boolean;
  31544. /**
  31545. * The master gain node defines the global audio volume of your audio engine.
  31546. */
  31547. masterGain: GainNode;
  31548. /**
  31549. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31550. * @ignoreNaming
  31551. */
  31552. WarnedWebAudioUnsupported: boolean;
  31553. /**
  31554. * Gets whether or not mp3 are supported by your browser.
  31555. */
  31556. isMP3supported: boolean;
  31557. /**
  31558. * Gets whether or not ogg are supported by your browser.
  31559. */
  31560. isOGGsupported: boolean;
  31561. /**
  31562. * Gets whether audio has been unlocked on the device.
  31563. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31564. * a user interaction has happened.
  31565. */
  31566. unlocked: boolean;
  31567. /**
  31568. * Defines if the audio engine relies on a custom unlocked button.
  31569. * In this case, the embedded button will not be displayed.
  31570. */
  31571. useCustomUnlockedButton: boolean;
  31572. /**
  31573. * Event raised when audio has been unlocked on the browser.
  31574. */
  31575. onAudioUnlockedObservable: Observable<AudioEngine>;
  31576. /**
  31577. * Event raised when audio has been locked on the browser.
  31578. */
  31579. onAudioLockedObservable: Observable<AudioEngine>;
  31580. /**
  31581. * Gets the current AudioContext if available.
  31582. */
  31583. readonly audioContext: Nullable<AudioContext>;
  31584. private _connectedAnalyser;
  31585. /**
  31586. * Instantiates a new audio engine.
  31587. *
  31588. * There should be only one per page as some browsers restrict the number
  31589. * of audio contexts you can create.
  31590. * @param hostElement defines the host element where to display the mute icon if necessary
  31591. */
  31592. constructor(hostElement?: Nullable<HTMLElement>);
  31593. /**
  31594. * Flags the audio engine in Locked state.
  31595. * This happens due to new browser policies preventing audio to autoplay.
  31596. */
  31597. lock(): void;
  31598. /**
  31599. * Unlocks the audio engine once a user action has been done on the dom.
  31600. * This is helpful to resume play once browser policies have been satisfied.
  31601. */
  31602. unlock(): void;
  31603. private _resumeAudioContext;
  31604. private _initializeAudioContext;
  31605. private _tryToRun;
  31606. private _triggerRunningState;
  31607. private _triggerSuspendedState;
  31608. private _displayMuteButton;
  31609. private _moveButtonToTopLeft;
  31610. private _onResize;
  31611. private _hideMuteButton;
  31612. /**
  31613. * Destroy and release the resources associated with the audio ccontext.
  31614. */
  31615. dispose(): void;
  31616. /**
  31617. * Gets the global volume sets on the master gain.
  31618. * @returns the global volume if set or -1 otherwise
  31619. */
  31620. getGlobalVolume(): number;
  31621. /**
  31622. * Sets the global volume of your experience (sets on the master gain).
  31623. * @param newVolume Defines the new global volume of the application
  31624. */
  31625. setGlobalVolume(newVolume: number): void;
  31626. /**
  31627. * Connect the audio engine to an audio analyser allowing some amazing
  31628. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31629. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31630. * @param analyser The analyser to connect to the engine
  31631. */
  31632. connectToAnalyser(analyser: Analyser): void;
  31633. }
  31634. }
  31635. declare module "babylonjs/Loading/loadingScreen" {
  31636. /**
  31637. * Interface used to present a loading screen while loading a scene
  31638. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31639. */
  31640. export interface ILoadingScreen {
  31641. /**
  31642. * Function called to display the loading screen
  31643. */
  31644. displayLoadingUI: () => void;
  31645. /**
  31646. * Function called to hide the loading screen
  31647. */
  31648. hideLoadingUI: () => void;
  31649. /**
  31650. * Gets or sets the color to use for the background
  31651. */
  31652. loadingUIBackgroundColor: string;
  31653. /**
  31654. * Gets or sets the text to display while loading
  31655. */
  31656. loadingUIText: string;
  31657. }
  31658. /**
  31659. * Class used for the default loading screen
  31660. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31661. */
  31662. export class DefaultLoadingScreen implements ILoadingScreen {
  31663. private _renderingCanvas;
  31664. private _loadingText;
  31665. private _loadingDivBackgroundColor;
  31666. private _loadingDiv;
  31667. private _loadingTextDiv;
  31668. /** Gets or sets the logo url to use for the default loading screen */
  31669. static DefaultLogoUrl: string;
  31670. /** Gets or sets the spinner url to use for the default loading screen */
  31671. static DefaultSpinnerUrl: string;
  31672. /**
  31673. * Creates a new default loading screen
  31674. * @param _renderingCanvas defines the canvas used to render the scene
  31675. * @param _loadingText defines the default text to display
  31676. * @param _loadingDivBackgroundColor defines the default background color
  31677. */
  31678. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  31679. /**
  31680. * Function called to display the loading screen
  31681. */
  31682. displayLoadingUI(): void;
  31683. /**
  31684. * Function called to hide the loading screen
  31685. */
  31686. hideLoadingUI(): void;
  31687. /**
  31688. * Gets or sets the text to display while loading
  31689. */
  31690. loadingUIText: string;
  31691. /**
  31692. * Gets or sets the color to use for the background
  31693. */
  31694. loadingUIBackgroundColor: string;
  31695. private _resizeLoadingUI;
  31696. }
  31697. }
  31698. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  31699. /**
  31700. * Interface for any object that can request an animation frame
  31701. */
  31702. export interface ICustomAnimationFrameRequester {
  31703. /**
  31704. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  31705. */
  31706. renderFunction?: Function;
  31707. /**
  31708. * Called to request the next frame to render to
  31709. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  31710. */
  31711. requestAnimationFrame: Function;
  31712. /**
  31713. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  31714. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  31715. */
  31716. requestID?: number;
  31717. }
  31718. }
  31719. declare module "babylonjs/Misc/performanceMonitor" {
  31720. /**
  31721. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  31722. */
  31723. export class PerformanceMonitor {
  31724. private _enabled;
  31725. private _rollingFrameTime;
  31726. private _lastFrameTimeMs;
  31727. /**
  31728. * constructor
  31729. * @param frameSampleSize The number of samples required to saturate the sliding window
  31730. */
  31731. constructor(frameSampleSize?: number);
  31732. /**
  31733. * Samples current frame
  31734. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  31735. */
  31736. sampleFrame(timeMs?: number): void;
  31737. /**
  31738. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31739. */
  31740. readonly averageFrameTime: number;
  31741. /**
  31742. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31743. */
  31744. readonly averageFrameTimeVariance: number;
  31745. /**
  31746. * Returns the frame time of the most recent frame
  31747. */
  31748. readonly instantaneousFrameTime: number;
  31749. /**
  31750. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  31751. */
  31752. readonly averageFPS: number;
  31753. /**
  31754. * Returns the average framerate in frames per second using the most recent frame time
  31755. */
  31756. readonly instantaneousFPS: number;
  31757. /**
  31758. * Returns true if enough samples have been taken to completely fill the sliding window
  31759. */
  31760. readonly isSaturated: boolean;
  31761. /**
  31762. * Enables contributions to the sliding window sample set
  31763. */
  31764. enable(): void;
  31765. /**
  31766. * Disables contributions to the sliding window sample set
  31767. * Samples will not be interpolated over the disabled period
  31768. */
  31769. disable(): void;
  31770. /**
  31771. * Returns true if sampling is enabled
  31772. */
  31773. readonly isEnabled: boolean;
  31774. /**
  31775. * Resets performance monitor
  31776. */
  31777. reset(): void;
  31778. }
  31779. /**
  31780. * RollingAverage
  31781. *
  31782. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  31783. */
  31784. export class RollingAverage {
  31785. /**
  31786. * Current average
  31787. */
  31788. average: number;
  31789. /**
  31790. * Current variance
  31791. */
  31792. variance: number;
  31793. protected _samples: Array<number>;
  31794. protected _sampleCount: number;
  31795. protected _pos: number;
  31796. protected _m2: number;
  31797. /**
  31798. * constructor
  31799. * @param length The number of samples required to saturate the sliding window
  31800. */
  31801. constructor(length: number);
  31802. /**
  31803. * Adds a sample to the sample set
  31804. * @param v The sample value
  31805. */
  31806. add(v: number): void;
  31807. /**
  31808. * Returns previously added values or null if outside of history or outside the sliding window domain
  31809. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  31810. * @return Value previously recorded with add() or null if outside of range
  31811. */
  31812. history(i: number): number;
  31813. /**
  31814. * Returns true if enough samples have been taken to completely fill the sliding window
  31815. * @return true if sample-set saturated
  31816. */
  31817. isSaturated(): boolean;
  31818. /**
  31819. * Resets the rolling average (equivalent to 0 samples taken so far)
  31820. */
  31821. reset(): void;
  31822. /**
  31823. * Wraps a value around the sample range boundaries
  31824. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  31825. * @return Wrapped position in sample range
  31826. */
  31827. protected _wrapPosition(i: number): number;
  31828. }
  31829. }
  31830. declare module "babylonjs/Misc/perfCounter" {
  31831. /**
  31832. * This class is used to track a performance counter which is number based.
  31833. * The user has access to many properties which give statistics of different nature.
  31834. *
  31835. * The implementer can track two kinds of Performance Counter: time and count.
  31836. * 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.
  31837. * 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.
  31838. */
  31839. export class PerfCounter {
  31840. /**
  31841. * Gets or sets a global boolean to turn on and off all the counters
  31842. */
  31843. static Enabled: boolean;
  31844. /**
  31845. * Returns the smallest value ever
  31846. */
  31847. readonly min: number;
  31848. /**
  31849. * Returns the biggest value ever
  31850. */
  31851. readonly max: number;
  31852. /**
  31853. * Returns the average value since the performance counter is running
  31854. */
  31855. readonly average: number;
  31856. /**
  31857. * Returns the average value of the last second the counter was monitored
  31858. */
  31859. readonly lastSecAverage: number;
  31860. /**
  31861. * Returns the current value
  31862. */
  31863. readonly current: number;
  31864. /**
  31865. * Gets the accumulated total
  31866. */
  31867. readonly total: number;
  31868. /**
  31869. * Gets the total value count
  31870. */
  31871. readonly count: number;
  31872. /**
  31873. * Creates a new counter
  31874. */
  31875. constructor();
  31876. /**
  31877. * Call this method to start monitoring a new frame.
  31878. * 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.
  31879. */
  31880. fetchNewFrame(): void;
  31881. /**
  31882. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  31883. * @param newCount the count value to add to the monitored count
  31884. * @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.
  31885. */
  31886. addCount(newCount: number, fetchResult: boolean): void;
  31887. /**
  31888. * Start monitoring this performance counter
  31889. */
  31890. beginMonitoring(): void;
  31891. /**
  31892. * Compute the time lapsed since the previous beginMonitoring() call.
  31893. * @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
  31894. */
  31895. endMonitoring(newFrame?: boolean): void;
  31896. private _fetchResult;
  31897. private _startMonitoringTime;
  31898. private _min;
  31899. private _max;
  31900. private _average;
  31901. private _current;
  31902. private _totalValueCount;
  31903. private _totalAccumulated;
  31904. private _lastSecAverage;
  31905. private _lastSecAccumulated;
  31906. private _lastSecTime;
  31907. private _lastSecValueCount;
  31908. }
  31909. }
  31910. declare module "babylonjs/Engines/engine" {
  31911. import { Observable } from "babylonjs/Misc/observable";
  31912. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  31913. import { Scene } from "babylonjs/scene";
  31914. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  31915. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  31916. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  31917. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  31918. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  31919. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  31920. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  31921. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  31922. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  31923. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  31924. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  31925. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  31926. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  31927. import { Material } from "babylonjs/Materials/material";
  31928. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  31929. /**
  31930. * Defines the interface used by display changed events
  31931. */
  31932. export interface IDisplayChangedEventArgs {
  31933. /** Gets the vrDisplay object (if any) */
  31934. vrDisplay: Nullable<any>;
  31935. /** Gets a boolean indicating if webVR is supported */
  31936. vrSupported: boolean;
  31937. }
  31938. /**
  31939. * Defines the interface used by objects containing a viewport (like a camera)
  31940. */
  31941. interface IViewportOwnerLike {
  31942. /**
  31943. * Gets or sets the viewport
  31944. */
  31945. viewport: IViewportLike;
  31946. }
  31947. /**
  31948. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  31949. */
  31950. export class Engine extends ThinEngine {
  31951. /** Defines that alpha blending is disabled */
  31952. static readonly ALPHA_DISABLE: number;
  31953. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  31954. static readonly ALPHA_ADD: number;
  31955. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  31956. static readonly ALPHA_COMBINE: number;
  31957. /** Defines that alpha blending to DEST - SRC * DEST */
  31958. static readonly ALPHA_SUBTRACT: number;
  31959. /** Defines that alpha blending to SRC * DEST */
  31960. static readonly ALPHA_MULTIPLY: number;
  31961. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  31962. static readonly ALPHA_MAXIMIZED: number;
  31963. /** Defines that alpha blending to SRC + DEST */
  31964. static readonly ALPHA_ONEONE: number;
  31965. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  31966. static readonly ALPHA_PREMULTIPLIED: number;
  31967. /**
  31968. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  31969. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  31970. */
  31971. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  31972. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  31973. static readonly ALPHA_INTERPOLATE: number;
  31974. /**
  31975. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  31976. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  31977. */
  31978. static readonly ALPHA_SCREENMODE: number;
  31979. /** Defines that the ressource is not delayed*/
  31980. static readonly DELAYLOADSTATE_NONE: number;
  31981. /** Defines that the ressource was successfully delay loaded */
  31982. static readonly DELAYLOADSTATE_LOADED: number;
  31983. /** Defines that the ressource is currently delay loading */
  31984. static readonly DELAYLOADSTATE_LOADING: number;
  31985. /** Defines that the ressource is delayed and has not started loading */
  31986. static readonly DELAYLOADSTATE_NOTLOADED: number;
  31987. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  31988. static readonly NEVER: number;
  31989. /** 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 */
  31990. static readonly ALWAYS: number;
  31991. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  31992. static readonly LESS: number;
  31993. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  31994. static readonly EQUAL: number;
  31995. /** 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 */
  31996. static readonly LEQUAL: number;
  31997. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  31998. static readonly GREATER: number;
  31999. /** 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 */
  32000. static readonly GEQUAL: number;
  32001. /** 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 */
  32002. static readonly NOTEQUAL: number;
  32003. /** Passed to stencilOperation to specify that stencil value must be kept */
  32004. static readonly KEEP: number;
  32005. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32006. static readonly REPLACE: number;
  32007. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32008. static readonly INCR: number;
  32009. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32010. static readonly DECR: number;
  32011. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32012. static readonly INVERT: number;
  32013. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32014. static readonly INCR_WRAP: number;
  32015. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32016. static readonly DECR_WRAP: number;
  32017. /** Texture is not repeating outside of 0..1 UVs */
  32018. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32019. /** Texture is repeating outside of 0..1 UVs */
  32020. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32021. /** Texture is repeating and mirrored */
  32022. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32023. /** ALPHA */
  32024. static readonly TEXTUREFORMAT_ALPHA: number;
  32025. /** LUMINANCE */
  32026. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32027. /** LUMINANCE_ALPHA */
  32028. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32029. /** RGB */
  32030. static readonly TEXTUREFORMAT_RGB: number;
  32031. /** RGBA */
  32032. static readonly TEXTUREFORMAT_RGBA: number;
  32033. /** RED */
  32034. static readonly TEXTUREFORMAT_RED: number;
  32035. /** RED (2nd reference) */
  32036. static readonly TEXTUREFORMAT_R: number;
  32037. /** RG */
  32038. static readonly TEXTUREFORMAT_RG: number;
  32039. /** RED_INTEGER */
  32040. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32041. /** RED_INTEGER (2nd reference) */
  32042. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32043. /** RG_INTEGER */
  32044. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32045. /** RGB_INTEGER */
  32046. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32047. /** RGBA_INTEGER */
  32048. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32049. /** UNSIGNED_BYTE */
  32050. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32051. /** UNSIGNED_BYTE (2nd reference) */
  32052. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32053. /** FLOAT */
  32054. static readonly TEXTURETYPE_FLOAT: number;
  32055. /** HALF_FLOAT */
  32056. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32057. /** BYTE */
  32058. static readonly TEXTURETYPE_BYTE: number;
  32059. /** SHORT */
  32060. static readonly TEXTURETYPE_SHORT: number;
  32061. /** UNSIGNED_SHORT */
  32062. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32063. /** INT */
  32064. static readonly TEXTURETYPE_INT: number;
  32065. /** UNSIGNED_INT */
  32066. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32067. /** UNSIGNED_SHORT_4_4_4_4 */
  32068. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32069. /** UNSIGNED_SHORT_5_5_5_1 */
  32070. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32071. /** UNSIGNED_SHORT_5_6_5 */
  32072. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32073. /** UNSIGNED_INT_2_10_10_10_REV */
  32074. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32075. /** UNSIGNED_INT_24_8 */
  32076. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32077. /** UNSIGNED_INT_10F_11F_11F_REV */
  32078. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32079. /** UNSIGNED_INT_5_9_9_9_REV */
  32080. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32081. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32082. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32083. /** nearest is mag = nearest and min = nearest and mip = linear */
  32084. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32085. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32086. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32087. /** Trilinear is mag = linear and min = linear and mip = linear */
  32088. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32089. /** nearest is mag = nearest and min = nearest and mip = linear */
  32090. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32091. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32092. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32093. /** Trilinear is mag = linear and min = linear and mip = linear */
  32094. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32095. /** mag = nearest and min = nearest and mip = nearest */
  32096. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32097. /** mag = nearest and min = linear and mip = nearest */
  32098. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32099. /** mag = nearest and min = linear and mip = linear */
  32100. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32101. /** mag = nearest and min = linear and mip = none */
  32102. static readonly TEXTURE_NEAREST_LINEAR: number;
  32103. /** mag = nearest and min = nearest and mip = none */
  32104. static readonly TEXTURE_NEAREST_NEAREST: number;
  32105. /** mag = linear and min = nearest and mip = nearest */
  32106. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32107. /** mag = linear and min = nearest and mip = linear */
  32108. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32109. /** mag = linear and min = linear and mip = none */
  32110. static readonly TEXTURE_LINEAR_LINEAR: number;
  32111. /** mag = linear and min = nearest and mip = none */
  32112. static readonly TEXTURE_LINEAR_NEAREST: number;
  32113. /** Explicit coordinates mode */
  32114. static readonly TEXTURE_EXPLICIT_MODE: number;
  32115. /** Spherical coordinates mode */
  32116. static readonly TEXTURE_SPHERICAL_MODE: number;
  32117. /** Planar coordinates mode */
  32118. static readonly TEXTURE_PLANAR_MODE: number;
  32119. /** Cubic coordinates mode */
  32120. static readonly TEXTURE_CUBIC_MODE: number;
  32121. /** Projection coordinates mode */
  32122. static readonly TEXTURE_PROJECTION_MODE: number;
  32123. /** Skybox coordinates mode */
  32124. static readonly TEXTURE_SKYBOX_MODE: number;
  32125. /** Inverse Cubic coordinates mode */
  32126. static readonly TEXTURE_INVCUBIC_MODE: number;
  32127. /** Equirectangular coordinates mode */
  32128. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32129. /** Equirectangular Fixed coordinates mode */
  32130. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32131. /** Equirectangular Fixed Mirrored coordinates mode */
  32132. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32133. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32134. static readonly SCALEMODE_FLOOR: number;
  32135. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32136. static readonly SCALEMODE_NEAREST: number;
  32137. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32138. static readonly SCALEMODE_CEILING: number;
  32139. /**
  32140. * Returns the current npm package of the sdk
  32141. */
  32142. static readonly NpmPackage: string;
  32143. /**
  32144. * Returns the current version of the framework
  32145. */
  32146. static readonly Version: string;
  32147. /** Gets the list of created engines */
  32148. static readonly Instances: Engine[];
  32149. /**
  32150. * Gets the latest created engine
  32151. */
  32152. static readonly LastCreatedEngine: Nullable<Engine>;
  32153. /**
  32154. * Gets the latest created scene
  32155. */
  32156. static readonly LastCreatedScene: Nullable<Scene>;
  32157. /**
  32158. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32159. * @param flag defines which part of the materials must be marked as dirty
  32160. * @param predicate defines a predicate used to filter which materials should be affected
  32161. */
  32162. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32163. /**
  32164. * Method called to create the default loading screen.
  32165. * This can be overriden in your own app.
  32166. * @param canvas The rendering canvas element
  32167. * @returns The loading screen
  32168. */
  32169. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32170. /**
  32171. * Method called to create the default rescale post process on each engine.
  32172. */
  32173. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32174. /**
  32175. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32176. **/
  32177. enableOfflineSupport: boolean;
  32178. /**
  32179. * 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)
  32180. **/
  32181. disableManifestCheck: boolean;
  32182. /**
  32183. * Gets the list of created scenes
  32184. */
  32185. scenes: Scene[];
  32186. /**
  32187. * Event raised when a new scene is created
  32188. */
  32189. onNewSceneAddedObservable: Observable<Scene>;
  32190. /**
  32191. * Gets the list of created postprocesses
  32192. */
  32193. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32194. /**
  32195. * Gets a boolean indicating if the pointer is currently locked
  32196. */
  32197. isPointerLock: boolean;
  32198. /**
  32199. * Observable event triggered each time the rendering canvas is resized
  32200. */
  32201. onResizeObservable: Observable<Engine>;
  32202. /**
  32203. * Observable event triggered each time the canvas loses focus
  32204. */
  32205. onCanvasBlurObservable: Observable<Engine>;
  32206. /**
  32207. * Observable event triggered each time the canvas gains focus
  32208. */
  32209. onCanvasFocusObservable: Observable<Engine>;
  32210. /**
  32211. * Observable event triggered each time the canvas receives pointerout event
  32212. */
  32213. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32214. /**
  32215. * Observable raised when the engine begins a new frame
  32216. */
  32217. onBeginFrameObservable: Observable<Engine>;
  32218. /**
  32219. * If set, will be used to request the next animation frame for the render loop
  32220. */
  32221. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32222. /**
  32223. * Observable raised when the engine ends the current frame
  32224. */
  32225. onEndFrameObservable: Observable<Engine>;
  32226. /**
  32227. * Observable raised when the engine is about to compile a shader
  32228. */
  32229. onBeforeShaderCompilationObservable: Observable<Engine>;
  32230. /**
  32231. * Observable raised when the engine has jsut compiled a shader
  32232. */
  32233. onAfterShaderCompilationObservable: Observable<Engine>;
  32234. /**
  32235. * Gets the audio engine
  32236. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32237. * @ignorenaming
  32238. */
  32239. static audioEngine: IAudioEngine;
  32240. /**
  32241. * Default AudioEngine factory responsible of creating the Audio Engine.
  32242. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32243. */
  32244. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32245. /**
  32246. * Default offline support factory responsible of creating a tool used to store data locally.
  32247. * By default, this will create a Database object if the workload has been embedded.
  32248. */
  32249. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32250. private _loadingScreen;
  32251. private _pointerLockRequested;
  32252. private _dummyFramebuffer;
  32253. private _rescalePostProcess;
  32254. /** @hidden */
  32255. protected _alphaMode: number;
  32256. /** @hidden */
  32257. protected _alphaEquation: number;
  32258. private _deterministicLockstep;
  32259. private _lockstepMaxSteps;
  32260. protected readonly _supportsHardwareTextureRescaling: boolean;
  32261. private _fps;
  32262. private _deltaTime;
  32263. /** @hidden */
  32264. _drawCalls: PerfCounter;
  32265. /**
  32266. * Turn this value on if you want to pause FPS computation when in background
  32267. */
  32268. disablePerformanceMonitorInBackground: boolean;
  32269. private _performanceMonitor;
  32270. /**
  32271. * Gets the performance monitor attached to this engine
  32272. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32273. */
  32274. readonly performanceMonitor: PerformanceMonitor;
  32275. private _onFocus;
  32276. private _onBlur;
  32277. private _onCanvasPointerOut;
  32278. private _onCanvasBlur;
  32279. private _onCanvasFocus;
  32280. private _onFullscreenChange;
  32281. private _onPointerLockChange;
  32282. /**
  32283. * Creates a new engine
  32284. * @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
  32285. * @param antialias defines enable antialiasing (default: false)
  32286. * @param options defines further options to be sent to the getContext() function
  32287. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32288. */
  32289. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32290. /**
  32291. * Gets current aspect ratio
  32292. * @param viewportOwner defines the camera to use to get the aspect ratio
  32293. * @param useScreen defines if screen size must be used (or the current render target if any)
  32294. * @returns a number defining the aspect ratio
  32295. */
  32296. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32297. /**
  32298. * Gets current screen aspect ratio
  32299. * @returns a number defining the aspect ratio
  32300. */
  32301. getScreenAspectRatio(): number;
  32302. /**
  32303. * Gets host document
  32304. * @returns the host document object
  32305. */
  32306. getHostDocument(): Document;
  32307. /**
  32308. * Gets the client rect of the HTML canvas attached with the current webGL context
  32309. * @returns a client rectanglee
  32310. */
  32311. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32312. /**
  32313. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32314. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32315. * @returns true if engine is in deterministic lock step mode
  32316. */
  32317. isDeterministicLockStep(): boolean;
  32318. /**
  32319. * Gets the max steps when engine is running in deterministic lock step
  32320. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32321. * @returns the max steps
  32322. */
  32323. getLockstepMaxSteps(): number;
  32324. /**
  32325. * Force the mipmap generation for the given render target texture
  32326. * @param texture defines the render target texture to use
  32327. */
  32328. generateMipMapsForCubemap(texture: InternalTexture): void;
  32329. /** States */
  32330. /**
  32331. * Set various states to the webGL context
  32332. * @param culling defines backface culling state
  32333. * @param zOffset defines the value to apply to zOffset (0 by default)
  32334. * @param force defines if states must be applied even if cache is up to date
  32335. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32336. */
  32337. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32338. /**
  32339. * Set the z offset to apply to current rendering
  32340. * @param value defines the offset to apply
  32341. */
  32342. setZOffset(value: number): void;
  32343. /**
  32344. * Gets the current value of the zOffset
  32345. * @returns the current zOffset state
  32346. */
  32347. getZOffset(): number;
  32348. /**
  32349. * Enable or disable depth buffering
  32350. * @param enable defines the state to set
  32351. */
  32352. setDepthBuffer(enable: boolean): void;
  32353. /**
  32354. * Gets a boolean indicating if depth writing is enabled
  32355. * @returns the current depth writing state
  32356. */
  32357. getDepthWrite(): boolean;
  32358. /**
  32359. * Enable or disable depth writing
  32360. * @param enable defines the state to set
  32361. */
  32362. setDepthWrite(enable: boolean): void;
  32363. /**
  32364. * Enable or disable color writing
  32365. * @param enable defines the state to set
  32366. */
  32367. setColorWrite(enable: boolean): void;
  32368. /**
  32369. * Gets a boolean indicating if color writing is enabled
  32370. * @returns the current color writing state
  32371. */
  32372. getColorWrite(): boolean;
  32373. /**
  32374. * Sets alpha constants used by some alpha blending modes
  32375. * @param r defines the red component
  32376. * @param g defines the green component
  32377. * @param b defines the blue component
  32378. * @param a defines the alpha component
  32379. */
  32380. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32381. /**
  32382. * Sets the current alpha mode
  32383. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32384. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32385. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32386. */
  32387. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32388. /**
  32389. * Gets the current alpha mode
  32390. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32391. * @returns the current alpha mode
  32392. */
  32393. getAlphaMode(): number;
  32394. /**
  32395. * Sets the current alpha equation
  32396. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32397. */
  32398. setAlphaEquation(equation: number): void;
  32399. /**
  32400. * Gets the current alpha equation.
  32401. * @returns the current alpha equation
  32402. */
  32403. getAlphaEquation(): number;
  32404. /**
  32405. * Gets a boolean indicating if stencil buffer is enabled
  32406. * @returns the current stencil buffer state
  32407. */
  32408. getStencilBuffer(): boolean;
  32409. /**
  32410. * Enable or disable the stencil buffer
  32411. * @param enable defines if the stencil buffer must be enabled or disabled
  32412. */
  32413. setStencilBuffer(enable: boolean): void;
  32414. /**
  32415. * Gets the current stencil mask
  32416. * @returns a number defining the new stencil mask to use
  32417. */
  32418. getStencilMask(): number;
  32419. /**
  32420. * Sets the current stencil mask
  32421. * @param mask defines the new stencil mask to use
  32422. */
  32423. setStencilMask(mask: number): void;
  32424. /**
  32425. * Gets the current stencil function
  32426. * @returns a number defining the stencil function to use
  32427. */
  32428. getStencilFunction(): number;
  32429. /**
  32430. * Gets the current stencil reference value
  32431. * @returns a number defining the stencil reference value to use
  32432. */
  32433. getStencilFunctionReference(): number;
  32434. /**
  32435. * Gets the current stencil mask
  32436. * @returns a number defining the stencil mask to use
  32437. */
  32438. getStencilFunctionMask(): number;
  32439. /**
  32440. * Sets the current stencil function
  32441. * @param stencilFunc defines the new stencil function to use
  32442. */
  32443. setStencilFunction(stencilFunc: number): void;
  32444. /**
  32445. * Sets the current stencil reference
  32446. * @param reference defines the new stencil reference to use
  32447. */
  32448. setStencilFunctionReference(reference: number): void;
  32449. /**
  32450. * Sets the current stencil mask
  32451. * @param mask defines the new stencil mask to use
  32452. */
  32453. setStencilFunctionMask(mask: number): void;
  32454. /**
  32455. * Gets the current stencil operation when stencil fails
  32456. * @returns a number defining stencil operation to use when stencil fails
  32457. */
  32458. getStencilOperationFail(): number;
  32459. /**
  32460. * Gets the current stencil operation when depth fails
  32461. * @returns a number defining stencil operation to use when depth fails
  32462. */
  32463. getStencilOperationDepthFail(): number;
  32464. /**
  32465. * Gets the current stencil operation when stencil passes
  32466. * @returns a number defining stencil operation to use when stencil passes
  32467. */
  32468. getStencilOperationPass(): number;
  32469. /**
  32470. * Sets the stencil operation to use when stencil fails
  32471. * @param operation defines the stencil operation to use when stencil fails
  32472. */
  32473. setStencilOperationFail(operation: number): void;
  32474. /**
  32475. * Sets the stencil operation to use when depth fails
  32476. * @param operation defines the stencil operation to use when depth fails
  32477. */
  32478. setStencilOperationDepthFail(operation: number): void;
  32479. /**
  32480. * Sets the stencil operation to use when stencil passes
  32481. * @param operation defines the stencil operation to use when stencil passes
  32482. */
  32483. setStencilOperationPass(operation: number): void;
  32484. /**
  32485. * Sets a boolean indicating if the dithering state is enabled or disabled
  32486. * @param value defines the dithering state
  32487. */
  32488. setDitheringState(value: boolean): void;
  32489. /**
  32490. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32491. * @param value defines the rasterizer state
  32492. */
  32493. setRasterizerState(value: boolean): void;
  32494. /**
  32495. * Gets the current depth function
  32496. * @returns a number defining the depth function
  32497. */
  32498. getDepthFunction(): Nullable<number>;
  32499. /**
  32500. * Sets the current depth function
  32501. * @param depthFunc defines the function to use
  32502. */
  32503. setDepthFunction(depthFunc: number): void;
  32504. /**
  32505. * Sets the current depth function to GREATER
  32506. */
  32507. setDepthFunctionToGreater(): void;
  32508. /**
  32509. * Sets the current depth function to GEQUAL
  32510. */
  32511. setDepthFunctionToGreaterOrEqual(): void;
  32512. /**
  32513. * Sets the current depth function to LESS
  32514. */
  32515. setDepthFunctionToLess(): void;
  32516. /**
  32517. * Sets the current depth function to LEQUAL
  32518. */
  32519. setDepthFunctionToLessOrEqual(): void;
  32520. private _cachedStencilBuffer;
  32521. private _cachedStencilFunction;
  32522. private _cachedStencilMask;
  32523. private _cachedStencilOperationPass;
  32524. private _cachedStencilOperationFail;
  32525. private _cachedStencilOperationDepthFail;
  32526. private _cachedStencilReference;
  32527. /**
  32528. * Caches the the state of the stencil buffer
  32529. */
  32530. cacheStencilState(): void;
  32531. /**
  32532. * Restores the state of the stencil buffer
  32533. */
  32534. restoreStencilState(): void;
  32535. /**
  32536. * Directly set the WebGL Viewport
  32537. * @param x defines the x coordinate of the viewport (in screen space)
  32538. * @param y defines the y coordinate of the viewport (in screen space)
  32539. * @param width defines the width of the viewport (in screen space)
  32540. * @param height defines the height of the viewport (in screen space)
  32541. * @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
  32542. */
  32543. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32544. /**
  32545. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32546. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32547. * @param y defines the y-coordinate of the corner of the clear rectangle
  32548. * @param width defines the width of the clear rectangle
  32549. * @param height defines the height of the clear rectangle
  32550. * @param clearColor defines the clear color
  32551. */
  32552. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32553. /**
  32554. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32555. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32556. * @param y defines the y-coordinate of the corner of the clear rectangle
  32557. * @param width defines the width of the clear rectangle
  32558. * @param height defines the height of the clear rectangle
  32559. */
  32560. enableScissor(x: number, y: number, width: number, height: number): void;
  32561. /**
  32562. * Disable previously set scissor test rectangle
  32563. */
  32564. disableScissor(): void;
  32565. protected _reportDrawCall(): void;
  32566. /**
  32567. * Initializes a webVR display and starts listening to display change events
  32568. * The onVRDisplayChangedObservable will be notified upon these changes
  32569. * @returns The onVRDisplayChangedObservable
  32570. */
  32571. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32572. /** @hidden */
  32573. _prepareVRComponent(): void;
  32574. /** @hidden */
  32575. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32576. /** @hidden */
  32577. _submitVRFrame(): void;
  32578. /**
  32579. * Call this function to leave webVR mode
  32580. * Will do nothing if webVR is not supported or if there is no webVR device
  32581. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32582. */
  32583. disableVR(): void;
  32584. /**
  32585. * Gets a boolean indicating that the system is in VR mode and is presenting
  32586. * @returns true if VR mode is engaged
  32587. */
  32588. isVRPresenting(): boolean;
  32589. /** @hidden */
  32590. _requestVRFrame(): void;
  32591. /** @hidden */
  32592. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32593. /**
  32594. * Gets the source code of the vertex shader associated with a specific webGL program
  32595. * @param program defines the program to use
  32596. * @returns a string containing the source code of the vertex shader associated with the program
  32597. */
  32598. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32599. /**
  32600. * Gets the source code of the fragment shader associated with a specific webGL program
  32601. * @param program defines the program to use
  32602. * @returns a string containing the source code of the fragment shader associated with the program
  32603. */
  32604. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32605. /**
  32606. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32607. * @param x defines the x coordinate of the rectangle where pixels must be read
  32608. * @param y defines the y coordinate of the rectangle where pixels must be read
  32609. * @param width defines the width of the rectangle where pixels must be read
  32610. * @param height defines the height of the rectangle where pixels must be read
  32611. * @returns a Uint8Array containing RGBA colors
  32612. */
  32613. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32614. /**
  32615. * Sets a depth stencil texture from a render target to the according uniform.
  32616. * @param channel The texture channel
  32617. * @param uniform The uniform to set
  32618. * @param texture The render target texture containing the depth stencil texture to apply
  32619. */
  32620. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32621. /**
  32622. * Sets a texture to the webGL context from a postprocess
  32623. * @param channel defines the channel to use
  32624. * @param postProcess defines the source postprocess
  32625. */
  32626. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32627. /**
  32628. * Binds the output of the passed in post process to the texture channel specified
  32629. * @param channel The channel the texture should be bound to
  32630. * @param postProcess The post process which's output should be bound
  32631. */
  32632. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32633. /** @hidden */
  32634. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32635. protected _rebuildBuffers(): void;
  32636. _renderLoop(): void;
  32637. /**
  32638. * Toggle full screen mode
  32639. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32640. */
  32641. switchFullscreen(requestPointerLock: boolean): void;
  32642. /**
  32643. * Enters full screen mode
  32644. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32645. */
  32646. enterFullscreen(requestPointerLock: boolean): void;
  32647. /**
  32648. * Exits full screen mode
  32649. */
  32650. exitFullscreen(): void;
  32651. /**
  32652. * Enters Pointerlock mode
  32653. */
  32654. enterPointerlock(): void;
  32655. /**
  32656. * Exits Pointerlock mode
  32657. */
  32658. exitPointerlock(): void;
  32659. /**
  32660. * Begin a new frame
  32661. */
  32662. beginFrame(): void;
  32663. /**
  32664. * Enf the current frame
  32665. */
  32666. endFrame(): void;
  32667. resize(): void;
  32668. /**
  32669. * Set the compressed texture format to use, based on the formats you have, and the formats
  32670. * supported by the hardware / browser.
  32671. *
  32672. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32673. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32674. * to API arguments needed to compressed textures. This puts the burden on the container
  32675. * generator to house the arcane code for determining these for current & future formats.
  32676. *
  32677. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32678. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32679. *
  32680. * Note: The result of this call is not taken into account when a texture is base64.
  32681. *
  32682. * @param formatsAvailable defines the list of those format families you have created
  32683. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32684. *
  32685. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32686. * @returns The extension selected.
  32687. */
  32688. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32689. /**
  32690. * Force a specific size of the canvas
  32691. * @param width defines the new canvas' width
  32692. * @param height defines the new canvas' height
  32693. */
  32694. setSize(width: number, height: number): void;
  32695. /**
  32696. * Updates a dynamic vertex buffer.
  32697. * @param vertexBuffer the vertex buffer to update
  32698. * @param data the data used to update the vertex buffer
  32699. * @param byteOffset the byte offset of the data
  32700. * @param byteLength the byte length of the data
  32701. */
  32702. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  32703. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  32704. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32705. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32706. _releaseTexture(texture: InternalTexture): void;
  32707. /**
  32708. * @hidden
  32709. * Rescales a texture
  32710. * @param source input texutre
  32711. * @param destination destination texture
  32712. * @param scene scene to use to render the resize
  32713. * @param internalFormat format to use when resizing
  32714. * @param onComplete callback to be called when resize has completed
  32715. */
  32716. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  32717. /**
  32718. * Gets the current framerate
  32719. * @returns a number representing the framerate
  32720. */
  32721. getFps(): number;
  32722. /**
  32723. * Gets the time spent between current and previous frame
  32724. * @returns a number representing the delta time in ms
  32725. */
  32726. getDeltaTime(): number;
  32727. private _measureFps;
  32728. /** @hidden */
  32729. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  32730. /**
  32731. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32732. * @param renderTarget The render target to set the frame buffer for
  32733. */
  32734. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32735. /**
  32736. * Update a dynamic index buffer
  32737. * @param indexBuffer defines the target index buffer
  32738. * @param indices defines the data to update
  32739. * @param offset defines the offset in the target index buffer where update should start
  32740. */
  32741. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  32742. /**
  32743. * Updates the sample count of a render target texture
  32744. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32745. * @param texture defines the texture to update
  32746. * @param samples defines the sample count to set
  32747. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32748. */
  32749. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32750. /**
  32751. * Creates a webGL buffer to use with instanciation
  32752. * @param capacity defines the size of the buffer
  32753. * @returns the webGL buffer
  32754. */
  32755. createInstancesBuffer(capacity: number): DataBuffer;
  32756. /**
  32757. * Delete a webGL buffer used with instanciation
  32758. * @param buffer defines the webGL buffer to delete
  32759. */
  32760. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  32761. /** @hidden */
  32762. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32763. dispose(): void;
  32764. private _disableTouchAction;
  32765. /**
  32766. * Display the loading screen
  32767. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32768. */
  32769. displayLoadingUI(): void;
  32770. /**
  32771. * Hide the loading screen
  32772. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32773. */
  32774. hideLoadingUI(): void;
  32775. /**
  32776. * Gets the current loading screen object
  32777. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32778. */
  32779. /**
  32780. * Sets the current loading screen object
  32781. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32782. */
  32783. loadingScreen: ILoadingScreen;
  32784. /**
  32785. * Sets the current loading screen text
  32786. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32787. */
  32788. loadingUIText: string;
  32789. /**
  32790. * Sets the current loading screen background color
  32791. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32792. */
  32793. loadingUIBackgroundColor: string;
  32794. /** Pointerlock and fullscreen */
  32795. /**
  32796. * Ask the browser to promote the current element to pointerlock mode
  32797. * @param element defines the DOM element to promote
  32798. */
  32799. static _RequestPointerlock(element: HTMLElement): void;
  32800. /**
  32801. * Asks the browser to exit pointerlock mode
  32802. */
  32803. static _ExitPointerlock(): void;
  32804. /**
  32805. * Ask the browser to promote the current element to fullscreen rendering mode
  32806. * @param element defines the DOM element to promote
  32807. */
  32808. static _RequestFullscreen(element: HTMLElement): void;
  32809. /**
  32810. * Asks the browser to exit fullscreen mode
  32811. */
  32812. static _ExitFullscreen(): void;
  32813. }
  32814. }
  32815. declare module "babylonjs/Engines/engineStore" {
  32816. import { Nullable } from "babylonjs/types";
  32817. import { Engine } from "babylonjs/Engines/engine";
  32818. import { Scene } from "babylonjs/scene";
  32819. /**
  32820. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32821. * during the life time of the application.
  32822. */
  32823. export class EngineStore {
  32824. /** Gets the list of created engines */
  32825. static Instances: import("babylonjs/Engines/engine").Engine[];
  32826. /** @hidden */
  32827. static _LastCreatedScene: Nullable<Scene>;
  32828. /**
  32829. * Gets the latest created engine
  32830. */
  32831. static readonly LastCreatedEngine: Nullable<Engine>;
  32832. /**
  32833. * Gets the latest created scene
  32834. */
  32835. static readonly LastCreatedScene: Nullable<Scene>;
  32836. /**
  32837. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32838. * @ignorenaming
  32839. */
  32840. static UseFallbackTexture: boolean;
  32841. /**
  32842. * Texture content used if a texture cannot loaded
  32843. * @ignorenaming
  32844. */
  32845. static FallbackTexture: string;
  32846. }
  32847. }
  32848. declare module "babylonjs/Misc/promise" {
  32849. /**
  32850. * Helper class that provides a small promise polyfill
  32851. */
  32852. export class PromisePolyfill {
  32853. /**
  32854. * Static function used to check if the polyfill is required
  32855. * If this is the case then the function will inject the polyfill to window.Promise
  32856. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32857. */
  32858. static Apply(force?: boolean): void;
  32859. }
  32860. }
  32861. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32862. /**
  32863. * Interface for screenshot methods with describe argument called `size` as object with options
  32864. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32865. */
  32866. export interface IScreenshotSize {
  32867. /**
  32868. * number in pixels for canvas height
  32869. */
  32870. height?: number;
  32871. /**
  32872. * multiplier allowing render at a higher or lower resolution
  32873. * If value is defined then height and width will be ignored and taken from camera
  32874. */
  32875. precision?: number;
  32876. /**
  32877. * number in pixels for canvas width
  32878. */
  32879. width?: number;
  32880. }
  32881. }
  32882. declare module "babylonjs/Misc/tools" {
  32883. import { Nullable, float } from "babylonjs/types";
  32884. import { DomManagement } from "babylonjs/Misc/domManagement";
  32885. import { WebRequest } from "babylonjs/Misc/webRequest";
  32886. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32887. import { ReadFileError } from "babylonjs/Misc/fileTools";
  32888. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32889. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32890. import { Camera } from "babylonjs/Cameras/camera";
  32891. import { Engine } from "babylonjs/Engines/engine";
  32892. interface IColor4Like {
  32893. r: float;
  32894. g: float;
  32895. b: float;
  32896. a: float;
  32897. }
  32898. /**
  32899. * Class containing a set of static utilities functions
  32900. */
  32901. export class Tools {
  32902. /**
  32903. * Gets or sets the base URL to use to load assets
  32904. */
  32905. static BaseUrl: string;
  32906. /**
  32907. * Enable/Disable Custom HTTP Request Headers globally.
  32908. * default = false
  32909. * @see CustomRequestHeaders
  32910. */
  32911. static UseCustomRequestHeaders: boolean;
  32912. /**
  32913. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32914. * i.e. when loading files, where the server/service expects an Authorization header
  32915. */
  32916. static CustomRequestHeaders: {
  32917. [key: string]: string;
  32918. };
  32919. /**
  32920. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32921. */
  32922. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32923. /**
  32924. * Default behaviour for cors in the application.
  32925. * It can be a string if the expected behavior is identical in the entire app.
  32926. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32927. */
  32928. static CorsBehavior: string | ((url: string | string[]) => string);
  32929. /**
  32930. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32931. * @ignorenaming
  32932. */
  32933. static UseFallbackTexture: boolean;
  32934. /**
  32935. * Use this object to register external classes like custom textures or material
  32936. * to allow the laoders to instantiate them
  32937. */
  32938. static RegisteredExternalClasses: {
  32939. [key: string]: Object;
  32940. };
  32941. /**
  32942. * Texture content used if a texture cannot loaded
  32943. * @ignorenaming
  32944. */
  32945. static fallbackTexture: string;
  32946. /**
  32947. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32948. * @param u defines the coordinate on X axis
  32949. * @param v defines the coordinate on Y axis
  32950. * @param width defines the width of the source data
  32951. * @param height defines the height of the source data
  32952. * @param pixels defines the source byte array
  32953. * @param color defines the output color
  32954. */
  32955. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32956. /**
  32957. * Interpolates between a and b via alpha
  32958. * @param a The lower value (returned when alpha = 0)
  32959. * @param b The upper value (returned when alpha = 1)
  32960. * @param alpha The interpolation-factor
  32961. * @return The mixed value
  32962. */
  32963. static Mix(a: number, b: number, alpha: number): number;
  32964. /**
  32965. * Tries to instantiate a new object from a given class name
  32966. * @param className defines the class name to instantiate
  32967. * @returns the new object or null if the system was not able to do the instantiation
  32968. */
  32969. static Instantiate(className: string): any;
  32970. /**
  32971. * Provides a slice function that will work even on IE
  32972. * @param data defines the array to slice
  32973. * @param start defines the start of the data (optional)
  32974. * @param end defines the end of the data (optional)
  32975. * @returns the new sliced array
  32976. */
  32977. static Slice<T>(data: T, start?: number, end?: number): T;
  32978. /**
  32979. * Polyfill for setImmediate
  32980. * @param action defines the action to execute after the current execution block
  32981. */
  32982. static SetImmediate(action: () => void): void;
  32983. /**
  32984. * Function indicating if a number is an exponent of 2
  32985. * @param value defines the value to test
  32986. * @returns true if the value is an exponent of 2
  32987. */
  32988. static IsExponentOfTwo(value: number): boolean;
  32989. private static _tmpFloatArray;
  32990. /**
  32991. * Returns the nearest 32-bit single precision float representation of a Number
  32992. * @param value A Number. If the parameter is of a different type, it will get converted
  32993. * to a number or to NaN if it cannot be converted
  32994. * @returns number
  32995. */
  32996. static FloatRound(value: number): number;
  32997. /**
  32998. * Extracts the filename from a path
  32999. * @param path defines the path to use
  33000. * @returns the filename
  33001. */
  33002. static GetFilename(path: string): string;
  33003. /**
  33004. * Extracts the "folder" part of a path (everything before the filename).
  33005. * @param uri The URI to extract the info from
  33006. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33007. * @returns The "folder" part of the path
  33008. */
  33009. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33010. /**
  33011. * Extracts text content from a DOM element hierarchy
  33012. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33013. */
  33014. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33015. /**
  33016. * Convert an angle in radians to degrees
  33017. * @param angle defines the angle to convert
  33018. * @returns the angle in degrees
  33019. */
  33020. static ToDegrees(angle: number): number;
  33021. /**
  33022. * Convert an angle in degrees to radians
  33023. * @param angle defines the angle to convert
  33024. * @returns the angle in radians
  33025. */
  33026. static ToRadians(angle: number): number;
  33027. /**
  33028. * Returns an array if obj is not an array
  33029. * @param obj defines the object to evaluate as an array
  33030. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33031. * @returns either obj directly if obj is an array or a new array containing obj
  33032. */
  33033. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33034. /**
  33035. * Gets the pointer prefix to use
  33036. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33037. */
  33038. static GetPointerPrefix(): string;
  33039. /**
  33040. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33041. * @param url define the url we are trying
  33042. * @param element define the dom element where to configure the cors policy
  33043. */
  33044. static SetCorsBehavior(url: string | string[], element: {
  33045. crossOrigin: string | null;
  33046. }): void;
  33047. /**
  33048. * Removes unwanted characters from an url
  33049. * @param url defines the url to clean
  33050. * @returns the cleaned url
  33051. */
  33052. static CleanUrl(url: string): string;
  33053. /**
  33054. * Gets or sets a function used to pre-process url before using them to load assets
  33055. */
  33056. static PreprocessUrl: (url: string) => string;
  33057. /**
  33058. * Loads an image as an HTMLImageElement.
  33059. * @param input url string, ArrayBuffer, or Blob to load
  33060. * @param onLoad callback called when the image successfully loads
  33061. * @param onError callback called when the image fails to load
  33062. * @param offlineProvider offline provider for caching
  33063. * @param mimeType optional mime type
  33064. * @returns the HTMLImageElement of the loaded image
  33065. */
  33066. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33067. /**
  33068. * Loads a file from a url
  33069. * @param url url string, ArrayBuffer, or Blob to load
  33070. * @param onSuccess callback called when the file successfully loads
  33071. * @param onProgress callback called while file is loading (if the server supports this mode)
  33072. * @param offlineProvider defines the offline provider for caching
  33073. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33074. * @param onError callback called when the file fails to load
  33075. * @returns a file request object
  33076. */
  33077. 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;
  33078. /**
  33079. * Loads a file from a url
  33080. * @param url the file url to load
  33081. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33082. */
  33083. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33084. /**
  33085. * Load a script (identified by an url). When the url returns, the
  33086. * content of this file is added into a new script element, attached to the DOM (body element)
  33087. * @param scriptUrl defines the url of the script to laod
  33088. * @param onSuccess defines the callback called when the script is loaded
  33089. * @param onError defines the callback to call if an error occurs
  33090. * @param scriptId defines the id of the script element
  33091. */
  33092. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33093. /**
  33094. * Load an asynchronous script (identified by an url). When the url returns, the
  33095. * content of this file is added into a new script element, attached to the DOM (body element)
  33096. * @param scriptUrl defines the url of the script to laod
  33097. * @param scriptId defines the id of the script element
  33098. * @returns a promise request object
  33099. */
  33100. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33101. /**
  33102. * Loads a file from a blob
  33103. * @param fileToLoad defines the blob to use
  33104. * @param callback defines the callback to call when data is loaded
  33105. * @param progressCallback defines the callback to call during loading process
  33106. * @returns a file request object
  33107. */
  33108. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33109. /**
  33110. * Reads a file from a File object
  33111. * @param file defines the file to load
  33112. * @param onSuccess defines the callback to call when data is loaded
  33113. * @param onProgress defines the callback to call during loading process
  33114. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33115. * @param onError defines the callback to call when an error occurs
  33116. * @returns a file request object
  33117. */
  33118. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33119. /**
  33120. * Creates a data url from a given string content
  33121. * @param content defines the content to convert
  33122. * @returns the new data url link
  33123. */
  33124. static FileAsURL(content: string): string;
  33125. /**
  33126. * Format the given number to a specific decimal format
  33127. * @param value defines the number to format
  33128. * @param decimals defines the number of decimals to use
  33129. * @returns the formatted string
  33130. */
  33131. static Format(value: number, decimals?: number): string;
  33132. /**
  33133. * Tries to copy an object by duplicating every property
  33134. * @param source defines the source object
  33135. * @param destination defines the target object
  33136. * @param doNotCopyList defines a list of properties to avoid
  33137. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33138. */
  33139. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33140. /**
  33141. * Gets a boolean indicating if the given object has no own property
  33142. * @param obj defines the object to test
  33143. * @returns true if object has no own property
  33144. */
  33145. static IsEmpty(obj: any): boolean;
  33146. /**
  33147. * Function used to register events at window level
  33148. * @param windowElement defines the Window object to use
  33149. * @param events defines the events to register
  33150. */
  33151. static RegisterTopRootEvents(windowElement: Window, events: {
  33152. name: string;
  33153. handler: Nullable<(e: FocusEvent) => any>;
  33154. }[]): void;
  33155. /**
  33156. * Function used to unregister events from window level
  33157. * @param windowElement defines the Window object to use
  33158. * @param events defines the events to unregister
  33159. */
  33160. static UnregisterTopRootEvents(windowElement: Window, events: {
  33161. name: string;
  33162. handler: Nullable<(e: FocusEvent) => any>;
  33163. }[]): void;
  33164. /**
  33165. * @ignore
  33166. */
  33167. static _ScreenshotCanvas: HTMLCanvasElement;
  33168. /**
  33169. * Dumps the current bound framebuffer
  33170. * @param width defines the rendering width
  33171. * @param height defines the rendering height
  33172. * @param engine defines the hosting engine
  33173. * @param successCallback defines the callback triggered once the data are available
  33174. * @param mimeType defines the mime type of the result
  33175. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33176. */
  33177. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33178. /**
  33179. * Converts the canvas data to blob.
  33180. * This acts as a polyfill for browsers not supporting the to blob function.
  33181. * @param canvas Defines the canvas to extract the data from
  33182. * @param successCallback Defines the callback triggered once the data are available
  33183. * @param mimeType Defines the mime type of the result
  33184. */
  33185. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33186. /**
  33187. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33188. * @param successCallback defines the callback triggered once the data are available
  33189. * @param mimeType defines the mime type of the result
  33190. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33191. */
  33192. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33193. /**
  33194. * Downloads a blob in the browser
  33195. * @param blob defines the blob to download
  33196. * @param fileName defines the name of the downloaded file
  33197. */
  33198. static Download(blob: Blob, fileName: string): void;
  33199. /**
  33200. * Captures a screenshot of the current rendering
  33201. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33202. * @param engine defines the rendering engine
  33203. * @param camera defines the source camera
  33204. * @param size This parameter can be set to a single number or to an object with the
  33205. * following (optional) properties: precision, width, height. If a single number is passed,
  33206. * it will be used for both width and height. If an object is passed, the screenshot size
  33207. * will be derived from the parameters. The precision property is a multiplier allowing
  33208. * rendering at a higher or lower resolution
  33209. * @param successCallback defines the callback receives a single parameter which contains the
  33210. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33211. * src parameter of an <img> to display it
  33212. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33213. * Check your browser for supported MIME types
  33214. */
  33215. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33216. /**
  33217. * Captures a screenshot of the current rendering
  33218. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33219. * @param engine defines the rendering engine
  33220. * @param camera defines the source camera
  33221. * @param size This parameter can be set to a single number or to an object with the
  33222. * following (optional) properties: precision, width, height. If a single number is passed,
  33223. * it will be used for both width and height. If an object is passed, the screenshot size
  33224. * will be derived from the parameters. The precision property is a multiplier allowing
  33225. * rendering at a higher or lower resolution
  33226. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33227. * Check your browser for supported MIME types
  33228. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33229. * to the src parameter of an <img> to display it
  33230. */
  33231. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33232. /**
  33233. * Generates an image screenshot from the specified camera.
  33234. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33235. * @param engine The engine to use for rendering
  33236. * @param camera The camera to use for rendering
  33237. * @param size This parameter can be set to a single number or to an object with the
  33238. * following (optional) properties: precision, width, height. If a single number is passed,
  33239. * it will be used for both width and height. If an object is passed, the screenshot size
  33240. * will be derived from the parameters. The precision property is a multiplier allowing
  33241. * rendering at a higher or lower resolution
  33242. * @param successCallback The callback receives a single parameter which contains the
  33243. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33244. * src parameter of an <img> to display it
  33245. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33246. * Check your browser for supported MIME types
  33247. * @param samples Texture samples (default: 1)
  33248. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33249. * @param fileName A name for for the downloaded file.
  33250. */
  33251. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33252. /**
  33253. * Generates an image screenshot from the specified camera.
  33254. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33255. * @param engine The engine to use for rendering
  33256. * @param camera The camera to use for rendering
  33257. * @param size This parameter can be set to a single number or to an object with the
  33258. * following (optional) properties: precision, width, height. If a single number is passed,
  33259. * it will be used for both width and height. If an object is passed, the screenshot size
  33260. * will be derived from the parameters. The precision property is a multiplier allowing
  33261. * rendering at a higher or lower resolution
  33262. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33263. * Check your browser for supported MIME types
  33264. * @param samples Texture samples (default: 1)
  33265. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33266. * @param fileName A name for for the downloaded file.
  33267. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33268. * to the src parameter of an <img> to display it
  33269. */
  33270. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33271. /**
  33272. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33273. * Be aware Math.random() could cause collisions, but:
  33274. * "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"
  33275. * @returns a pseudo random id
  33276. */
  33277. static RandomId(): string;
  33278. /**
  33279. * Test if the given uri is a base64 string
  33280. * @param uri The uri to test
  33281. * @return True if the uri is a base64 string or false otherwise
  33282. */
  33283. static IsBase64(uri: string): boolean;
  33284. /**
  33285. * Decode the given base64 uri.
  33286. * @param uri The uri to decode
  33287. * @return The decoded base64 data.
  33288. */
  33289. static DecodeBase64(uri: string): ArrayBuffer;
  33290. /**
  33291. * Gets the absolute url.
  33292. * @param url the input url
  33293. * @return the absolute url
  33294. */
  33295. static GetAbsoluteUrl(url: string): string;
  33296. /**
  33297. * No log
  33298. */
  33299. static readonly NoneLogLevel: number;
  33300. /**
  33301. * Only message logs
  33302. */
  33303. static readonly MessageLogLevel: number;
  33304. /**
  33305. * Only warning logs
  33306. */
  33307. static readonly WarningLogLevel: number;
  33308. /**
  33309. * Only error logs
  33310. */
  33311. static readonly ErrorLogLevel: number;
  33312. /**
  33313. * All logs
  33314. */
  33315. static readonly AllLogLevel: number;
  33316. /**
  33317. * Gets a value indicating the number of loading errors
  33318. * @ignorenaming
  33319. */
  33320. static readonly errorsCount: number;
  33321. /**
  33322. * Callback called when a new log is added
  33323. */
  33324. static OnNewCacheEntry: (entry: string) => void;
  33325. /**
  33326. * Log a message to the console
  33327. * @param message defines the message to log
  33328. */
  33329. static Log(message: string): void;
  33330. /**
  33331. * Write a warning message to the console
  33332. * @param message defines the message to log
  33333. */
  33334. static Warn(message: string): void;
  33335. /**
  33336. * Write an error message to the console
  33337. * @param message defines the message to log
  33338. */
  33339. static Error(message: string): void;
  33340. /**
  33341. * Gets current log cache (list of logs)
  33342. */
  33343. static readonly LogCache: string;
  33344. /**
  33345. * Clears the log cache
  33346. */
  33347. static ClearLogCache(): void;
  33348. /**
  33349. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33350. */
  33351. static LogLevels: number;
  33352. /**
  33353. * Checks if the window object exists
  33354. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33355. */
  33356. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33357. /**
  33358. * No performance log
  33359. */
  33360. static readonly PerformanceNoneLogLevel: number;
  33361. /**
  33362. * Use user marks to log performance
  33363. */
  33364. static readonly PerformanceUserMarkLogLevel: number;
  33365. /**
  33366. * Log performance to the console
  33367. */
  33368. static readonly PerformanceConsoleLogLevel: number;
  33369. private static _performance;
  33370. /**
  33371. * Sets the current performance log level
  33372. */
  33373. static PerformanceLogLevel: number;
  33374. private static _StartPerformanceCounterDisabled;
  33375. private static _EndPerformanceCounterDisabled;
  33376. private static _StartUserMark;
  33377. private static _EndUserMark;
  33378. private static _StartPerformanceConsole;
  33379. private static _EndPerformanceConsole;
  33380. /**
  33381. * Starts a performance counter
  33382. */
  33383. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33384. /**
  33385. * Ends a specific performance coutner
  33386. */
  33387. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33388. /**
  33389. * Gets either window.performance.now() if supported or Date.now() else
  33390. */
  33391. static readonly Now: number;
  33392. /**
  33393. * This method will return the name of the class used to create the instance of the given object.
  33394. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33395. * @param object the object to get the class name from
  33396. * @param isType defines if the object is actually a type
  33397. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33398. */
  33399. static GetClassName(object: any, isType?: boolean): string;
  33400. /**
  33401. * Gets the first element of an array satisfying a given predicate
  33402. * @param array defines the array to browse
  33403. * @param predicate defines the predicate to use
  33404. * @returns null if not found or the element
  33405. */
  33406. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33407. /**
  33408. * This method will return the name of the full name of the class, including its owning module (if any).
  33409. * 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).
  33410. * @param object the object to get the class name from
  33411. * @param isType defines if the object is actually a type
  33412. * @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.
  33413. * @ignorenaming
  33414. */
  33415. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33416. /**
  33417. * Returns a promise that resolves after the given amount of time.
  33418. * @param delay Number of milliseconds to delay
  33419. * @returns Promise that resolves after the given amount of time
  33420. */
  33421. static DelayAsync(delay: number): Promise<void>;
  33422. }
  33423. /**
  33424. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33425. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33426. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33427. * @param name The name of the class, case should be preserved
  33428. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33429. */
  33430. export function className(name: string, module?: string): (target: Object) => void;
  33431. /**
  33432. * An implementation of a loop for asynchronous functions.
  33433. */
  33434. export class AsyncLoop {
  33435. /**
  33436. * Defines the number of iterations for the loop
  33437. */
  33438. iterations: number;
  33439. /**
  33440. * Defines the current index of the loop.
  33441. */
  33442. index: number;
  33443. private _done;
  33444. private _fn;
  33445. private _successCallback;
  33446. /**
  33447. * Constructor.
  33448. * @param iterations the number of iterations.
  33449. * @param func the function to run each iteration
  33450. * @param successCallback the callback that will be called upon succesful execution
  33451. * @param offset starting offset.
  33452. */
  33453. constructor(
  33454. /**
  33455. * Defines the number of iterations for the loop
  33456. */
  33457. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33458. /**
  33459. * Execute the next iteration. Must be called after the last iteration was finished.
  33460. */
  33461. executeNext(): void;
  33462. /**
  33463. * Break the loop and run the success callback.
  33464. */
  33465. breakLoop(): void;
  33466. /**
  33467. * Create and run an async loop.
  33468. * @param iterations the number of iterations.
  33469. * @param fn the function to run each iteration
  33470. * @param successCallback the callback that will be called upon succesful execution
  33471. * @param offset starting offset.
  33472. * @returns the created async loop object
  33473. */
  33474. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33475. /**
  33476. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33477. * @param iterations total number of iterations
  33478. * @param syncedIterations number of synchronous iterations in each async iteration.
  33479. * @param fn the function to call each iteration.
  33480. * @param callback a success call back that will be called when iterating stops.
  33481. * @param breakFunction a break condition (optional)
  33482. * @param timeout timeout settings for the setTimeout function. default - 0.
  33483. * @returns the created async loop object
  33484. */
  33485. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33486. }
  33487. }
  33488. declare module "babylonjs/Misc/stringDictionary" {
  33489. import { Nullable } from "babylonjs/types";
  33490. /**
  33491. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33492. * The underlying implementation relies on an associative array to ensure the best performances.
  33493. * The value can be anything including 'null' but except 'undefined'
  33494. */
  33495. export class StringDictionary<T> {
  33496. /**
  33497. * This will clear this dictionary and copy the content from the 'source' one.
  33498. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33499. * @param source the dictionary to take the content from and copy to this dictionary
  33500. */
  33501. copyFrom(source: StringDictionary<T>): void;
  33502. /**
  33503. * Get a value based from its key
  33504. * @param key the given key to get the matching value from
  33505. * @return the value if found, otherwise undefined is returned
  33506. */
  33507. get(key: string): T | undefined;
  33508. /**
  33509. * Get a value from its key or add it if it doesn't exist.
  33510. * This method will ensure you that a given key/data will be present in the dictionary.
  33511. * @param key the given key to get the matching value from
  33512. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33513. * The factory will only be invoked if there's no data for the given key.
  33514. * @return the value corresponding to the key.
  33515. */
  33516. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33517. /**
  33518. * Get a value from its key if present in the dictionary otherwise add it
  33519. * @param key the key to get the value from
  33520. * @param val if there's no such key/value pair in the dictionary add it with this value
  33521. * @return the value corresponding to the key
  33522. */
  33523. getOrAdd(key: string, val: T): T;
  33524. /**
  33525. * Check if there's a given key in the dictionary
  33526. * @param key the key to check for
  33527. * @return true if the key is present, false otherwise
  33528. */
  33529. contains(key: string): boolean;
  33530. /**
  33531. * Add a new key and its corresponding value
  33532. * @param key the key to add
  33533. * @param value the value corresponding to the key
  33534. * @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
  33535. */
  33536. add(key: string, value: T): boolean;
  33537. /**
  33538. * Update a specific value associated to a key
  33539. * @param key defines the key to use
  33540. * @param value defines the value to store
  33541. * @returns true if the value was updated (or false if the key was not found)
  33542. */
  33543. set(key: string, value: T): boolean;
  33544. /**
  33545. * Get the element of the given key and remove it from the dictionary
  33546. * @param key defines the key to search
  33547. * @returns the value associated with the key or null if not found
  33548. */
  33549. getAndRemove(key: string): Nullable<T>;
  33550. /**
  33551. * Remove a key/value from the dictionary.
  33552. * @param key the key to remove
  33553. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33554. */
  33555. remove(key: string): boolean;
  33556. /**
  33557. * Clear the whole content of the dictionary
  33558. */
  33559. clear(): void;
  33560. /**
  33561. * Gets the current count
  33562. */
  33563. readonly count: number;
  33564. /**
  33565. * Execute a callback on each key/val of the dictionary.
  33566. * Note that you can remove any element in this dictionary in the callback implementation
  33567. * @param callback the callback to execute on a given key/value pair
  33568. */
  33569. forEach(callback: (key: string, val: T) => void): void;
  33570. /**
  33571. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33572. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33573. * Note that you can remove any element in this dictionary in the callback implementation
  33574. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33575. * @returns the first item
  33576. */
  33577. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33578. private _count;
  33579. private _data;
  33580. }
  33581. }
  33582. declare module "babylonjs/Collisions/collisionCoordinator" {
  33583. import { Nullable } from "babylonjs/types";
  33584. import { Scene } from "babylonjs/scene";
  33585. import { Vector3 } from "babylonjs/Maths/math.vector";
  33586. import { Collider } from "babylonjs/Collisions/collider";
  33587. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33588. /** @hidden */
  33589. export interface ICollisionCoordinator {
  33590. createCollider(): Collider;
  33591. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33592. init(scene: Scene): void;
  33593. }
  33594. /** @hidden */
  33595. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33596. private _scene;
  33597. private _scaledPosition;
  33598. private _scaledVelocity;
  33599. private _finalPosition;
  33600. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33601. createCollider(): Collider;
  33602. init(scene: Scene): void;
  33603. private _collideWithWorld;
  33604. }
  33605. }
  33606. declare module "babylonjs/Inputs/scene.inputManager" {
  33607. import { Nullable } from "babylonjs/types";
  33608. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33609. import { Vector2 } from "babylonjs/Maths/math.vector";
  33610. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33611. import { Scene } from "babylonjs/scene";
  33612. /**
  33613. * Class used to manage all inputs for the scene.
  33614. */
  33615. export class InputManager {
  33616. /** The distance in pixel that you have to move to prevent some events */
  33617. static DragMovementThreshold: number;
  33618. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33619. static LongPressDelay: number;
  33620. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33621. static DoubleClickDelay: number;
  33622. /** If you need to check double click without raising a single click at first click, enable this flag */
  33623. static ExclusiveDoubleClickMode: boolean;
  33624. private _wheelEventName;
  33625. private _onPointerMove;
  33626. private _onPointerDown;
  33627. private _onPointerUp;
  33628. private _initClickEvent;
  33629. private _initActionManager;
  33630. private _delayedSimpleClick;
  33631. private _delayedSimpleClickTimeout;
  33632. private _previousDelayedSimpleClickTimeout;
  33633. private _meshPickProceed;
  33634. private _previousButtonPressed;
  33635. private _currentPickResult;
  33636. private _previousPickResult;
  33637. private _totalPointersPressed;
  33638. private _doubleClickOccured;
  33639. private _pointerOverMesh;
  33640. private _pickedDownMesh;
  33641. private _pickedUpMesh;
  33642. private _pointerX;
  33643. private _pointerY;
  33644. private _unTranslatedPointerX;
  33645. private _unTranslatedPointerY;
  33646. private _startingPointerPosition;
  33647. private _previousStartingPointerPosition;
  33648. private _startingPointerTime;
  33649. private _previousStartingPointerTime;
  33650. private _pointerCaptures;
  33651. private _onKeyDown;
  33652. private _onKeyUp;
  33653. private _onCanvasFocusObserver;
  33654. private _onCanvasBlurObserver;
  33655. private _scene;
  33656. /**
  33657. * Creates a new InputManager
  33658. * @param scene defines the hosting scene
  33659. */
  33660. constructor(scene: Scene);
  33661. /**
  33662. * Gets the mesh that is currently under the pointer
  33663. */
  33664. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33665. /**
  33666. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33667. */
  33668. readonly unTranslatedPointer: Vector2;
  33669. /**
  33670. * Gets or sets the current on-screen X position of the pointer
  33671. */
  33672. pointerX: number;
  33673. /**
  33674. * Gets or sets the current on-screen Y position of the pointer
  33675. */
  33676. pointerY: number;
  33677. private _updatePointerPosition;
  33678. private _processPointerMove;
  33679. private _setRayOnPointerInfo;
  33680. private _checkPrePointerObservable;
  33681. /**
  33682. * Use this method to simulate a pointer move on a mesh
  33683. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33684. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33685. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33686. */
  33687. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33688. /**
  33689. * Use this method to simulate a pointer down on a mesh
  33690. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33691. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33692. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33693. */
  33694. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33695. private _processPointerDown;
  33696. /** @hidden */
  33697. _isPointerSwiping(): boolean;
  33698. /**
  33699. * Use this method to simulate a pointer up on a mesh
  33700. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33701. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33702. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33703. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33704. */
  33705. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33706. private _processPointerUp;
  33707. /**
  33708. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33709. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33710. * @returns true if the pointer was captured
  33711. */
  33712. isPointerCaptured(pointerId?: number): boolean;
  33713. /**
  33714. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33715. * @param attachUp defines if you want to attach events to pointerup
  33716. * @param attachDown defines if you want to attach events to pointerdown
  33717. * @param attachMove defines if you want to attach events to pointermove
  33718. */
  33719. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33720. /**
  33721. * Detaches all event handlers
  33722. */
  33723. detachControl(): void;
  33724. /**
  33725. * Force the value of meshUnderPointer
  33726. * @param mesh defines the mesh to use
  33727. */
  33728. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33729. /**
  33730. * Gets the mesh under the pointer
  33731. * @returns a Mesh or null if no mesh is under the pointer
  33732. */
  33733. getPointerOverMesh(): Nullable<AbstractMesh>;
  33734. }
  33735. }
  33736. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33737. /**
  33738. * Helper class used to generate session unique ID
  33739. */
  33740. export class UniqueIdGenerator {
  33741. private static _UniqueIdCounter;
  33742. /**
  33743. * Gets an unique (relatively to the current scene) Id
  33744. */
  33745. static readonly UniqueId: number;
  33746. }
  33747. }
  33748. declare module "babylonjs/Animations/animationGroup" {
  33749. import { Animatable } from "babylonjs/Animations/animatable";
  33750. import { Animation } from "babylonjs/Animations/animation";
  33751. import { Scene, IDisposable } from "babylonjs/scene";
  33752. import { Observable } from "babylonjs/Misc/observable";
  33753. import { Nullable } from "babylonjs/types";
  33754. import "babylonjs/Animations/animatable";
  33755. /**
  33756. * This class defines the direct association between an animation and a target
  33757. */
  33758. export class TargetedAnimation {
  33759. /**
  33760. * Animation to perform
  33761. */
  33762. animation: Animation;
  33763. /**
  33764. * Target to animate
  33765. */
  33766. target: any;
  33767. /**
  33768. * Serialize the object
  33769. * @returns the JSON object representing the current entity
  33770. */
  33771. serialize(): any;
  33772. }
  33773. /**
  33774. * Use this class to create coordinated animations on multiple targets
  33775. */
  33776. export class AnimationGroup implements IDisposable {
  33777. /** The name of the animation group */
  33778. name: string;
  33779. private _scene;
  33780. private _targetedAnimations;
  33781. private _animatables;
  33782. private _from;
  33783. private _to;
  33784. private _isStarted;
  33785. private _isPaused;
  33786. private _speedRatio;
  33787. private _loopAnimation;
  33788. /**
  33789. * Gets or sets the unique id of the node
  33790. */
  33791. uniqueId: number;
  33792. /**
  33793. * This observable will notify when one animation have ended
  33794. */
  33795. onAnimationEndObservable: Observable<TargetedAnimation>;
  33796. /**
  33797. * Observer raised when one animation loops
  33798. */
  33799. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33800. /**
  33801. * This observable will notify when all animations have ended.
  33802. */
  33803. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33804. /**
  33805. * This observable will notify when all animations have paused.
  33806. */
  33807. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33808. /**
  33809. * This observable will notify when all animations are playing.
  33810. */
  33811. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33812. /**
  33813. * Gets the first frame
  33814. */
  33815. readonly from: number;
  33816. /**
  33817. * Gets the last frame
  33818. */
  33819. readonly to: number;
  33820. /**
  33821. * Define if the animations are started
  33822. */
  33823. readonly isStarted: boolean;
  33824. /**
  33825. * Gets a value indicating that the current group is playing
  33826. */
  33827. readonly isPlaying: boolean;
  33828. /**
  33829. * Gets or sets the speed ratio to use for all animations
  33830. */
  33831. /**
  33832. * Gets or sets the speed ratio to use for all animations
  33833. */
  33834. speedRatio: number;
  33835. /**
  33836. * Gets or sets if all animations should loop or not
  33837. */
  33838. loopAnimation: boolean;
  33839. /**
  33840. * Gets the targeted animations for this animation group
  33841. */
  33842. readonly targetedAnimations: Array<TargetedAnimation>;
  33843. /**
  33844. * returning the list of animatables controlled by this animation group.
  33845. */
  33846. readonly animatables: Array<Animatable>;
  33847. /**
  33848. * Instantiates a new Animation Group.
  33849. * This helps managing several animations at once.
  33850. * @see http://doc.babylonjs.com/how_to/group
  33851. * @param name Defines the name of the group
  33852. * @param scene Defines the scene the group belongs to
  33853. */
  33854. constructor(
  33855. /** The name of the animation group */
  33856. name: string, scene?: Nullable<Scene>);
  33857. /**
  33858. * Add an animation (with its target) in the group
  33859. * @param animation defines the animation we want to add
  33860. * @param target defines the target of the animation
  33861. * @returns the TargetedAnimation object
  33862. */
  33863. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33864. /**
  33865. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33866. * It can add constant keys at begin or end
  33867. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33868. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33869. * @returns the animation group
  33870. */
  33871. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33872. /**
  33873. * Start all animations on given targets
  33874. * @param loop defines if animations must loop
  33875. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33876. * @param from defines the from key (optional)
  33877. * @param to defines the to key (optional)
  33878. * @returns the current animation group
  33879. */
  33880. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33881. /**
  33882. * Pause all animations
  33883. * @returns the animation group
  33884. */
  33885. pause(): AnimationGroup;
  33886. /**
  33887. * Play all animations to initial state
  33888. * This function will start() the animations if they were not started or will restart() them if they were paused
  33889. * @param loop defines if animations must loop
  33890. * @returns the animation group
  33891. */
  33892. play(loop?: boolean): AnimationGroup;
  33893. /**
  33894. * Reset all animations to initial state
  33895. * @returns the animation group
  33896. */
  33897. reset(): AnimationGroup;
  33898. /**
  33899. * Restart animations from key 0
  33900. * @returns the animation group
  33901. */
  33902. restart(): AnimationGroup;
  33903. /**
  33904. * Stop all animations
  33905. * @returns the animation group
  33906. */
  33907. stop(): AnimationGroup;
  33908. /**
  33909. * Set animation weight for all animatables
  33910. * @param weight defines the weight to use
  33911. * @return the animationGroup
  33912. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33913. */
  33914. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33915. /**
  33916. * Synchronize and normalize all animatables with a source animatable
  33917. * @param root defines the root animatable to synchronize with
  33918. * @return the animationGroup
  33919. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33920. */
  33921. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33922. /**
  33923. * Goes to a specific frame in this animation group
  33924. * @param frame the frame number to go to
  33925. * @return the animationGroup
  33926. */
  33927. goToFrame(frame: number): AnimationGroup;
  33928. /**
  33929. * Dispose all associated resources
  33930. */
  33931. dispose(): void;
  33932. private _checkAnimationGroupEnded;
  33933. /**
  33934. * Clone the current animation group and returns a copy
  33935. * @param newName defines the name of the new group
  33936. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33937. * @returns the new aniamtion group
  33938. */
  33939. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33940. /**
  33941. * Serializes the animationGroup to an object
  33942. * @returns Serialized object
  33943. */
  33944. serialize(): any;
  33945. /**
  33946. * Returns a new AnimationGroup object parsed from the source provided.
  33947. * @param parsedAnimationGroup defines the source
  33948. * @param scene defines the scene that will receive the animationGroup
  33949. * @returns a new AnimationGroup
  33950. */
  33951. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33952. /**
  33953. * Returns the string "AnimationGroup"
  33954. * @returns "AnimationGroup"
  33955. */
  33956. getClassName(): string;
  33957. /**
  33958. * Creates a detailled string about the object
  33959. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33960. * @returns a string representing the object
  33961. */
  33962. toString(fullDetails?: boolean): string;
  33963. }
  33964. }
  33965. declare module "babylonjs/scene" {
  33966. import { Nullable } from "babylonjs/types";
  33967. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33968. import { Observable } from "babylonjs/Misc/observable";
  33969. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33970. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33971. import { Geometry } from "babylonjs/Meshes/geometry";
  33972. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33973. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33974. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33975. import { Mesh } from "babylonjs/Meshes/mesh";
  33976. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33977. import { Bone } from "babylonjs/Bones/bone";
  33978. import { Skeleton } from "babylonjs/Bones/skeleton";
  33979. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33980. import { Camera } from "babylonjs/Cameras/camera";
  33981. import { AbstractScene } from "babylonjs/abstractScene";
  33982. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33983. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33984. import { Material } from "babylonjs/Materials/material";
  33985. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33986. import { Effect } from "babylonjs/Materials/effect";
  33987. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33988. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33989. import { Light } from "babylonjs/Lights/light";
  33990. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33991. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33992. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33993. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33994. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33995. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33996. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33997. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33998. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33999. import { Engine } from "babylonjs/Engines/engine";
  34000. import { Node } from "babylonjs/node";
  34001. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34002. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34003. import { WebRequest } from "babylonjs/Misc/webRequest";
  34004. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34005. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34006. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34007. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34008. import { Plane } from "babylonjs/Maths/math.plane";
  34009. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34010. import { Ray } from "babylonjs/Culling/ray";
  34011. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34012. import { Animation } from "babylonjs/Animations/animation";
  34013. import { Animatable } from "babylonjs/Animations/animatable";
  34014. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34015. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34016. import { Collider } from "babylonjs/Collisions/collider";
  34017. /**
  34018. * Define an interface for all classes that will hold resources
  34019. */
  34020. export interface IDisposable {
  34021. /**
  34022. * Releases all held resources
  34023. */
  34024. dispose(): void;
  34025. }
  34026. /** Interface defining initialization parameters for Scene class */
  34027. export interface SceneOptions {
  34028. /**
  34029. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34030. * It will improve performance when the number of geometries becomes important.
  34031. */
  34032. useGeometryUniqueIdsMap?: boolean;
  34033. /**
  34034. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34035. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34036. */
  34037. useMaterialMeshMap?: boolean;
  34038. /**
  34039. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34040. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34041. */
  34042. useClonedMeshhMap?: boolean;
  34043. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34044. virtual?: boolean;
  34045. }
  34046. /**
  34047. * Represents a scene to be rendered by the engine.
  34048. * @see http://doc.babylonjs.com/features/scene
  34049. */
  34050. export class Scene extends AbstractScene implements IAnimatable {
  34051. /** The fog is deactivated */
  34052. static readonly FOGMODE_NONE: number;
  34053. /** The fog density is following an exponential function */
  34054. static readonly FOGMODE_EXP: number;
  34055. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34056. static readonly FOGMODE_EXP2: number;
  34057. /** The fog density is following a linear function. */
  34058. static readonly FOGMODE_LINEAR: number;
  34059. /**
  34060. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34061. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34062. */
  34063. static MinDeltaTime: number;
  34064. /**
  34065. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34066. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34067. */
  34068. static MaxDeltaTime: number;
  34069. /**
  34070. * Factory used to create the default material.
  34071. * @param name The name of the material to create
  34072. * @param scene The scene to create the material for
  34073. * @returns The default material
  34074. */
  34075. static DefaultMaterialFactory(scene: Scene): Material;
  34076. /**
  34077. * Factory used to create the a collision coordinator.
  34078. * @returns The collision coordinator
  34079. */
  34080. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34081. /** @hidden */
  34082. _inputManager: InputManager;
  34083. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34084. cameraToUseForPointers: Nullable<Camera>;
  34085. /** @hidden */
  34086. readonly _isScene: boolean;
  34087. /**
  34088. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34089. */
  34090. autoClear: boolean;
  34091. /**
  34092. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34093. */
  34094. autoClearDepthAndStencil: boolean;
  34095. /**
  34096. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34097. */
  34098. clearColor: Color4;
  34099. /**
  34100. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34101. */
  34102. ambientColor: Color3;
  34103. /**
  34104. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34105. * It should only be one of the following (if not the default embedded one):
  34106. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34107. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34108. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34109. * The material properties need to be setup according to the type of texture in use.
  34110. */
  34111. environmentBRDFTexture: BaseTexture;
  34112. /** @hidden */
  34113. protected _environmentTexture: Nullable<BaseTexture>;
  34114. /**
  34115. * Texture used in all pbr material as the reflection texture.
  34116. * As in the majority of the scene they are the same (exception for multi room and so on),
  34117. * this is easier to reference from here than from all the materials.
  34118. */
  34119. /**
  34120. * Texture used in all pbr material as the reflection texture.
  34121. * As in the majority of the scene they are the same (exception for multi room and so on),
  34122. * this is easier to set here than in all the materials.
  34123. */
  34124. environmentTexture: Nullable<BaseTexture>;
  34125. /** @hidden */
  34126. protected _environmentIntensity: number;
  34127. /**
  34128. * Intensity of the environment in all pbr material.
  34129. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34130. * As in the majority of the scene they are the same (exception for multi room and so on),
  34131. * this is easier to reference from here than from all the materials.
  34132. */
  34133. /**
  34134. * Intensity of the environment in all pbr material.
  34135. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34136. * As in the majority of the scene they are the same (exception for multi room and so on),
  34137. * this is easier to set here than in all the materials.
  34138. */
  34139. environmentIntensity: number;
  34140. /** @hidden */
  34141. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34142. /**
  34143. * Default image processing configuration used either in the rendering
  34144. * Forward main pass or through the imageProcessingPostProcess if present.
  34145. * As in the majority of the scene they are the same (exception for multi camera),
  34146. * this is easier to reference from here than from all the materials and post process.
  34147. *
  34148. * No setter as we it is a shared configuration, you can set the values instead.
  34149. */
  34150. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34151. private _forceWireframe;
  34152. /**
  34153. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34154. */
  34155. forceWireframe: boolean;
  34156. private _forcePointsCloud;
  34157. /**
  34158. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34159. */
  34160. forcePointsCloud: boolean;
  34161. /**
  34162. * Gets or sets the active clipplane 1
  34163. */
  34164. clipPlane: Nullable<Plane>;
  34165. /**
  34166. * Gets or sets the active clipplane 2
  34167. */
  34168. clipPlane2: Nullable<Plane>;
  34169. /**
  34170. * Gets or sets the active clipplane 3
  34171. */
  34172. clipPlane3: Nullable<Plane>;
  34173. /**
  34174. * Gets or sets the active clipplane 4
  34175. */
  34176. clipPlane4: Nullable<Plane>;
  34177. /**
  34178. * Gets or sets a boolean indicating if animations are enabled
  34179. */
  34180. animationsEnabled: boolean;
  34181. private _animationPropertiesOverride;
  34182. /**
  34183. * Gets or sets the animation properties override
  34184. */
  34185. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34186. /**
  34187. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34188. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34189. */
  34190. useConstantAnimationDeltaTime: boolean;
  34191. /**
  34192. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34193. * Please note that it requires to run a ray cast through the scene on every frame
  34194. */
  34195. constantlyUpdateMeshUnderPointer: boolean;
  34196. /**
  34197. * Defines the HTML cursor to use when hovering over interactive elements
  34198. */
  34199. hoverCursor: string;
  34200. /**
  34201. * Defines the HTML default cursor to use (empty by default)
  34202. */
  34203. defaultCursor: string;
  34204. /**
  34205. * Defines wether cursors are handled by the scene.
  34206. */
  34207. doNotHandleCursors: boolean;
  34208. /**
  34209. * This is used to call preventDefault() on pointer down
  34210. * in order to block unwanted artifacts like system double clicks
  34211. */
  34212. preventDefaultOnPointerDown: boolean;
  34213. /**
  34214. * This is used to call preventDefault() on pointer up
  34215. * in order to block unwanted artifacts like system double clicks
  34216. */
  34217. preventDefaultOnPointerUp: boolean;
  34218. /**
  34219. * Gets or sets user defined metadata
  34220. */
  34221. metadata: any;
  34222. /**
  34223. * For internal use only. Please do not use.
  34224. */
  34225. reservedDataStore: any;
  34226. /**
  34227. * Gets the name of the plugin used to load this scene (null by default)
  34228. */
  34229. loadingPluginName: string;
  34230. /**
  34231. * Use this array to add regular expressions used to disable offline support for specific urls
  34232. */
  34233. disableOfflineSupportExceptionRules: RegExp[];
  34234. /**
  34235. * An event triggered when the scene is disposed.
  34236. */
  34237. onDisposeObservable: Observable<Scene>;
  34238. private _onDisposeObserver;
  34239. /** Sets a function to be executed when this scene is disposed. */
  34240. onDispose: () => void;
  34241. /**
  34242. * An event triggered before rendering the scene (right after animations and physics)
  34243. */
  34244. onBeforeRenderObservable: Observable<Scene>;
  34245. private _onBeforeRenderObserver;
  34246. /** Sets a function to be executed before rendering this scene */
  34247. beforeRender: Nullable<() => void>;
  34248. /**
  34249. * An event triggered after rendering the scene
  34250. */
  34251. onAfterRenderObservable: Observable<Scene>;
  34252. /**
  34253. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34254. */
  34255. onAfterRenderCameraObservable: Observable<Camera>;
  34256. private _onAfterRenderObserver;
  34257. /** Sets a function to be executed after rendering this scene */
  34258. afterRender: Nullable<() => void>;
  34259. /**
  34260. * An event triggered before animating the scene
  34261. */
  34262. onBeforeAnimationsObservable: Observable<Scene>;
  34263. /**
  34264. * An event triggered after animations processing
  34265. */
  34266. onAfterAnimationsObservable: Observable<Scene>;
  34267. /**
  34268. * An event triggered before draw calls are ready to be sent
  34269. */
  34270. onBeforeDrawPhaseObservable: Observable<Scene>;
  34271. /**
  34272. * An event triggered after draw calls have been sent
  34273. */
  34274. onAfterDrawPhaseObservable: Observable<Scene>;
  34275. /**
  34276. * An event triggered when the scene is ready
  34277. */
  34278. onReadyObservable: Observable<Scene>;
  34279. /**
  34280. * An event triggered before rendering a camera
  34281. */
  34282. onBeforeCameraRenderObservable: Observable<Camera>;
  34283. private _onBeforeCameraRenderObserver;
  34284. /** Sets a function to be executed before rendering a camera*/
  34285. beforeCameraRender: () => void;
  34286. /**
  34287. * An event triggered after rendering a camera
  34288. */
  34289. onAfterCameraRenderObservable: Observable<Camera>;
  34290. private _onAfterCameraRenderObserver;
  34291. /** Sets a function to be executed after rendering a camera*/
  34292. afterCameraRender: () => void;
  34293. /**
  34294. * An event triggered when active meshes evaluation is about to start
  34295. */
  34296. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34297. /**
  34298. * An event triggered when active meshes evaluation is done
  34299. */
  34300. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34301. /**
  34302. * An event triggered when particles rendering is about to start
  34303. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34304. */
  34305. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34306. /**
  34307. * An event triggered when particles rendering is done
  34308. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34309. */
  34310. onAfterParticlesRenderingObservable: Observable<Scene>;
  34311. /**
  34312. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34313. */
  34314. onDataLoadedObservable: Observable<Scene>;
  34315. /**
  34316. * An event triggered when a camera is created
  34317. */
  34318. onNewCameraAddedObservable: Observable<Camera>;
  34319. /**
  34320. * An event triggered when a camera is removed
  34321. */
  34322. onCameraRemovedObservable: Observable<Camera>;
  34323. /**
  34324. * An event triggered when a light is created
  34325. */
  34326. onNewLightAddedObservable: Observable<Light>;
  34327. /**
  34328. * An event triggered when a light is removed
  34329. */
  34330. onLightRemovedObservable: Observable<Light>;
  34331. /**
  34332. * An event triggered when a geometry is created
  34333. */
  34334. onNewGeometryAddedObservable: Observable<Geometry>;
  34335. /**
  34336. * An event triggered when a geometry is removed
  34337. */
  34338. onGeometryRemovedObservable: Observable<Geometry>;
  34339. /**
  34340. * An event triggered when a transform node is created
  34341. */
  34342. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34343. /**
  34344. * An event triggered when a transform node is removed
  34345. */
  34346. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34347. /**
  34348. * An event triggered when a mesh is created
  34349. */
  34350. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34351. /**
  34352. * An event triggered when a mesh is removed
  34353. */
  34354. onMeshRemovedObservable: Observable<AbstractMesh>;
  34355. /**
  34356. * An event triggered when a skeleton is created
  34357. */
  34358. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34359. /**
  34360. * An event triggered when a skeleton is removed
  34361. */
  34362. onSkeletonRemovedObservable: Observable<Skeleton>;
  34363. /**
  34364. * An event triggered when a material is created
  34365. */
  34366. onNewMaterialAddedObservable: Observable<Material>;
  34367. /**
  34368. * An event triggered when a material is removed
  34369. */
  34370. onMaterialRemovedObservable: Observable<Material>;
  34371. /**
  34372. * An event triggered when a texture is created
  34373. */
  34374. onNewTextureAddedObservable: Observable<BaseTexture>;
  34375. /**
  34376. * An event triggered when a texture is removed
  34377. */
  34378. onTextureRemovedObservable: Observable<BaseTexture>;
  34379. /**
  34380. * An event triggered when render targets are about to be rendered
  34381. * Can happen multiple times per frame.
  34382. */
  34383. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34384. /**
  34385. * An event triggered when render targets were rendered.
  34386. * Can happen multiple times per frame.
  34387. */
  34388. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34389. /**
  34390. * An event triggered before calculating deterministic simulation step
  34391. */
  34392. onBeforeStepObservable: Observable<Scene>;
  34393. /**
  34394. * An event triggered after calculating deterministic simulation step
  34395. */
  34396. onAfterStepObservable: Observable<Scene>;
  34397. /**
  34398. * An event triggered when the activeCamera property is updated
  34399. */
  34400. onActiveCameraChanged: Observable<Scene>;
  34401. /**
  34402. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34403. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34404. * 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)
  34405. */
  34406. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34407. /**
  34408. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34409. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34410. * 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)
  34411. */
  34412. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34413. /**
  34414. * This Observable will when a mesh has been imported into the scene.
  34415. */
  34416. onMeshImportedObservable: Observable<AbstractMesh>;
  34417. /**
  34418. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34419. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34420. */
  34421. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34422. /** @hidden */
  34423. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34424. /**
  34425. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34426. */
  34427. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34428. /**
  34429. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34430. */
  34431. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34432. /**
  34433. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34434. */
  34435. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34436. /** Callback called when a pointer move is detected */
  34437. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34438. /** Callback called when a pointer down is detected */
  34439. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34440. /** Callback called when a pointer up is detected */
  34441. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34442. /** Callback called when a pointer pick is detected */
  34443. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34444. /**
  34445. * 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).
  34446. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34447. */
  34448. onPrePointerObservable: Observable<PointerInfoPre>;
  34449. /**
  34450. * Observable event triggered each time an input event is received from the rendering canvas
  34451. */
  34452. onPointerObservable: Observable<PointerInfo>;
  34453. /**
  34454. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34455. */
  34456. readonly unTranslatedPointer: Vector2;
  34457. /**
  34458. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34459. */
  34460. static DragMovementThreshold: number;
  34461. /**
  34462. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34463. */
  34464. static LongPressDelay: number;
  34465. /**
  34466. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34467. */
  34468. static DoubleClickDelay: number;
  34469. /** If you need to check double click without raising a single click at first click, enable this flag */
  34470. static ExclusiveDoubleClickMode: boolean;
  34471. /** @hidden */
  34472. _mirroredCameraPosition: Nullable<Vector3>;
  34473. /**
  34474. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34475. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34476. */
  34477. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34478. /**
  34479. * Observable event triggered each time an keyboard event is received from the hosting window
  34480. */
  34481. onKeyboardObservable: Observable<KeyboardInfo>;
  34482. private _useRightHandedSystem;
  34483. /**
  34484. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34485. */
  34486. useRightHandedSystem: boolean;
  34487. private _timeAccumulator;
  34488. private _currentStepId;
  34489. private _currentInternalStep;
  34490. /**
  34491. * Sets the step Id used by deterministic lock step
  34492. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34493. * @param newStepId defines the step Id
  34494. */
  34495. setStepId(newStepId: number): void;
  34496. /**
  34497. * Gets the step Id used by deterministic lock step
  34498. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34499. * @returns the step Id
  34500. */
  34501. getStepId(): number;
  34502. /**
  34503. * Gets the internal step used by deterministic lock step
  34504. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34505. * @returns the internal step
  34506. */
  34507. getInternalStep(): number;
  34508. private _fogEnabled;
  34509. /**
  34510. * Gets or sets a boolean indicating if fog is enabled on this scene
  34511. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34512. * (Default is true)
  34513. */
  34514. fogEnabled: boolean;
  34515. private _fogMode;
  34516. /**
  34517. * Gets or sets the fog mode to use
  34518. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34519. * | mode | value |
  34520. * | --- | --- |
  34521. * | FOGMODE_NONE | 0 |
  34522. * | FOGMODE_EXP | 1 |
  34523. * | FOGMODE_EXP2 | 2 |
  34524. * | FOGMODE_LINEAR | 3 |
  34525. */
  34526. fogMode: number;
  34527. /**
  34528. * Gets or sets the fog color to use
  34529. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34530. * (Default is Color3(0.2, 0.2, 0.3))
  34531. */
  34532. fogColor: Color3;
  34533. /**
  34534. * Gets or sets the fog density to use
  34535. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34536. * (Default is 0.1)
  34537. */
  34538. fogDensity: number;
  34539. /**
  34540. * Gets or sets the fog start distance to use
  34541. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34542. * (Default is 0)
  34543. */
  34544. fogStart: number;
  34545. /**
  34546. * Gets or sets the fog end distance to use
  34547. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34548. * (Default is 1000)
  34549. */
  34550. fogEnd: number;
  34551. private _shadowsEnabled;
  34552. /**
  34553. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34554. */
  34555. shadowsEnabled: boolean;
  34556. private _lightsEnabled;
  34557. /**
  34558. * Gets or sets a boolean indicating if lights are enabled on this scene
  34559. */
  34560. lightsEnabled: boolean;
  34561. /** All of the active cameras added to this scene. */
  34562. activeCameras: Camera[];
  34563. /** @hidden */
  34564. _activeCamera: Nullable<Camera>;
  34565. /** Gets or sets the current active camera */
  34566. activeCamera: Nullable<Camera>;
  34567. private _defaultMaterial;
  34568. /** The default material used on meshes when no material is affected */
  34569. /** The default material used on meshes when no material is affected */
  34570. defaultMaterial: Material;
  34571. private _texturesEnabled;
  34572. /**
  34573. * Gets or sets a boolean indicating if textures are enabled on this scene
  34574. */
  34575. texturesEnabled: boolean;
  34576. /**
  34577. * Gets or sets a boolean indicating if particles are enabled on this scene
  34578. */
  34579. particlesEnabled: boolean;
  34580. /**
  34581. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34582. */
  34583. spritesEnabled: boolean;
  34584. private _skeletonsEnabled;
  34585. /**
  34586. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34587. */
  34588. skeletonsEnabled: boolean;
  34589. /**
  34590. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34591. */
  34592. lensFlaresEnabled: boolean;
  34593. /**
  34594. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34595. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34596. */
  34597. collisionsEnabled: boolean;
  34598. private _collisionCoordinator;
  34599. /** @hidden */
  34600. readonly collisionCoordinator: ICollisionCoordinator;
  34601. /**
  34602. * Defines the gravity applied to this scene (used only for collisions)
  34603. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34604. */
  34605. gravity: Vector3;
  34606. /**
  34607. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34608. */
  34609. postProcessesEnabled: boolean;
  34610. /**
  34611. * The list of postprocesses added to the scene
  34612. */
  34613. postProcesses: PostProcess[];
  34614. /**
  34615. * Gets the current postprocess manager
  34616. */
  34617. postProcessManager: PostProcessManager;
  34618. /**
  34619. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34620. */
  34621. renderTargetsEnabled: boolean;
  34622. /**
  34623. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34624. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34625. */
  34626. dumpNextRenderTargets: boolean;
  34627. /**
  34628. * The list of user defined render targets added to the scene
  34629. */
  34630. customRenderTargets: RenderTargetTexture[];
  34631. /**
  34632. * Defines if texture loading must be delayed
  34633. * If true, textures will only be loaded when they need to be rendered
  34634. */
  34635. useDelayedTextureLoading: boolean;
  34636. /**
  34637. * Gets the list of meshes imported to the scene through SceneLoader
  34638. */
  34639. importedMeshesFiles: String[];
  34640. /**
  34641. * Gets or sets a boolean indicating if probes are enabled on this scene
  34642. */
  34643. probesEnabled: boolean;
  34644. /**
  34645. * Gets or sets the current offline provider to use to store scene data
  34646. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34647. */
  34648. offlineProvider: IOfflineProvider;
  34649. /**
  34650. * Gets or sets the action manager associated with the scene
  34651. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34652. */
  34653. actionManager: AbstractActionManager;
  34654. private _meshesForIntersections;
  34655. /**
  34656. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34657. */
  34658. proceduralTexturesEnabled: boolean;
  34659. private _engine;
  34660. private _totalVertices;
  34661. /** @hidden */
  34662. _activeIndices: PerfCounter;
  34663. /** @hidden */
  34664. _activeParticles: PerfCounter;
  34665. /** @hidden */
  34666. _activeBones: PerfCounter;
  34667. private _animationRatio;
  34668. /** @hidden */
  34669. _animationTimeLast: number;
  34670. /** @hidden */
  34671. _animationTime: number;
  34672. /**
  34673. * Gets or sets a general scale for animation speed
  34674. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34675. */
  34676. animationTimeScale: number;
  34677. /** @hidden */
  34678. _cachedMaterial: Nullable<Material>;
  34679. /** @hidden */
  34680. _cachedEffect: Nullable<Effect>;
  34681. /** @hidden */
  34682. _cachedVisibility: Nullable<number>;
  34683. private _renderId;
  34684. private _frameId;
  34685. private _executeWhenReadyTimeoutId;
  34686. private _intermediateRendering;
  34687. private _viewUpdateFlag;
  34688. private _projectionUpdateFlag;
  34689. /** @hidden */
  34690. _toBeDisposed: Nullable<IDisposable>[];
  34691. private _activeRequests;
  34692. /** @hidden */
  34693. _pendingData: any[];
  34694. private _isDisposed;
  34695. /**
  34696. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34697. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34698. */
  34699. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34700. private _activeMeshes;
  34701. private _processedMaterials;
  34702. private _renderTargets;
  34703. /** @hidden */
  34704. _activeParticleSystems: SmartArray<IParticleSystem>;
  34705. private _activeSkeletons;
  34706. private _softwareSkinnedMeshes;
  34707. private _renderingManager;
  34708. /** @hidden */
  34709. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34710. private _transformMatrix;
  34711. private _sceneUbo;
  34712. /** @hidden */
  34713. _viewMatrix: Matrix;
  34714. private _projectionMatrix;
  34715. /** @hidden */
  34716. _forcedViewPosition: Nullable<Vector3>;
  34717. /** @hidden */
  34718. _frustumPlanes: Plane[];
  34719. /**
  34720. * Gets the list of frustum planes (built from the active camera)
  34721. */
  34722. readonly frustumPlanes: Plane[];
  34723. /**
  34724. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34725. * This is useful if there are more lights that the maximum simulteanous authorized
  34726. */
  34727. requireLightSorting: boolean;
  34728. /** @hidden */
  34729. readonly useMaterialMeshMap: boolean;
  34730. /** @hidden */
  34731. readonly useClonedMeshhMap: boolean;
  34732. private _externalData;
  34733. private _uid;
  34734. /**
  34735. * @hidden
  34736. * Backing store of defined scene components.
  34737. */
  34738. _components: ISceneComponent[];
  34739. /**
  34740. * @hidden
  34741. * Backing store of defined scene components.
  34742. */
  34743. _serializableComponents: ISceneSerializableComponent[];
  34744. /**
  34745. * List of components to register on the next registration step.
  34746. */
  34747. private _transientComponents;
  34748. /**
  34749. * Registers the transient components if needed.
  34750. */
  34751. private _registerTransientComponents;
  34752. /**
  34753. * @hidden
  34754. * Add a component to the scene.
  34755. * Note that the ccomponent could be registered on th next frame if this is called after
  34756. * the register component stage.
  34757. * @param component Defines the component to add to the scene
  34758. */
  34759. _addComponent(component: ISceneComponent): void;
  34760. /**
  34761. * @hidden
  34762. * Gets a component from the scene.
  34763. * @param name defines the name of the component to retrieve
  34764. * @returns the component or null if not present
  34765. */
  34766. _getComponent(name: string): Nullable<ISceneComponent>;
  34767. /**
  34768. * @hidden
  34769. * Defines the actions happening before camera updates.
  34770. */
  34771. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34772. /**
  34773. * @hidden
  34774. * Defines the actions happening before clear the canvas.
  34775. */
  34776. _beforeClearStage: Stage<SimpleStageAction>;
  34777. /**
  34778. * @hidden
  34779. * Defines the actions when collecting render targets for the frame.
  34780. */
  34781. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34782. /**
  34783. * @hidden
  34784. * Defines the actions happening for one camera in the frame.
  34785. */
  34786. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34787. /**
  34788. * @hidden
  34789. * Defines the actions happening during the per mesh ready checks.
  34790. */
  34791. _isReadyForMeshStage: Stage<MeshStageAction>;
  34792. /**
  34793. * @hidden
  34794. * Defines the actions happening before evaluate active mesh checks.
  34795. */
  34796. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34797. /**
  34798. * @hidden
  34799. * Defines the actions happening during the evaluate sub mesh checks.
  34800. */
  34801. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34802. /**
  34803. * @hidden
  34804. * Defines the actions happening during the active mesh stage.
  34805. */
  34806. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34807. /**
  34808. * @hidden
  34809. * Defines the actions happening during the per camera render target step.
  34810. */
  34811. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34812. /**
  34813. * @hidden
  34814. * Defines the actions happening just before the active camera is drawing.
  34815. */
  34816. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34817. /**
  34818. * @hidden
  34819. * Defines the actions happening just before a render target is drawing.
  34820. */
  34821. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34822. /**
  34823. * @hidden
  34824. * Defines the actions happening just before a rendering group is drawing.
  34825. */
  34826. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34827. /**
  34828. * @hidden
  34829. * Defines the actions happening just before a mesh is drawing.
  34830. */
  34831. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34832. /**
  34833. * @hidden
  34834. * Defines the actions happening just after a mesh has been drawn.
  34835. */
  34836. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34837. /**
  34838. * @hidden
  34839. * Defines the actions happening just after a rendering group has been drawn.
  34840. */
  34841. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34842. /**
  34843. * @hidden
  34844. * Defines the actions happening just after the active camera has been drawn.
  34845. */
  34846. _afterCameraDrawStage: Stage<CameraStageAction>;
  34847. /**
  34848. * @hidden
  34849. * Defines the actions happening just after a render target has been drawn.
  34850. */
  34851. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34852. /**
  34853. * @hidden
  34854. * Defines the actions happening just after rendering all cameras and computing intersections.
  34855. */
  34856. _afterRenderStage: Stage<SimpleStageAction>;
  34857. /**
  34858. * @hidden
  34859. * Defines the actions happening when a pointer move event happens.
  34860. */
  34861. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34862. /**
  34863. * @hidden
  34864. * Defines the actions happening when a pointer down event happens.
  34865. */
  34866. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34867. /**
  34868. * @hidden
  34869. * Defines the actions happening when a pointer up event happens.
  34870. */
  34871. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34872. /**
  34873. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34874. */
  34875. private geometriesByUniqueId;
  34876. /**
  34877. * Creates a new Scene
  34878. * @param engine defines the engine to use to render this scene
  34879. * @param options defines the scene options
  34880. */
  34881. constructor(engine: Engine, options?: SceneOptions);
  34882. /**
  34883. * Gets a string idenfifying the name of the class
  34884. * @returns "Scene" string
  34885. */
  34886. getClassName(): string;
  34887. private _defaultMeshCandidates;
  34888. /**
  34889. * @hidden
  34890. */
  34891. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34892. private _defaultSubMeshCandidates;
  34893. /**
  34894. * @hidden
  34895. */
  34896. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34897. /**
  34898. * Sets the default candidate providers for the scene.
  34899. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34900. * and getCollidingSubMeshCandidates to their default function
  34901. */
  34902. setDefaultCandidateProviders(): void;
  34903. /**
  34904. * Gets the mesh that is currently under the pointer
  34905. */
  34906. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34907. /**
  34908. * Gets or sets the current on-screen X position of the pointer
  34909. */
  34910. pointerX: number;
  34911. /**
  34912. * Gets or sets the current on-screen Y position of the pointer
  34913. */
  34914. pointerY: number;
  34915. /**
  34916. * Gets the cached material (ie. the latest rendered one)
  34917. * @returns the cached material
  34918. */
  34919. getCachedMaterial(): Nullable<Material>;
  34920. /**
  34921. * Gets the cached effect (ie. the latest rendered one)
  34922. * @returns the cached effect
  34923. */
  34924. getCachedEffect(): Nullable<Effect>;
  34925. /**
  34926. * Gets the cached visibility state (ie. the latest rendered one)
  34927. * @returns the cached visibility state
  34928. */
  34929. getCachedVisibility(): Nullable<number>;
  34930. /**
  34931. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34932. * @param material defines the current material
  34933. * @param effect defines the current effect
  34934. * @param visibility defines the current visibility state
  34935. * @returns true if one parameter is not cached
  34936. */
  34937. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34938. /**
  34939. * Gets the engine associated with the scene
  34940. * @returns an Engine
  34941. */
  34942. getEngine(): Engine;
  34943. /**
  34944. * Gets the total number of vertices rendered per frame
  34945. * @returns the total number of vertices rendered per frame
  34946. */
  34947. getTotalVertices(): number;
  34948. /**
  34949. * Gets the performance counter for total vertices
  34950. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34951. */
  34952. readonly totalVerticesPerfCounter: PerfCounter;
  34953. /**
  34954. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34955. * @returns the total number of active indices rendered per frame
  34956. */
  34957. getActiveIndices(): number;
  34958. /**
  34959. * Gets the performance counter for active indices
  34960. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34961. */
  34962. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34963. /**
  34964. * Gets the total number of active particles rendered per frame
  34965. * @returns the total number of active particles rendered per frame
  34966. */
  34967. getActiveParticles(): number;
  34968. /**
  34969. * Gets the performance counter for active particles
  34970. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34971. */
  34972. readonly activeParticlesPerfCounter: PerfCounter;
  34973. /**
  34974. * Gets the total number of active bones rendered per frame
  34975. * @returns the total number of active bones rendered per frame
  34976. */
  34977. getActiveBones(): number;
  34978. /**
  34979. * Gets the performance counter for active bones
  34980. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34981. */
  34982. readonly activeBonesPerfCounter: PerfCounter;
  34983. /**
  34984. * Gets the array of active meshes
  34985. * @returns an array of AbstractMesh
  34986. */
  34987. getActiveMeshes(): SmartArray<AbstractMesh>;
  34988. /**
  34989. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34990. * @returns a number
  34991. */
  34992. getAnimationRatio(): number;
  34993. /**
  34994. * Gets an unique Id for the current render phase
  34995. * @returns a number
  34996. */
  34997. getRenderId(): number;
  34998. /**
  34999. * Gets an unique Id for the current frame
  35000. * @returns a number
  35001. */
  35002. getFrameId(): number;
  35003. /** Call this function if you want to manually increment the render Id*/
  35004. incrementRenderId(): void;
  35005. private _createUbo;
  35006. /**
  35007. * Use this method to simulate a pointer move on a mesh
  35008. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35009. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35010. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35011. * @returns the current scene
  35012. */
  35013. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35014. /**
  35015. * Use this method to simulate a pointer down on a mesh
  35016. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35017. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35018. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35019. * @returns the current scene
  35020. */
  35021. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35022. /**
  35023. * Use this method to simulate a pointer up on a mesh
  35024. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35025. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35026. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35027. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35028. * @returns the current scene
  35029. */
  35030. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35031. /**
  35032. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35033. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35034. * @returns true if the pointer was captured
  35035. */
  35036. isPointerCaptured(pointerId?: number): boolean;
  35037. /**
  35038. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35039. * @param attachUp defines if you want to attach events to pointerup
  35040. * @param attachDown defines if you want to attach events to pointerdown
  35041. * @param attachMove defines if you want to attach events to pointermove
  35042. */
  35043. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35044. /** Detaches all event handlers*/
  35045. detachControl(): void;
  35046. /**
  35047. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35048. * Delay loaded resources are not taking in account
  35049. * @return true if all required resources are ready
  35050. */
  35051. isReady(): boolean;
  35052. /** Resets all cached information relative to material (including effect and visibility) */
  35053. resetCachedMaterial(): void;
  35054. /**
  35055. * Registers a function to be called before every frame render
  35056. * @param func defines the function to register
  35057. */
  35058. registerBeforeRender(func: () => void): void;
  35059. /**
  35060. * Unregisters a function called before every frame render
  35061. * @param func defines the function to unregister
  35062. */
  35063. unregisterBeforeRender(func: () => void): void;
  35064. /**
  35065. * Registers a function to be called after every frame render
  35066. * @param func defines the function to register
  35067. */
  35068. registerAfterRender(func: () => void): void;
  35069. /**
  35070. * Unregisters a function called after every frame render
  35071. * @param func defines the function to unregister
  35072. */
  35073. unregisterAfterRender(func: () => void): void;
  35074. private _executeOnceBeforeRender;
  35075. /**
  35076. * The provided function will run before render once and will be disposed afterwards.
  35077. * A timeout delay can be provided so that the function will be executed in N ms.
  35078. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35079. * @param func The function to be executed.
  35080. * @param timeout optional delay in ms
  35081. */
  35082. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35083. /** @hidden */
  35084. _addPendingData(data: any): void;
  35085. /** @hidden */
  35086. _removePendingData(data: any): void;
  35087. /**
  35088. * Returns the number of items waiting to be loaded
  35089. * @returns the number of items waiting to be loaded
  35090. */
  35091. getWaitingItemsCount(): number;
  35092. /**
  35093. * Returns a boolean indicating if the scene is still loading data
  35094. */
  35095. readonly isLoading: boolean;
  35096. /**
  35097. * Registers a function to be executed when the scene is ready
  35098. * @param {Function} func - the function to be executed
  35099. */
  35100. executeWhenReady(func: () => void): void;
  35101. /**
  35102. * Returns a promise that resolves when the scene is ready
  35103. * @returns A promise that resolves when the scene is ready
  35104. */
  35105. whenReadyAsync(): Promise<void>;
  35106. /** @hidden */
  35107. _checkIsReady(): void;
  35108. /**
  35109. * Gets all animatable attached to the scene
  35110. */
  35111. readonly animatables: Animatable[];
  35112. /**
  35113. * Resets the last animation time frame.
  35114. * Useful to override when animations start running when loading a scene for the first time.
  35115. */
  35116. resetLastAnimationTimeFrame(): void;
  35117. /**
  35118. * Gets the current view matrix
  35119. * @returns a Matrix
  35120. */
  35121. getViewMatrix(): Matrix;
  35122. /**
  35123. * Gets the current projection matrix
  35124. * @returns a Matrix
  35125. */
  35126. getProjectionMatrix(): Matrix;
  35127. /**
  35128. * Gets the current transform matrix
  35129. * @returns a Matrix made of View * Projection
  35130. */
  35131. getTransformMatrix(): Matrix;
  35132. /**
  35133. * Sets the current transform matrix
  35134. * @param viewL defines the View matrix to use
  35135. * @param projectionL defines the Projection matrix to use
  35136. * @param viewR defines the right View matrix to use (if provided)
  35137. * @param projectionR defines the right Projection matrix to use (if provided)
  35138. */
  35139. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35140. /**
  35141. * Gets the uniform buffer used to store scene data
  35142. * @returns a UniformBuffer
  35143. */
  35144. getSceneUniformBuffer(): UniformBuffer;
  35145. /**
  35146. * Gets an unique (relatively to the current scene) Id
  35147. * @returns an unique number for the scene
  35148. */
  35149. getUniqueId(): number;
  35150. /**
  35151. * Add a mesh to the list of scene's meshes
  35152. * @param newMesh defines the mesh to add
  35153. * @param recursive if all child meshes should also be added to the scene
  35154. */
  35155. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35156. /**
  35157. * Remove a mesh for the list of scene's meshes
  35158. * @param toRemove defines the mesh to remove
  35159. * @param recursive if all child meshes should also be removed from the scene
  35160. * @returns the index where the mesh was in the mesh list
  35161. */
  35162. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35163. /**
  35164. * Add a transform node to the list of scene's transform nodes
  35165. * @param newTransformNode defines the transform node to add
  35166. */
  35167. addTransformNode(newTransformNode: TransformNode): void;
  35168. /**
  35169. * Remove a transform node for the list of scene's transform nodes
  35170. * @param toRemove defines the transform node to remove
  35171. * @returns the index where the transform node was in the transform node list
  35172. */
  35173. removeTransformNode(toRemove: TransformNode): number;
  35174. /**
  35175. * Remove a skeleton for the list of scene's skeletons
  35176. * @param toRemove defines the skeleton to remove
  35177. * @returns the index where the skeleton was in the skeleton list
  35178. */
  35179. removeSkeleton(toRemove: Skeleton): number;
  35180. /**
  35181. * Remove a morph target for the list of scene's morph targets
  35182. * @param toRemove defines the morph target to remove
  35183. * @returns the index where the morph target was in the morph target list
  35184. */
  35185. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35186. /**
  35187. * Remove a light for the list of scene's lights
  35188. * @param toRemove defines the light to remove
  35189. * @returns the index where the light was in the light list
  35190. */
  35191. removeLight(toRemove: Light): number;
  35192. /**
  35193. * Remove a camera for the list of scene's cameras
  35194. * @param toRemove defines the camera to remove
  35195. * @returns the index where the camera was in the camera list
  35196. */
  35197. removeCamera(toRemove: Camera): number;
  35198. /**
  35199. * Remove a particle system for the list of scene's particle systems
  35200. * @param toRemove defines the particle system to remove
  35201. * @returns the index where the particle system was in the particle system list
  35202. */
  35203. removeParticleSystem(toRemove: IParticleSystem): number;
  35204. /**
  35205. * Remove a animation for the list of scene's animations
  35206. * @param toRemove defines the animation to remove
  35207. * @returns the index where the animation was in the animation list
  35208. */
  35209. removeAnimation(toRemove: Animation): number;
  35210. /**
  35211. * Will stop the animation of the given target
  35212. * @param target - the target
  35213. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35214. * @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)
  35215. */
  35216. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35217. /**
  35218. * Removes the given animation group from this scene.
  35219. * @param toRemove The animation group to remove
  35220. * @returns The index of the removed animation group
  35221. */
  35222. removeAnimationGroup(toRemove: AnimationGroup): number;
  35223. /**
  35224. * Removes the given multi-material from this scene.
  35225. * @param toRemove The multi-material to remove
  35226. * @returns The index of the removed multi-material
  35227. */
  35228. removeMultiMaterial(toRemove: MultiMaterial): number;
  35229. /**
  35230. * Removes the given material from this scene.
  35231. * @param toRemove The material to remove
  35232. * @returns The index of the removed material
  35233. */
  35234. removeMaterial(toRemove: Material): number;
  35235. /**
  35236. * Removes the given action manager from this scene.
  35237. * @param toRemove The action manager to remove
  35238. * @returns The index of the removed action manager
  35239. */
  35240. removeActionManager(toRemove: AbstractActionManager): number;
  35241. /**
  35242. * Removes the given texture from this scene.
  35243. * @param toRemove The texture to remove
  35244. * @returns The index of the removed texture
  35245. */
  35246. removeTexture(toRemove: BaseTexture): number;
  35247. /**
  35248. * Adds the given light to this scene
  35249. * @param newLight The light to add
  35250. */
  35251. addLight(newLight: Light): void;
  35252. /**
  35253. * Sorts the list list based on light priorities
  35254. */
  35255. sortLightsByPriority(): void;
  35256. /**
  35257. * Adds the given camera to this scene
  35258. * @param newCamera The camera to add
  35259. */
  35260. addCamera(newCamera: Camera): void;
  35261. /**
  35262. * Adds the given skeleton to this scene
  35263. * @param newSkeleton The skeleton to add
  35264. */
  35265. addSkeleton(newSkeleton: Skeleton): void;
  35266. /**
  35267. * Adds the given particle system to this scene
  35268. * @param newParticleSystem The particle system to add
  35269. */
  35270. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35271. /**
  35272. * Adds the given animation to this scene
  35273. * @param newAnimation The animation to add
  35274. */
  35275. addAnimation(newAnimation: Animation): void;
  35276. /**
  35277. * Adds the given animation group to this scene.
  35278. * @param newAnimationGroup The animation group to add
  35279. */
  35280. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35281. /**
  35282. * Adds the given multi-material to this scene
  35283. * @param newMultiMaterial The multi-material to add
  35284. */
  35285. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35286. /**
  35287. * Adds the given material to this scene
  35288. * @param newMaterial The material to add
  35289. */
  35290. addMaterial(newMaterial: Material): void;
  35291. /**
  35292. * Adds the given morph target to this scene
  35293. * @param newMorphTargetManager The morph target to add
  35294. */
  35295. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35296. /**
  35297. * Adds the given geometry to this scene
  35298. * @param newGeometry The geometry to add
  35299. */
  35300. addGeometry(newGeometry: Geometry): void;
  35301. /**
  35302. * Adds the given action manager to this scene
  35303. * @param newActionManager The action manager to add
  35304. */
  35305. addActionManager(newActionManager: AbstractActionManager): void;
  35306. /**
  35307. * Adds the given texture to this scene.
  35308. * @param newTexture The texture to add
  35309. */
  35310. addTexture(newTexture: BaseTexture): void;
  35311. /**
  35312. * Switch active camera
  35313. * @param newCamera defines the new active camera
  35314. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35315. */
  35316. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35317. /**
  35318. * sets the active camera of the scene using its ID
  35319. * @param id defines the camera's ID
  35320. * @return the new active camera or null if none found.
  35321. */
  35322. setActiveCameraByID(id: string): Nullable<Camera>;
  35323. /**
  35324. * sets the active camera of the scene using its name
  35325. * @param name defines the camera's name
  35326. * @returns the new active camera or null if none found.
  35327. */
  35328. setActiveCameraByName(name: string): Nullable<Camera>;
  35329. /**
  35330. * get an animation group using its name
  35331. * @param name defines the material's name
  35332. * @return the animation group or null if none found.
  35333. */
  35334. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35335. /**
  35336. * Get a material using its unique id
  35337. * @param uniqueId defines the material's unique id
  35338. * @return the material or null if none found.
  35339. */
  35340. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35341. /**
  35342. * get a material using its id
  35343. * @param id defines the material's ID
  35344. * @return the material or null if none found.
  35345. */
  35346. getMaterialByID(id: string): Nullable<Material>;
  35347. /**
  35348. * Gets a the last added material using a given id
  35349. * @param id defines the material's ID
  35350. * @return the last material with the given id or null if none found.
  35351. */
  35352. getLastMaterialByID(id: string): Nullable<Material>;
  35353. /**
  35354. * Gets a material using its name
  35355. * @param name defines the material's name
  35356. * @return the material or null if none found.
  35357. */
  35358. getMaterialByName(name: string): Nullable<Material>;
  35359. /**
  35360. * Get a texture using its unique id
  35361. * @param uniqueId defines the texture's unique id
  35362. * @return the texture or null if none found.
  35363. */
  35364. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35365. /**
  35366. * Gets a camera using its id
  35367. * @param id defines the id to look for
  35368. * @returns the camera or null if not found
  35369. */
  35370. getCameraByID(id: string): Nullable<Camera>;
  35371. /**
  35372. * Gets a camera using its unique id
  35373. * @param uniqueId defines the unique id to look for
  35374. * @returns the camera or null if not found
  35375. */
  35376. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35377. /**
  35378. * Gets a camera using its name
  35379. * @param name defines the camera's name
  35380. * @return the camera or null if none found.
  35381. */
  35382. getCameraByName(name: string): Nullable<Camera>;
  35383. /**
  35384. * Gets a bone using its id
  35385. * @param id defines the bone's id
  35386. * @return the bone or null if not found
  35387. */
  35388. getBoneByID(id: string): Nullable<Bone>;
  35389. /**
  35390. * Gets a bone using its id
  35391. * @param name defines the bone's name
  35392. * @return the bone or null if not found
  35393. */
  35394. getBoneByName(name: string): Nullable<Bone>;
  35395. /**
  35396. * Gets a light node using its name
  35397. * @param name defines the the light's name
  35398. * @return the light or null if none found.
  35399. */
  35400. getLightByName(name: string): Nullable<Light>;
  35401. /**
  35402. * Gets a light node using its id
  35403. * @param id defines the light's id
  35404. * @return the light or null if none found.
  35405. */
  35406. getLightByID(id: string): Nullable<Light>;
  35407. /**
  35408. * Gets a light node using its scene-generated unique ID
  35409. * @param uniqueId defines the light's unique id
  35410. * @return the light or null if none found.
  35411. */
  35412. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35413. /**
  35414. * Gets a particle system by id
  35415. * @param id defines the particle system id
  35416. * @return the corresponding system or null if none found
  35417. */
  35418. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35419. /**
  35420. * Gets a geometry using its ID
  35421. * @param id defines the geometry's id
  35422. * @return the geometry or null if none found.
  35423. */
  35424. getGeometryByID(id: string): Nullable<Geometry>;
  35425. private _getGeometryByUniqueID;
  35426. /**
  35427. * Add a new geometry to this scene
  35428. * @param geometry defines the geometry to be added to the scene.
  35429. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35430. * @return a boolean defining if the geometry was added or not
  35431. */
  35432. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35433. /**
  35434. * Removes an existing geometry
  35435. * @param geometry defines the geometry to be removed from the scene
  35436. * @return a boolean defining if the geometry was removed or not
  35437. */
  35438. removeGeometry(geometry: Geometry): boolean;
  35439. /**
  35440. * Gets the list of geometries attached to the scene
  35441. * @returns an array of Geometry
  35442. */
  35443. getGeometries(): Geometry[];
  35444. /**
  35445. * Gets the first added mesh found of a given ID
  35446. * @param id defines the id to search for
  35447. * @return the mesh found or null if not found at all
  35448. */
  35449. getMeshByID(id: string): Nullable<AbstractMesh>;
  35450. /**
  35451. * Gets a list of meshes using their id
  35452. * @param id defines the id to search for
  35453. * @returns a list of meshes
  35454. */
  35455. getMeshesByID(id: string): Array<AbstractMesh>;
  35456. /**
  35457. * Gets the first added transform node found of a given ID
  35458. * @param id defines the id to search for
  35459. * @return the found transform node or null if not found at all.
  35460. */
  35461. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35462. /**
  35463. * Gets a transform node with its auto-generated unique id
  35464. * @param uniqueId efines the unique id to search for
  35465. * @return the found transform node or null if not found at all.
  35466. */
  35467. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35468. /**
  35469. * Gets a list of transform nodes using their id
  35470. * @param id defines the id to search for
  35471. * @returns a list of transform nodes
  35472. */
  35473. getTransformNodesByID(id: string): Array<TransformNode>;
  35474. /**
  35475. * Gets a mesh with its auto-generated unique id
  35476. * @param uniqueId defines the unique id to search for
  35477. * @return the found mesh or null if not found at all.
  35478. */
  35479. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35480. /**
  35481. * Gets a the last added mesh using a given id
  35482. * @param id defines the id to search for
  35483. * @return the found mesh or null if not found at all.
  35484. */
  35485. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35486. /**
  35487. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35488. * @param id defines the id to search for
  35489. * @return the found node or null if not found at all
  35490. */
  35491. getLastEntryByID(id: string): Nullable<Node>;
  35492. /**
  35493. * Gets a node (Mesh, Camera, Light) using a given id
  35494. * @param id defines the id to search for
  35495. * @return the found node or null if not found at all
  35496. */
  35497. getNodeByID(id: string): Nullable<Node>;
  35498. /**
  35499. * Gets a node (Mesh, Camera, Light) using a given name
  35500. * @param name defines the name to search for
  35501. * @return the found node or null if not found at all.
  35502. */
  35503. getNodeByName(name: string): Nullable<Node>;
  35504. /**
  35505. * Gets a mesh using a given name
  35506. * @param name defines the name to search for
  35507. * @return the found mesh or null if not found at all.
  35508. */
  35509. getMeshByName(name: string): Nullable<AbstractMesh>;
  35510. /**
  35511. * Gets a transform node using a given name
  35512. * @param name defines the name to search for
  35513. * @return the found transform node or null if not found at all.
  35514. */
  35515. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35516. /**
  35517. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35518. * @param id defines the id to search for
  35519. * @return the found skeleton or null if not found at all.
  35520. */
  35521. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35522. /**
  35523. * Gets a skeleton using a given auto generated unique id
  35524. * @param uniqueId defines the unique id to search for
  35525. * @return the found skeleton or null if not found at all.
  35526. */
  35527. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35528. /**
  35529. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35530. * @param id defines the id to search for
  35531. * @return the found skeleton or null if not found at all.
  35532. */
  35533. getSkeletonById(id: string): Nullable<Skeleton>;
  35534. /**
  35535. * Gets a skeleton using a given name
  35536. * @param name defines the name to search for
  35537. * @return the found skeleton or null if not found at all.
  35538. */
  35539. getSkeletonByName(name: string): Nullable<Skeleton>;
  35540. /**
  35541. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35542. * @param id defines the id to search for
  35543. * @return the found morph target manager or null if not found at all.
  35544. */
  35545. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35546. /**
  35547. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35548. * @param id defines the id to search for
  35549. * @return the found morph target or null if not found at all.
  35550. */
  35551. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35552. /**
  35553. * Gets a boolean indicating if the given mesh is active
  35554. * @param mesh defines the mesh to look for
  35555. * @returns true if the mesh is in the active list
  35556. */
  35557. isActiveMesh(mesh: AbstractMesh): boolean;
  35558. /**
  35559. * Return a unique id as a string which can serve as an identifier for the scene
  35560. */
  35561. readonly uid: string;
  35562. /**
  35563. * Add an externaly attached data from its key.
  35564. * This method call will fail and return false, if such key already exists.
  35565. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35566. * @param key the unique key that identifies the data
  35567. * @param data the data object to associate to the key for this Engine instance
  35568. * @return true if no such key were already present and the data was added successfully, false otherwise
  35569. */
  35570. addExternalData<T>(key: string, data: T): boolean;
  35571. /**
  35572. * Get an externaly attached data from its key
  35573. * @param key the unique key that identifies the data
  35574. * @return the associated data, if present (can be null), or undefined if not present
  35575. */
  35576. getExternalData<T>(key: string): Nullable<T>;
  35577. /**
  35578. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35579. * @param key the unique key that identifies the data
  35580. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35581. * @return the associated data, can be null if the factory returned null.
  35582. */
  35583. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35584. /**
  35585. * Remove an externaly attached data from the Engine instance
  35586. * @param key the unique key that identifies the data
  35587. * @return true if the data was successfully removed, false if it doesn't exist
  35588. */
  35589. removeExternalData(key: string): boolean;
  35590. private _evaluateSubMesh;
  35591. /**
  35592. * Clear the processed materials smart array preventing retention point in material dispose.
  35593. */
  35594. freeProcessedMaterials(): void;
  35595. private _preventFreeActiveMeshesAndRenderingGroups;
  35596. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35597. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35598. * when disposing several meshes in a row or a hierarchy of meshes.
  35599. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35600. */
  35601. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35602. /**
  35603. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35604. */
  35605. freeActiveMeshes(): void;
  35606. /**
  35607. * Clear the info related to rendering groups preventing retention points during dispose.
  35608. */
  35609. freeRenderingGroups(): void;
  35610. /** @hidden */
  35611. _isInIntermediateRendering(): boolean;
  35612. /**
  35613. * Lambda returning the list of potentially active meshes.
  35614. */
  35615. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35616. /**
  35617. * Lambda returning the list of potentially active sub meshes.
  35618. */
  35619. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35620. /**
  35621. * Lambda returning the list of potentially intersecting sub meshes.
  35622. */
  35623. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35624. /**
  35625. * Lambda returning the list of potentially colliding sub meshes.
  35626. */
  35627. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35628. private _activeMeshesFrozen;
  35629. /**
  35630. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35631. * @returns the current scene
  35632. */
  35633. freezeActiveMeshes(): Scene;
  35634. /**
  35635. * Use this function to restart evaluating active meshes on every frame
  35636. * @returns the current scene
  35637. */
  35638. unfreezeActiveMeshes(): Scene;
  35639. private _evaluateActiveMeshes;
  35640. private _activeMesh;
  35641. /**
  35642. * Update the transform matrix to update from the current active camera
  35643. * @param force defines a boolean used to force the update even if cache is up to date
  35644. */
  35645. updateTransformMatrix(force?: boolean): void;
  35646. private _bindFrameBuffer;
  35647. /** @hidden */
  35648. _allowPostProcessClearColor: boolean;
  35649. /** @hidden */
  35650. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35651. private _processSubCameras;
  35652. private _checkIntersections;
  35653. /** @hidden */
  35654. _advancePhysicsEngineStep(step: number): void;
  35655. /**
  35656. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35657. */
  35658. getDeterministicFrameTime: () => number;
  35659. /** @hidden */
  35660. _animate(): void;
  35661. /** Execute all animations (for a frame) */
  35662. animate(): void;
  35663. /**
  35664. * Render the scene
  35665. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35666. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35667. */
  35668. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35669. /**
  35670. * Freeze all materials
  35671. * A frozen material will not be updatable but should be faster to render
  35672. */
  35673. freezeMaterials(): void;
  35674. /**
  35675. * Unfreeze all materials
  35676. * A frozen material will not be updatable but should be faster to render
  35677. */
  35678. unfreezeMaterials(): void;
  35679. /**
  35680. * Releases all held ressources
  35681. */
  35682. dispose(): void;
  35683. /**
  35684. * Gets if the scene is already disposed
  35685. */
  35686. readonly isDisposed: boolean;
  35687. /**
  35688. * Call this function to reduce memory footprint of the scene.
  35689. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35690. */
  35691. clearCachedVertexData(): void;
  35692. /**
  35693. * This function will remove the local cached buffer data from texture.
  35694. * It will save memory but will prevent the texture from being rebuilt
  35695. */
  35696. cleanCachedTextureBuffer(): void;
  35697. /**
  35698. * Get the world extend vectors with an optional filter
  35699. *
  35700. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35701. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35702. */
  35703. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35704. min: Vector3;
  35705. max: Vector3;
  35706. };
  35707. /**
  35708. * Creates a ray that can be used to pick in the scene
  35709. * @param x defines the x coordinate of the origin (on-screen)
  35710. * @param y defines the y coordinate of the origin (on-screen)
  35711. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35712. * @param camera defines the camera to use for the picking
  35713. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35714. * @returns a Ray
  35715. */
  35716. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35717. /**
  35718. * Creates a ray that can be used to pick in the scene
  35719. * @param x defines the x coordinate of the origin (on-screen)
  35720. * @param y defines the y coordinate of the origin (on-screen)
  35721. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35722. * @param result defines the ray where to store the picking ray
  35723. * @param camera defines the camera to use for the picking
  35724. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35725. * @returns the current scene
  35726. */
  35727. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35728. /**
  35729. * Creates a ray that can be used to pick in the scene
  35730. * @param x defines the x coordinate of the origin (on-screen)
  35731. * @param y defines the y coordinate of the origin (on-screen)
  35732. * @param camera defines the camera to use for the picking
  35733. * @returns a Ray
  35734. */
  35735. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35736. /**
  35737. * Creates a ray that can be used to pick in the scene
  35738. * @param x defines the x coordinate of the origin (on-screen)
  35739. * @param y defines the y coordinate of the origin (on-screen)
  35740. * @param result defines the ray where to store the picking ray
  35741. * @param camera defines the camera to use for the picking
  35742. * @returns the current scene
  35743. */
  35744. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35745. /** Launch a ray to try to pick a mesh in the scene
  35746. * @param x position on screen
  35747. * @param y position on screen
  35748. * @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
  35749. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35750. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35751. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35752. * @returns a PickingInfo
  35753. */
  35754. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35755. /** Use the given ray to pick a mesh in the scene
  35756. * @param ray The ray to use to pick meshes
  35757. * @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
  35758. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35759. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35760. * @returns a PickingInfo
  35761. */
  35762. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35763. /**
  35764. * Launch a ray to try to pick a mesh in the scene
  35765. * @param x X position on screen
  35766. * @param y Y position on screen
  35767. * @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
  35768. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35769. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35770. * @returns an array of PickingInfo
  35771. */
  35772. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35773. /**
  35774. * Launch a ray to try to pick a mesh in the scene
  35775. * @param ray Ray to use
  35776. * @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
  35777. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35778. * @returns an array of PickingInfo
  35779. */
  35780. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35781. /**
  35782. * Force the value of meshUnderPointer
  35783. * @param mesh defines the mesh to use
  35784. */
  35785. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35786. /**
  35787. * Gets the mesh under the pointer
  35788. * @returns a Mesh or null if no mesh is under the pointer
  35789. */
  35790. getPointerOverMesh(): Nullable<AbstractMesh>;
  35791. /** @hidden */
  35792. _rebuildGeometries(): void;
  35793. /** @hidden */
  35794. _rebuildTextures(): void;
  35795. private _getByTags;
  35796. /**
  35797. * Get a list of meshes by tags
  35798. * @param tagsQuery defines the tags query to use
  35799. * @param forEach defines a predicate used to filter results
  35800. * @returns an array of Mesh
  35801. */
  35802. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35803. /**
  35804. * Get a list of cameras by tags
  35805. * @param tagsQuery defines the tags query to use
  35806. * @param forEach defines a predicate used to filter results
  35807. * @returns an array of Camera
  35808. */
  35809. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35810. /**
  35811. * Get a list of lights by tags
  35812. * @param tagsQuery defines the tags query to use
  35813. * @param forEach defines a predicate used to filter results
  35814. * @returns an array of Light
  35815. */
  35816. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35817. /**
  35818. * Get a list of materials by tags
  35819. * @param tagsQuery defines the tags query to use
  35820. * @param forEach defines a predicate used to filter results
  35821. * @returns an array of Material
  35822. */
  35823. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35824. /**
  35825. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35826. * This allowed control for front to back rendering or reversly depending of the special needs.
  35827. *
  35828. * @param renderingGroupId The rendering group id corresponding to its index
  35829. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35830. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35831. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35832. */
  35833. 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;
  35834. /**
  35835. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35836. *
  35837. * @param renderingGroupId The rendering group id corresponding to its index
  35838. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35839. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35840. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35841. */
  35842. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35843. /**
  35844. * Gets the current auto clear configuration for one rendering group of the rendering
  35845. * manager.
  35846. * @param index the rendering group index to get the information for
  35847. * @returns The auto clear setup for the requested rendering group
  35848. */
  35849. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35850. private _blockMaterialDirtyMechanism;
  35851. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35852. blockMaterialDirtyMechanism: boolean;
  35853. /**
  35854. * Will flag all materials as dirty to trigger new shader compilation
  35855. * @param flag defines the flag used to specify which material part must be marked as dirty
  35856. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35857. */
  35858. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35859. /** @hidden */
  35860. _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;
  35861. /** @hidden */
  35862. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35863. /** @hidden */
  35864. _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;
  35865. /** @hidden */
  35866. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  35867. /** @hidden */
  35868. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  35869. /** @hidden */
  35870. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35871. }
  35872. }
  35873. declare module "babylonjs/assetContainer" {
  35874. import { AbstractScene } from "babylonjs/abstractScene";
  35875. import { Scene } from "babylonjs/scene";
  35876. import { Mesh } from "babylonjs/Meshes/mesh";
  35877. /**
  35878. * Set of assets to keep when moving a scene into an asset container.
  35879. */
  35880. export class KeepAssets extends AbstractScene {
  35881. }
  35882. /**
  35883. * Container with a set of assets that can be added or removed from a scene.
  35884. */
  35885. export class AssetContainer extends AbstractScene {
  35886. /**
  35887. * The scene the AssetContainer belongs to.
  35888. */
  35889. scene: Scene;
  35890. /**
  35891. * Instantiates an AssetContainer.
  35892. * @param scene The scene the AssetContainer belongs to.
  35893. */
  35894. constructor(scene: Scene);
  35895. /**
  35896. * Adds all the assets from the container to the scene.
  35897. */
  35898. addAllToScene(): void;
  35899. /**
  35900. * Removes all the assets in the container from the scene
  35901. */
  35902. removeAllFromScene(): void;
  35903. /**
  35904. * Disposes all the assets in the container
  35905. */
  35906. dispose(): void;
  35907. private _moveAssets;
  35908. /**
  35909. * Removes all the assets contained in the scene and adds them to the container.
  35910. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35911. */
  35912. moveAllFromScene(keepAssets?: KeepAssets): void;
  35913. /**
  35914. * 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.
  35915. * @returns the root mesh
  35916. */
  35917. createRootMesh(): Mesh;
  35918. }
  35919. }
  35920. declare module "babylonjs/abstractScene" {
  35921. import { Scene } from "babylonjs/scene";
  35922. import { Nullable } from "babylonjs/types";
  35923. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35924. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35925. import { Geometry } from "babylonjs/Meshes/geometry";
  35926. import { Skeleton } from "babylonjs/Bones/skeleton";
  35927. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35928. import { AssetContainer } from "babylonjs/assetContainer";
  35929. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35930. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35931. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35932. import { Material } from "babylonjs/Materials/material";
  35933. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35934. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35935. import { Camera } from "babylonjs/Cameras/camera";
  35936. import { Light } from "babylonjs/Lights/light";
  35937. import { Node } from "babylonjs/node";
  35938. import { Animation } from "babylonjs/Animations/animation";
  35939. /**
  35940. * Defines how the parser contract is defined.
  35941. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35942. */
  35943. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35944. /**
  35945. * Defines how the individual parser contract is defined.
  35946. * These parser can parse an individual asset
  35947. */
  35948. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35949. /**
  35950. * Base class of the scene acting as a container for the different elements composing a scene.
  35951. * This class is dynamically extended by the different components of the scene increasing
  35952. * flexibility and reducing coupling
  35953. */
  35954. export abstract class AbstractScene {
  35955. /**
  35956. * Stores the list of available parsers in the application.
  35957. */
  35958. private static _BabylonFileParsers;
  35959. /**
  35960. * Stores the list of available individual parsers in the application.
  35961. */
  35962. private static _IndividualBabylonFileParsers;
  35963. /**
  35964. * Adds a parser in the list of available ones
  35965. * @param name Defines the name of the parser
  35966. * @param parser Defines the parser to add
  35967. */
  35968. static AddParser(name: string, parser: BabylonFileParser): void;
  35969. /**
  35970. * Gets a general parser from the list of avaialble ones
  35971. * @param name Defines the name of the parser
  35972. * @returns the requested parser or null
  35973. */
  35974. static GetParser(name: string): Nullable<BabylonFileParser>;
  35975. /**
  35976. * Adds n individual parser in the list of available ones
  35977. * @param name Defines the name of the parser
  35978. * @param parser Defines the parser to add
  35979. */
  35980. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35981. /**
  35982. * Gets an individual parser from the list of avaialble ones
  35983. * @param name Defines the name of the parser
  35984. * @returns the requested parser or null
  35985. */
  35986. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35987. /**
  35988. * Parser json data and populate both a scene and its associated container object
  35989. * @param jsonData Defines the data to parse
  35990. * @param scene Defines the scene to parse the data for
  35991. * @param container Defines the container attached to the parsing sequence
  35992. * @param rootUrl Defines the root url of the data
  35993. */
  35994. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35995. /**
  35996. * Gets the list of root nodes (ie. nodes with no parent)
  35997. */
  35998. rootNodes: Node[];
  35999. /** All of the cameras added to this scene
  36000. * @see http://doc.babylonjs.com/babylon101/cameras
  36001. */
  36002. cameras: Camera[];
  36003. /**
  36004. * All of the lights added to this scene
  36005. * @see http://doc.babylonjs.com/babylon101/lights
  36006. */
  36007. lights: Light[];
  36008. /**
  36009. * All of the (abstract) meshes added to this scene
  36010. */
  36011. meshes: AbstractMesh[];
  36012. /**
  36013. * The list of skeletons added to the scene
  36014. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36015. */
  36016. skeletons: Skeleton[];
  36017. /**
  36018. * All of the particle systems added to this scene
  36019. * @see http://doc.babylonjs.com/babylon101/particles
  36020. */
  36021. particleSystems: IParticleSystem[];
  36022. /**
  36023. * Gets a list of Animations associated with the scene
  36024. */
  36025. animations: Animation[];
  36026. /**
  36027. * All of the animation groups added to this scene
  36028. * @see http://doc.babylonjs.com/how_to/group
  36029. */
  36030. animationGroups: AnimationGroup[];
  36031. /**
  36032. * All of the multi-materials added to this scene
  36033. * @see http://doc.babylonjs.com/how_to/multi_materials
  36034. */
  36035. multiMaterials: MultiMaterial[];
  36036. /**
  36037. * All of the materials added to this scene
  36038. * In the context of a Scene, it is not supposed to be modified manually.
  36039. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  36040. * Note also that the order of the Material wihin the array is not significant and might change.
  36041. * @see http://doc.babylonjs.com/babylon101/materials
  36042. */
  36043. materials: Material[];
  36044. /**
  36045. * The list of morph target managers added to the scene
  36046. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36047. */
  36048. morphTargetManagers: MorphTargetManager[];
  36049. /**
  36050. * The list of geometries used in the scene.
  36051. */
  36052. geometries: Geometry[];
  36053. /**
  36054. * All of the tranform nodes added to this scene
  36055. * In the context of a Scene, it is not supposed to be modified manually.
  36056. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36057. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36058. * @see http://doc.babylonjs.com/how_to/transformnode
  36059. */
  36060. transformNodes: TransformNode[];
  36061. /**
  36062. * ActionManagers available on the scene.
  36063. */
  36064. actionManagers: AbstractActionManager[];
  36065. /**
  36066. * Textures to keep.
  36067. */
  36068. textures: BaseTexture[];
  36069. /**
  36070. * Environment texture for the scene
  36071. */
  36072. environmentTexture: Nullable<BaseTexture>;
  36073. }
  36074. }
  36075. declare module "babylonjs/Audio/sound" {
  36076. import { Observable } from "babylonjs/Misc/observable";
  36077. import { Vector3 } from "babylonjs/Maths/math.vector";
  36078. import { Nullable } from "babylonjs/types";
  36079. import { Scene } from "babylonjs/scene";
  36080. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36081. /**
  36082. * Interface used to define options for Sound class
  36083. */
  36084. export interface ISoundOptions {
  36085. /**
  36086. * Does the sound autoplay once loaded.
  36087. */
  36088. autoplay?: boolean;
  36089. /**
  36090. * Does the sound loop after it finishes playing once.
  36091. */
  36092. loop?: boolean;
  36093. /**
  36094. * Sound's volume
  36095. */
  36096. volume?: number;
  36097. /**
  36098. * Is it a spatial sound?
  36099. */
  36100. spatialSound?: boolean;
  36101. /**
  36102. * Maximum distance to hear that sound
  36103. */
  36104. maxDistance?: number;
  36105. /**
  36106. * Uses user defined attenuation function
  36107. */
  36108. useCustomAttenuation?: boolean;
  36109. /**
  36110. * Define the roll off factor of spatial sounds.
  36111. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36112. */
  36113. rolloffFactor?: number;
  36114. /**
  36115. * Define the reference distance the sound should be heard perfectly.
  36116. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36117. */
  36118. refDistance?: number;
  36119. /**
  36120. * Define the distance attenuation model the sound will follow.
  36121. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36122. */
  36123. distanceModel?: string;
  36124. /**
  36125. * Defines the playback speed (1 by default)
  36126. */
  36127. playbackRate?: number;
  36128. /**
  36129. * Defines if the sound is from a streaming source
  36130. */
  36131. streaming?: boolean;
  36132. /**
  36133. * Defines an optional length (in seconds) inside the sound file
  36134. */
  36135. length?: number;
  36136. /**
  36137. * Defines an optional offset (in seconds) inside the sound file
  36138. */
  36139. offset?: number;
  36140. /**
  36141. * If true, URLs will not be required to state the audio file codec to use.
  36142. */
  36143. skipCodecCheck?: boolean;
  36144. }
  36145. /**
  36146. * Defines a sound that can be played in the application.
  36147. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36148. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36149. */
  36150. export class Sound {
  36151. /**
  36152. * The name of the sound in the scene.
  36153. */
  36154. name: string;
  36155. /**
  36156. * Does the sound autoplay once loaded.
  36157. */
  36158. autoplay: boolean;
  36159. /**
  36160. * Does the sound loop after it finishes playing once.
  36161. */
  36162. loop: boolean;
  36163. /**
  36164. * Does the sound use a custom attenuation curve to simulate the falloff
  36165. * happening when the source gets further away from the camera.
  36166. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36167. */
  36168. useCustomAttenuation: boolean;
  36169. /**
  36170. * The sound track id this sound belongs to.
  36171. */
  36172. soundTrackId: number;
  36173. /**
  36174. * Is this sound currently played.
  36175. */
  36176. isPlaying: boolean;
  36177. /**
  36178. * Is this sound currently paused.
  36179. */
  36180. isPaused: boolean;
  36181. /**
  36182. * Does this sound enables spatial sound.
  36183. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36184. */
  36185. spatialSound: boolean;
  36186. /**
  36187. * Define the reference distance the sound should be heard perfectly.
  36188. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36189. */
  36190. refDistance: number;
  36191. /**
  36192. * Define the roll off factor of spatial sounds.
  36193. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36194. */
  36195. rolloffFactor: number;
  36196. /**
  36197. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36198. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36199. */
  36200. maxDistance: number;
  36201. /**
  36202. * Define the distance attenuation model the sound will follow.
  36203. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36204. */
  36205. distanceModel: string;
  36206. /**
  36207. * @hidden
  36208. * Back Compat
  36209. **/
  36210. onended: () => any;
  36211. /**
  36212. * Observable event when the current playing sound finishes.
  36213. */
  36214. onEndedObservable: Observable<Sound>;
  36215. private _panningModel;
  36216. private _playbackRate;
  36217. private _streaming;
  36218. private _startTime;
  36219. private _startOffset;
  36220. private _position;
  36221. /** @hidden */
  36222. _positionInEmitterSpace: boolean;
  36223. private _localDirection;
  36224. private _volume;
  36225. private _isReadyToPlay;
  36226. private _isDirectional;
  36227. private _readyToPlayCallback;
  36228. private _audioBuffer;
  36229. private _soundSource;
  36230. private _streamingSource;
  36231. private _soundPanner;
  36232. private _soundGain;
  36233. private _inputAudioNode;
  36234. private _outputAudioNode;
  36235. private _coneInnerAngle;
  36236. private _coneOuterAngle;
  36237. private _coneOuterGain;
  36238. private _scene;
  36239. private _connectedTransformNode;
  36240. private _customAttenuationFunction;
  36241. private _registerFunc;
  36242. private _isOutputConnected;
  36243. private _htmlAudioElement;
  36244. private _urlType;
  36245. private _length?;
  36246. private _offset?;
  36247. /** @hidden */
  36248. static _SceneComponentInitialization: (scene: Scene) => void;
  36249. /**
  36250. * Create a sound and attach it to a scene
  36251. * @param name Name of your sound
  36252. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36253. * @param scene defines the scene the sound belongs to
  36254. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36255. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36256. */
  36257. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36258. /**
  36259. * Release the sound and its associated resources
  36260. */
  36261. dispose(): void;
  36262. /**
  36263. * Gets if the sounds is ready to be played or not.
  36264. * @returns true if ready, otherwise false
  36265. */
  36266. isReady(): boolean;
  36267. private _soundLoaded;
  36268. /**
  36269. * Sets the data of the sound from an audiobuffer
  36270. * @param audioBuffer The audioBuffer containing the data
  36271. */
  36272. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36273. /**
  36274. * Updates the current sounds options such as maxdistance, loop...
  36275. * @param options A JSON object containing values named as the object properties
  36276. */
  36277. updateOptions(options: ISoundOptions): void;
  36278. private _createSpatialParameters;
  36279. private _updateSpatialParameters;
  36280. /**
  36281. * Switch the panning model to HRTF:
  36282. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36283. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36284. */
  36285. switchPanningModelToHRTF(): void;
  36286. /**
  36287. * Switch the panning model to Equal Power:
  36288. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36289. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36290. */
  36291. switchPanningModelToEqualPower(): void;
  36292. private _switchPanningModel;
  36293. /**
  36294. * Connect this sound to a sound track audio node like gain...
  36295. * @param soundTrackAudioNode the sound track audio node to connect to
  36296. */
  36297. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36298. /**
  36299. * Transform this sound into a directional source
  36300. * @param coneInnerAngle Size of the inner cone in degree
  36301. * @param coneOuterAngle Size of the outer cone in degree
  36302. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36303. */
  36304. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36305. /**
  36306. * Gets or sets the inner angle for the directional cone.
  36307. */
  36308. /**
  36309. * Gets or sets the inner angle for the directional cone.
  36310. */
  36311. directionalConeInnerAngle: number;
  36312. /**
  36313. * Gets or sets the outer angle for the directional cone.
  36314. */
  36315. /**
  36316. * Gets or sets the outer angle for the directional cone.
  36317. */
  36318. directionalConeOuterAngle: number;
  36319. /**
  36320. * Sets the position of the emitter if spatial sound is enabled
  36321. * @param newPosition Defines the new posisiton
  36322. */
  36323. setPosition(newPosition: Vector3): void;
  36324. /**
  36325. * Sets the local direction of the emitter if spatial sound is enabled
  36326. * @param newLocalDirection Defines the new local direction
  36327. */
  36328. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36329. private _updateDirection;
  36330. /** @hidden */
  36331. updateDistanceFromListener(): void;
  36332. /**
  36333. * Sets a new custom attenuation function for the sound.
  36334. * @param callback Defines the function used for the attenuation
  36335. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36336. */
  36337. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36338. /**
  36339. * Play the sound
  36340. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36341. * @param offset (optional) Start the sound at a specific time in seconds
  36342. * @param length (optional) Sound duration (in seconds)
  36343. */
  36344. play(time?: number, offset?: number, length?: number): void;
  36345. private _onended;
  36346. /**
  36347. * Stop the sound
  36348. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36349. */
  36350. stop(time?: number): void;
  36351. /**
  36352. * Put the sound in pause
  36353. */
  36354. pause(): void;
  36355. /**
  36356. * Sets a dedicated volume for this sounds
  36357. * @param newVolume Define the new volume of the sound
  36358. * @param time Define time for gradual change to new volume
  36359. */
  36360. setVolume(newVolume: number, time?: number): void;
  36361. /**
  36362. * Set the sound play back rate
  36363. * @param newPlaybackRate Define the playback rate the sound should be played at
  36364. */
  36365. setPlaybackRate(newPlaybackRate: number): void;
  36366. /**
  36367. * Gets the volume of the sound.
  36368. * @returns the volume of the sound
  36369. */
  36370. getVolume(): number;
  36371. /**
  36372. * Attach the sound to a dedicated mesh
  36373. * @param transformNode The transform node to connect the sound with
  36374. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36375. */
  36376. attachToMesh(transformNode: TransformNode): void;
  36377. /**
  36378. * Detach the sound from the previously attached mesh
  36379. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36380. */
  36381. detachFromMesh(): void;
  36382. private _onRegisterAfterWorldMatrixUpdate;
  36383. /**
  36384. * Clone the current sound in the scene.
  36385. * @returns the new sound clone
  36386. */
  36387. clone(): Nullable<Sound>;
  36388. /**
  36389. * Gets the current underlying audio buffer containing the data
  36390. * @returns the audio buffer
  36391. */
  36392. getAudioBuffer(): Nullable<AudioBuffer>;
  36393. /**
  36394. * Serializes the Sound in a JSON representation
  36395. * @returns the JSON representation of the sound
  36396. */
  36397. serialize(): any;
  36398. /**
  36399. * Parse a JSON representation of a sound to innstantiate in a given scene
  36400. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36401. * @param scene Define the scene the new parsed sound should be created in
  36402. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36403. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36404. * @returns the newly parsed sound
  36405. */
  36406. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36407. }
  36408. }
  36409. declare module "babylonjs/Actions/directAudioActions" {
  36410. import { Action } from "babylonjs/Actions/action";
  36411. import { Condition } from "babylonjs/Actions/condition";
  36412. import { Sound } from "babylonjs/Audio/sound";
  36413. /**
  36414. * This defines an action helpful to play a defined sound on a triggered action.
  36415. */
  36416. export class PlaySoundAction extends Action {
  36417. private _sound;
  36418. /**
  36419. * Instantiate the action
  36420. * @param triggerOptions defines the trigger options
  36421. * @param sound defines the sound to play
  36422. * @param condition defines the trigger related conditions
  36423. */
  36424. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36425. /** @hidden */
  36426. _prepare(): void;
  36427. /**
  36428. * Execute the action and play the sound.
  36429. */
  36430. execute(): void;
  36431. /**
  36432. * Serializes the actions and its related information.
  36433. * @param parent defines the object to serialize in
  36434. * @returns the serialized object
  36435. */
  36436. serialize(parent: any): any;
  36437. }
  36438. /**
  36439. * This defines an action helpful to stop a defined sound on a triggered action.
  36440. */
  36441. export class StopSoundAction extends Action {
  36442. private _sound;
  36443. /**
  36444. * Instantiate the action
  36445. * @param triggerOptions defines the trigger options
  36446. * @param sound defines the sound to stop
  36447. * @param condition defines the trigger related conditions
  36448. */
  36449. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36450. /** @hidden */
  36451. _prepare(): void;
  36452. /**
  36453. * Execute the action and stop the sound.
  36454. */
  36455. execute(): void;
  36456. /**
  36457. * Serializes the actions and its related information.
  36458. * @param parent defines the object to serialize in
  36459. * @returns the serialized object
  36460. */
  36461. serialize(parent: any): any;
  36462. }
  36463. }
  36464. declare module "babylonjs/Actions/interpolateValueAction" {
  36465. import { Action } from "babylonjs/Actions/action";
  36466. import { Condition } from "babylonjs/Actions/condition";
  36467. import { Observable } from "babylonjs/Misc/observable";
  36468. /**
  36469. * This defines an action responsible to change the value of a property
  36470. * by interpolating between its current value and the newly set one once triggered.
  36471. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36472. */
  36473. export class InterpolateValueAction extends Action {
  36474. /**
  36475. * Defines the path of the property where the value should be interpolated
  36476. */
  36477. propertyPath: string;
  36478. /**
  36479. * Defines the target value at the end of the interpolation.
  36480. */
  36481. value: any;
  36482. /**
  36483. * Defines the time it will take for the property to interpolate to the value.
  36484. */
  36485. duration: number;
  36486. /**
  36487. * Defines if the other scene animations should be stopped when the action has been triggered
  36488. */
  36489. stopOtherAnimations?: boolean;
  36490. /**
  36491. * Defines a callback raised once the interpolation animation has been done.
  36492. */
  36493. onInterpolationDone?: () => void;
  36494. /**
  36495. * Observable triggered once the interpolation animation has been done.
  36496. */
  36497. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36498. private _target;
  36499. private _effectiveTarget;
  36500. private _property;
  36501. /**
  36502. * Instantiate the action
  36503. * @param triggerOptions defines the trigger options
  36504. * @param target defines the object containing the value to interpolate
  36505. * @param propertyPath defines the path to the property in the target object
  36506. * @param value defines the target value at the end of the interpolation
  36507. * @param duration deines the time it will take for the property to interpolate to the value.
  36508. * @param condition defines the trigger related conditions
  36509. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36510. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36511. */
  36512. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36513. /** @hidden */
  36514. _prepare(): void;
  36515. /**
  36516. * Execute the action starts the value interpolation.
  36517. */
  36518. execute(): void;
  36519. /**
  36520. * Serializes the actions and its related information.
  36521. * @param parent defines the object to serialize in
  36522. * @returns the serialized object
  36523. */
  36524. serialize(parent: any): any;
  36525. }
  36526. }
  36527. declare module "babylonjs/Actions/index" {
  36528. export * from "babylonjs/Actions/abstractActionManager";
  36529. export * from "babylonjs/Actions/action";
  36530. export * from "babylonjs/Actions/actionEvent";
  36531. export * from "babylonjs/Actions/actionManager";
  36532. export * from "babylonjs/Actions/condition";
  36533. export * from "babylonjs/Actions/directActions";
  36534. export * from "babylonjs/Actions/directAudioActions";
  36535. export * from "babylonjs/Actions/interpolateValueAction";
  36536. }
  36537. declare module "babylonjs/Animations/index" {
  36538. export * from "babylonjs/Animations/animatable";
  36539. export * from "babylonjs/Animations/animation";
  36540. export * from "babylonjs/Animations/animationGroup";
  36541. export * from "babylonjs/Animations/animationPropertiesOverride";
  36542. export * from "babylonjs/Animations/easing";
  36543. export * from "babylonjs/Animations/runtimeAnimation";
  36544. export * from "babylonjs/Animations/animationEvent";
  36545. export * from "babylonjs/Animations/animationGroup";
  36546. export * from "babylonjs/Animations/animationKey";
  36547. export * from "babylonjs/Animations/animationRange";
  36548. export * from "babylonjs/Animations/animatable.interface";
  36549. }
  36550. declare module "babylonjs/Audio/soundTrack" {
  36551. import { Sound } from "babylonjs/Audio/sound";
  36552. import { Analyser } from "babylonjs/Audio/analyser";
  36553. import { Scene } from "babylonjs/scene";
  36554. /**
  36555. * Options allowed during the creation of a sound track.
  36556. */
  36557. export interface ISoundTrackOptions {
  36558. /**
  36559. * The volume the sound track should take during creation
  36560. */
  36561. volume?: number;
  36562. /**
  36563. * Define if the sound track is the main sound track of the scene
  36564. */
  36565. mainTrack?: boolean;
  36566. }
  36567. /**
  36568. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36569. * It will be also used in a future release to apply effects on a specific track.
  36570. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36571. */
  36572. export class SoundTrack {
  36573. /**
  36574. * The unique identifier of the sound track in the scene.
  36575. */
  36576. id: number;
  36577. /**
  36578. * The list of sounds included in the sound track.
  36579. */
  36580. soundCollection: Array<Sound>;
  36581. private _outputAudioNode;
  36582. private _scene;
  36583. private _isMainTrack;
  36584. private _connectedAnalyser;
  36585. private _options;
  36586. private _isInitialized;
  36587. /**
  36588. * Creates a new sound track.
  36589. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36590. * @param scene Define the scene the sound track belongs to
  36591. * @param options
  36592. */
  36593. constructor(scene: Scene, options?: ISoundTrackOptions);
  36594. private _initializeSoundTrackAudioGraph;
  36595. /**
  36596. * Release the sound track and its associated resources
  36597. */
  36598. dispose(): void;
  36599. /**
  36600. * Adds a sound to this sound track
  36601. * @param sound define the cound to add
  36602. * @ignoreNaming
  36603. */
  36604. AddSound(sound: Sound): void;
  36605. /**
  36606. * Removes a sound to this sound track
  36607. * @param sound define the cound to remove
  36608. * @ignoreNaming
  36609. */
  36610. RemoveSound(sound: Sound): void;
  36611. /**
  36612. * Set a global volume for the full sound track.
  36613. * @param newVolume Define the new volume of the sound track
  36614. */
  36615. setVolume(newVolume: number): void;
  36616. /**
  36617. * Switch the panning model to HRTF:
  36618. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36619. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36620. */
  36621. switchPanningModelToHRTF(): void;
  36622. /**
  36623. * Switch the panning model to Equal Power:
  36624. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36625. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36626. */
  36627. switchPanningModelToEqualPower(): void;
  36628. /**
  36629. * Connect the sound track to an audio analyser allowing some amazing
  36630. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36631. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36632. * @param analyser The analyser to connect to the engine
  36633. */
  36634. connectToAnalyser(analyser: Analyser): void;
  36635. }
  36636. }
  36637. declare module "babylonjs/Audio/audioSceneComponent" {
  36638. import { Sound } from "babylonjs/Audio/sound";
  36639. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36640. import { Nullable } from "babylonjs/types";
  36641. import { Vector3 } from "babylonjs/Maths/math.vector";
  36642. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36643. import { Scene } from "babylonjs/scene";
  36644. import { AbstractScene } from "babylonjs/abstractScene";
  36645. import "babylonjs/Audio/audioEngine";
  36646. module "babylonjs/abstractScene" {
  36647. interface AbstractScene {
  36648. /**
  36649. * The list of sounds used in the scene.
  36650. */
  36651. sounds: Nullable<Array<Sound>>;
  36652. }
  36653. }
  36654. module "babylonjs/scene" {
  36655. interface Scene {
  36656. /**
  36657. * @hidden
  36658. * Backing field
  36659. */
  36660. _mainSoundTrack: SoundTrack;
  36661. /**
  36662. * The main sound track played by the scene.
  36663. * It cotains your primary collection of sounds.
  36664. */
  36665. mainSoundTrack: SoundTrack;
  36666. /**
  36667. * The list of sound tracks added to the scene
  36668. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36669. */
  36670. soundTracks: Nullable<Array<SoundTrack>>;
  36671. /**
  36672. * Gets a sound using a given name
  36673. * @param name defines the name to search for
  36674. * @return the found sound or null if not found at all.
  36675. */
  36676. getSoundByName(name: string): Nullable<Sound>;
  36677. /**
  36678. * Gets or sets if audio support is enabled
  36679. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36680. */
  36681. audioEnabled: boolean;
  36682. /**
  36683. * Gets or sets if audio will be output to headphones
  36684. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36685. */
  36686. headphone: boolean;
  36687. /**
  36688. * Gets or sets custom audio listener position provider
  36689. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36690. */
  36691. audioListenerPositionProvider: Nullable<() => Vector3>;
  36692. }
  36693. }
  36694. /**
  36695. * Defines the sound scene component responsible to manage any sounds
  36696. * in a given scene.
  36697. */
  36698. export class AudioSceneComponent implements ISceneSerializableComponent {
  36699. /**
  36700. * The component name helpfull to identify the component in the list of scene components.
  36701. */
  36702. readonly name: string;
  36703. /**
  36704. * The scene the component belongs to.
  36705. */
  36706. scene: Scene;
  36707. private _audioEnabled;
  36708. /**
  36709. * Gets whether audio is enabled or not.
  36710. * Please use related enable/disable method to switch state.
  36711. */
  36712. readonly audioEnabled: boolean;
  36713. private _headphone;
  36714. /**
  36715. * Gets whether audio is outputing to headphone or not.
  36716. * Please use the according Switch methods to change output.
  36717. */
  36718. readonly headphone: boolean;
  36719. private _audioListenerPositionProvider;
  36720. /**
  36721. * Gets the current audio listener position provider
  36722. */
  36723. /**
  36724. * Sets a custom listener position for all sounds in the scene
  36725. * By default, this is the position of the first active camera
  36726. */
  36727. audioListenerPositionProvider: Nullable<() => Vector3>;
  36728. /**
  36729. * Creates a new instance of the component for the given scene
  36730. * @param scene Defines the scene to register the component in
  36731. */
  36732. constructor(scene: Scene);
  36733. /**
  36734. * Registers the component in a given scene
  36735. */
  36736. register(): void;
  36737. /**
  36738. * Rebuilds the elements related to this component in case of
  36739. * context lost for instance.
  36740. */
  36741. rebuild(): void;
  36742. /**
  36743. * Serializes the component data to the specified json object
  36744. * @param serializationObject The object to serialize to
  36745. */
  36746. serialize(serializationObject: any): void;
  36747. /**
  36748. * Adds all the elements from the container to the scene
  36749. * @param container the container holding the elements
  36750. */
  36751. addFromContainer(container: AbstractScene): void;
  36752. /**
  36753. * Removes all the elements in the container from the scene
  36754. * @param container contains the elements to remove
  36755. * @param dispose if the removed element should be disposed (default: false)
  36756. */
  36757. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36758. /**
  36759. * Disposes the component and the associated ressources.
  36760. */
  36761. dispose(): void;
  36762. /**
  36763. * Disables audio in the associated scene.
  36764. */
  36765. disableAudio(): void;
  36766. /**
  36767. * Enables audio in the associated scene.
  36768. */
  36769. enableAudio(): void;
  36770. /**
  36771. * Switch audio to headphone output.
  36772. */
  36773. switchAudioModeForHeadphones(): void;
  36774. /**
  36775. * Switch audio to normal speakers.
  36776. */
  36777. switchAudioModeForNormalSpeakers(): void;
  36778. private _afterRender;
  36779. }
  36780. }
  36781. declare module "babylonjs/Audio/weightedsound" {
  36782. import { Sound } from "babylonjs/Audio/sound";
  36783. /**
  36784. * Wraps one or more Sound objects and selects one with random weight for playback.
  36785. */
  36786. export class WeightedSound {
  36787. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36788. loop: boolean;
  36789. private _coneInnerAngle;
  36790. private _coneOuterAngle;
  36791. private _volume;
  36792. /** A Sound is currently playing. */
  36793. isPlaying: boolean;
  36794. /** A Sound is currently paused. */
  36795. isPaused: boolean;
  36796. private _sounds;
  36797. private _weights;
  36798. private _currentIndex?;
  36799. /**
  36800. * Creates a new WeightedSound from the list of sounds given.
  36801. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36802. * @param sounds Array of Sounds that will be selected from.
  36803. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36804. */
  36805. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36806. /**
  36807. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36808. */
  36809. /**
  36810. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36811. */
  36812. directionalConeInnerAngle: number;
  36813. /**
  36814. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36815. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36816. */
  36817. /**
  36818. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36819. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36820. */
  36821. directionalConeOuterAngle: number;
  36822. /**
  36823. * Playback volume.
  36824. */
  36825. /**
  36826. * Playback volume.
  36827. */
  36828. volume: number;
  36829. private _onended;
  36830. /**
  36831. * Suspend playback
  36832. */
  36833. pause(): void;
  36834. /**
  36835. * Stop playback
  36836. */
  36837. stop(): void;
  36838. /**
  36839. * Start playback.
  36840. * @param startOffset Position the clip head at a specific time in seconds.
  36841. */
  36842. play(startOffset?: number): void;
  36843. }
  36844. }
  36845. declare module "babylonjs/Audio/index" {
  36846. export * from "babylonjs/Audio/analyser";
  36847. export * from "babylonjs/Audio/audioEngine";
  36848. export * from "babylonjs/Audio/audioSceneComponent";
  36849. export * from "babylonjs/Audio/sound";
  36850. export * from "babylonjs/Audio/soundTrack";
  36851. export * from "babylonjs/Audio/weightedsound";
  36852. }
  36853. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36854. import { Behavior } from "babylonjs/Behaviors/behavior";
  36855. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36856. import { BackEase } from "babylonjs/Animations/easing";
  36857. /**
  36858. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36859. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36860. */
  36861. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36862. /**
  36863. * Gets the name of the behavior.
  36864. */
  36865. readonly name: string;
  36866. /**
  36867. * The easing function used by animations
  36868. */
  36869. static EasingFunction: BackEase;
  36870. /**
  36871. * The easing mode used by animations
  36872. */
  36873. static EasingMode: number;
  36874. /**
  36875. * The duration of the animation, in milliseconds
  36876. */
  36877. transitionDuration: number;
  36878. /**
  36879. * Length of the distance animated by the transition when lower radius is reached
  36880. */
  36881. lowerRadiusTransitionRange: number;
  36882. /**
  36883. * Length of the distance animated by the transition when upper radius is reached
  36884. */
  36885. upperRadiusTransitionRange: number;
  36886. private _autoTransitionRange;
  36887. /**
  36888. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36889. */
  36890. /**
  36891. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36892. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36893. */
  36894. autoTransitionRange: boolean;
  36895. private _attachedCamera;
  36896. private _onAfterCheckInputsObserver;
  36897. private _onMeshTargetChangedObserver;
  36898. /**
  36899. * Initializes the behavior.
  36900. */
  36901. init(): void;
  36902. /**
  36903. * Attaches the behavior to its arc rotate camera.
  36904. * @param camera Defines the camera to attach the behavior to
  36905. */
  36906. attach(camera: ArcRotateCamera): void;
  36907. /**
  36908. * Detaches the behavior from its current arc rotate camera.
  36909. */
  36910. detach(): void;
  36911. private _radiusIsAnimating;
  36912. private _radiusBounceTransition;
  36913. private _animatables;
  36914. private _cachedWheelPrecision;
  36915. /**
  36916. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36917. * @param radiusLimit The limit to check against.
  36918. * @return Bool to indicate if at limit.
  36919. */
  36920. private _isRadiusAtLimit;
  36921. /**
  36922. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36923. * @param radiusDelta The delta by which to animate to. Can be negative.
  36924. */
  36925. private _applyBoundRadiusAnimation;
  36926. /**
  36927. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36928. */
  36929. protected _clearAnimationLocks(): void;
  36930. /**
  36931. * Stops and removes all animations that have been applied to the camera
  36932. */
  36933. stopAllAnimations(): void;
  36934. }
  36935. }
  36936. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36937. import { Behavior } from "babylonjs/Behaviors/behavior";
  36938. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36939. import { ExponentialEase } from "babylonjs/Animations/easing";
  36940. import { Nullable } from "babylonjs/types";
  36941. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36942. import { Vector3 } from "babylonjs/Maths/math.vector";
  36943. /**
  36944. * 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.
  36945. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36946. */
  36947. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36948. /**
  36949. * Gets the name of the behavior.
  36950. */
  36951. readonly name: string;
  36952. private _mode;
  36953. private _radiusScale;
  36954. private _positionScale;
  36955. private _defaultElevation;
  36956. private _elevationReturnTime;
  36957. private _elevationReturnWaitTime;
  36958. private _zoomStopsAnimation;
  36959. private _framingTime;
  36960. /**
  36961. * The easing function used by animations
  36962. */
  36963. static EasingFunction: ExponentialEase;
  36964. /**
  36965. * The easing mode used by animations
  36966. */
  36967. static EasingMode: number;
  36968. /**
  36969. * Sets the current mode used by the behavior
  36970. */
  36971. /**
  36972. * Gets current mode used by the behavior.
  36973. */
  36974. mode: number;
  36975. /**
  36976. * Sets the scale applied to the radius (1 by default)
  36977. */
  36978. /**
  36979. * Gets the scale applied to the radius
  36980. */
  36981. radiusScale: number;
  36982. /**
  36983. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36984. */
  36985. /**
  36986. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36987. */
  36988. positionScale: number;
  36989. /**
  36990. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36991. * behaviour is triggered, in radians.
  36992. */
  36993. /**
  36994. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36995. * behaviour is triggered, in radians.
  36996. */
  36997. defaultElevation: number;
  36998. /**
  36999. * Sets the time (in milliseconds) taken to return to the default beta position.
  37000. * Negative value indicates camera should not return to default.
  37001. */
  37002. /**
  37003. * Gets the time (in milliseconds) taken to return to the default beta position.
  37004. * Negative value indicates camera should not return to default.
  37005. */
  37006. elevationReturnTime: number;
  37007. /**
  37008. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37009. */
  37010. /**
  37011. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37012. */
  37013. elevationReturnWaitTime: number;
  37014. /**
  37015. * Sets the flag that indicates if user zooming should stop animation.
  37016. */
  37017. /**
  37018. * Gets the flag that indicates if user zooming should stop animation.
  37019. */
  37020. zoomStopsAnimation: boolean;
  37021. /**
  37022. * Sets the transition time when framing the mesh, in milliseconds
  37023. */
  37024. /**
  37025. * Gets the transition time when framing the mesh, in milliseconds
  37026. */
  37027. framingTime: number;
  37028. /**
  37029. * Define if the behavior should automatically change the configured
  37030. * camera limits and sensibilities.
  37031. */
  37032. autoCorrectCameraLimitsAndSensibility: boolean;
  37033. private _onPrePointerObservableObserver;
  37034. private _onAfterCheckInputsObserver;
  37035. private _onMeshTargetChangedObserver;
  37036. private _attachedCamera;
  37037. private _isPointerDown;
  37038. private _lastInteractionTime;
  37039. /**
  37040. * Initializes the behavior.
  37041. */
  37042. init(): void;
  37043. /**
  37044. * Attaches the behavior to its arc rotate camera.
  37045. * @param camera Defines the camera to attach the behavior to
  37046. */
  37047. attach(camera: ArcRotateCamera): void;
  37048. /**
  37049. * Detaches the behavior from its current arc rotate camera.
  37050. */
  37051. detach(): void;
  37052. private _animatables;
  37053. private _betaIsAnimating;
  37054. private _betaTransition;
  37055. private _radiusTransition;
  37056. private _vectorTransition;
  37057. /**
  37058. * Targets the given mesh and updates zoom level accordingly.
  37059. * @param mesh The mesh to target.
  37060. * @param radius Optional. If a cached radius position already exists, overrides default.
  37061. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37062. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37063. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37064. */
  37065. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37066. /**
  37067. * Targets the given mesh with its children and updates zoom level accordingly.
  37068. * @param mesh The mesh to target.
  37069. * @param radius Optional. If a cached radius position already exists, overrides default.
  37070. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37071. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37072. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37073. */
  37074. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37075. /**
  37076. * Targets the given meshes with their children and updates zoom level accordingly.
  37077. * @param meshes The mesh to target.
  37078. * @param radius Optional. If a cached radius position already exists, overrides default.
  37079. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37080. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37081. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37082. */
  37083. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37084. /**
  37085. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37086. * @param minimumWorld Determines the smaller position of the bounding box extend
  37087. * @param maximumWorld Determines the bigger position of the bounding box extend
  37088. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37089. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37090. */
  37091. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37092. /**
  37093. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37094. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37095. * frustum width.
  37096. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37097. * to fully enclose the mesh in the viewing frustum.
  37098. */
  37099. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37100. /**
  37101. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37102. * is automatically returned to its default position (expected to be above ground plane).
  37103. */
  37104. private _maintainCameraAboveGround;
  37105. /**
  37106. * Returns the frustum slope based on the canvas ratio and camera FOV
  37107. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37108. */
  37109. private _getFrustumSlope;
  37110. /**
  37111. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37112. */
  37113. private _clearAnimationLocks;
  37114. /**
  37115. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37116. */
  37117. private _applyUserInteraction;
  37118. /**
  37119. * Stops and removes all animations that have been applied to the camera
  37120. */
  37121. stopAllAnimations(): void;
  37122. /**
  37123. * Gets a value indicating if the user is moving the camera
  37124. */
  37125. readonly isUserIsMoving: boolean;
  37126. /**
  37127. * The camera can move all the way towards the mesh.
  37128. */
  37129. static IgnoreBoundsSizeMode: number;
  37130. /**
  37131. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37132. */
  37133. static FitFrustumSidesMode: number;
  37134. }
  37135. }
  37136. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37137. import { Nullable } from "babylonjs/types";
  37138. import { Camera } from "babylonjs/Cameras/camera";
  37139. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37140. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37141. /**
  37142. * Base class for Camera Pointer Inputs.
  37143. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37144. * for example usage.
  37145. */
  37146. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37147. /**
  37148. * Defines the camera the input is attached to.
  37149. */
  37150. abstract camera: Camera;
  37151. /**
  37152. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37153. */
  37154. protected _altKey: boolean;
  37155. protected _ctrlKey: boolean;
  37156. protected _metaKey: boolean;
  37157. protected _shiftKey: boolean;
  37158. /**
  37159. * Which mouse buttons were pressed at time of last mouse event.
  37160. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37161. */
  37162. protected _buttonsPressed: number;
  37163. /**
  37164. * Defines the buttons associated with the input to handle camera move.
  37165. */
  37166. buttons: number[];
  37167. /**
  37168. * Attach the input controls to a specific dom element to get the input from.
  37169. * @param element Defines the element the controls should be listened from
  37170. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37171. */
  37172. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37173. /**
  37174. * Detach the current controls from the specified dom element.
  37175. * @param element Defines the element to stop listening the inputs from
  37176. */
  37177. detachControl(element: Nullable<HTMLElement>): void;
  37178. /**
  37179. * Gets the class name of the current input.
  37180. * @returns the class name
  37181. */
  37182. getClassName(): string;
  37183. /**
  37184. * Get the friendly name associated with the input class.
  37185. * @returns the input friendly name
  37186. */
  37187. getSimpleName(): string;
  37188. /**
  37189. * Called on pointer POINTERDOUBLETAP event.
  37190. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37191. */
  37192. protected onDoubleTap(type: string): void;
  37193. /**
  37194. * Called on pointer POINTERMOVE event if only a single touch is active.
  37195. * Override this method to provide functionality.
  37196. */
  37197. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37198. /**
  37199. * Called on pointer POINTERMOVE event if multiple touches are active.
  37200. * Override this method to provide functionality.
  37201. */
  37202. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37203. /**
  37204. * Called on JS contextmenu event.
  37205. * Override this method to provide functionality.
  37206. */
  37207. protected onContextMenu(evt: PointerEvent): void;
  37208. /**
  37209. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37210. * press.
  37211. * Override this method to provide functionality.
  37212. */
  37213. protected onButtonDown(evt: PointerEvent): void;
  37214. /**
  37215. * Called each time a new POINTERUP event occurs. Ie, for each button
  37216. * release.
  37217. * Override this method to provide functionality.
  37218. */
  37219. protected onButtonUp(evt: PointerEvent): void;
  37220. /**
  37221. * Called when window becomes inactive.
  37222. * Override this method to provide functionality.
  37223. */
  37224. protected onLostFocus(): void;
  37225. private _pointerInput;
  37226. private _observer;
  37227. private _onLostFocus;
  37228. private pointA;
  37229. private pointB;
  37230. }
  37231. }
  37232. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37233. import { Nullable } from "babylonjs/types";
  37234. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37235. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37236. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37237. /**
  37238. * Manage the pointers inputs to control an arc rotate camera.
  37239. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37240. */
  37241. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37242. /**
  37243. * Defines the camera the input is attached to.
  37244. */
  37245. camera: ArcRotateCamera;
  37246. /**
  37247. * Gets the class name of the current input.
  37248. * @returns the class name
  37249. */
  37250. getClassName(): string;
  37251. /**
  37252. * Defines the buttons associated with the input to handle camera move.
  37253. */
  37254. buttons: number[];
  37255. /**
  37256. * Defines the pointer angular sensibility along the X axis or how fast is
  37257. * the camera rotating.
  37258. */
  37259. angularSensibilityX: number;
  37260. /**
  37261. * Defines the pointer angular sensibility along the Y axis or how fast is
  37262. * the camera rotating.
  37263. */
  37264. angularSensibilityY: number;
  37265. /**
  37266. * Defines the pointer pinch precision or how fast is the camera zooming.
  37267. */
  37268. pinchPrecision: number;
  37269. /**
  37270. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37271. * from 0.
  37272. * It defines the percentage of current camera.radius to use as delta when
  37273. * pinch zoom is used.
  37274. */
  37275. pinchDeltaPercentage: number;
  37276. /**
  37277. * Defines the pointer panning sensibility or how fast is the camera moving.
  37278. */
  37279. panningSensibility: number;
  37280. /**
  37281. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37282. */
  37283. multiTouchPanning: boolean;
  37284. /**
  37285. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37286. * zoom (pinch) through multitouch.
  37287. */
  37288. multiTouchPanAndZoom: boolean;
  37289. /**
  37290. * Revers pinch action direction.
  37291. */
  37292. pinchInwards: boolean;
  37293. private _isPanClick;
  37294. private _twoFingerActivityCount;
  37295. private _isPinching;
  37296. /**
  37297. * Called on pointer POINTERMOVE event if only a single touch is active.
  37298. */
  37299. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37300. /**
  37301. * Called on pointer POINTERDOUBLETAP event.
  37302. */
  37303. protected onDoubleTap(type: string): void;
  37304. /**
  37305. * Called on pointer POINTERMOVE event if multiple touches are active.
  37306. */
  37307. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37308. /**
  37309. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37310. * press.
  37311. */
  37312. protected onButtonDown(evt: PointerEvent): void;
  37313. /**
  37314. * Called each time a new POINTERUP event occurs. Ie, for each button
  37315. * release.
  37316. */
  37317. protected onButtonUp(evt: PointerEvent): void;
  37318. /**
  37319. * Called when window becomes inactive.
  37320. */
  37321. protected onLostFocus(): void;
  37322. }
  37323. }
  37324. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37325. import { Nullable } from "babylonjs/types";
  37326. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37327. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37328. /**
  37329. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37330. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37331. */
  37332. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37333. /**
  37334. * Defines the camera the input is attached to.
  37335. */
  37336. camera: ArcRotateCamera;
  37337. /**
  37338. * Defines the list of key codes associated with the up action (increase alpha)
  37339. */
  37340. keysUp: number[];
  37341. /**
  37342. * Defines the list of key codes associated with the down action (decrease alpha)
  37343. */
  37344. keysDown: number[];
  37345. /**
  37346. * Defines the list of key codes associated with the left action (increase beta)
  37347. */
  37348. keysLeft: number[];
  37349. /**
  37350. * Defines the list of key codes associated with the right action (decrease beta)
  37351. */
  37352. keysRight: number[];
  37353. /**
  37354. * Defines the list of key codes associated with the reset action.
  37355. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37356. */
  37357. keysReset: number[];
  37358. /**
  37359. * Defines the panning sensibility of the inputs.
  37360. * (How fast is the camera paning)
  37361. */
  37362. panningSensibility: number;
  37363. /**
  37364. * Defines the zooming sensibility of the inputs.
  37365. * (How fast is the camera zooming)
  37366. */
  37367. zoomingSensibility: number;
  37368. /**
  37369. * Defines wether maintaining the alt key down switch the movement mode from
  37370. * orientation to zoom.
  37371. */
  37372. useAltToZoom: boolean;
  37373. /**
  37374. * Rotation speed of the camera
  37375. */
  37376. angularSpeed: number;
  37377. private _keys;
  37378. private _ctrlPressed;
  37379. private _altPressed;
  37380. private _onCanvasBlurObserver;
  37381. private _onKeyboardObserver;
  37382. private _engine;
  37383. private _scene;
  37384. /**
  37385. * Attach the input controls to a specific dom element to get the input from.
  37386. * @param element Defines the element the controls should be listened from
  37387. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37388. */
  37389. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37390. /**
  37391. * Detach the current controls from the specified dom element.
  37392. * @param element Defines the element to stop listening the inputs from
  37393. */
  37394. detachControl(element: Nullable<HTMLElement>): void;
  37395. /**
  37396. * Update the current camera state depending on the inputs that have been used this frame.
  37397. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37398. */
  37399. checkInputs(): void;
  37400. /**
  37401. * Gets the class name of the current intput.
  37402. * @returns the class name
  37403. */
  37404. getClassName(): string;
  37405. /**
  37406. * Get the friendly name associated with the input class.
  37407. * @returns the input friendly name
  37408. */
  37409. getSimpleName(): string;
  37410. }
  37411. }
  37412. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37413. import { Nullable } from "babylonjs/types";
  37414. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37415. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37416. /**
  37417. * Manage the mouse wheel inputs to control an arc rotate camera.
  37418. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37419. */
  37420. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37421. /**
  37422. * Defines the camera the input is attached to.
  37423. */
  37424. camera: ArcRotateCamera;
  37425. /**
  37426. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37427. */
  37428. wheelPrecision: number;
  37429. /**
  37430. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37431. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37432. */
  37433. wheelDeltaPercentage: number;
  37434. private _wheel;
  37435. private _observer;
  37436. private computeDeltaFromMouseWheelLegacyEvent;
  37437. /**
  37438. * Attach the input controls to a specific dom element to get the input from.
  37439. * @param element Defines the element the controls should be listened from
  37440. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37441. */
  37442. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37443. /**
  37444. * Detach the current controls from the specified dom element.
  37445. * @param element Defines the element to stop listening the inputs from
  37446. */
  37447. detachControl(element: Nullable<HTMLElement>): void;
  37448. /**
  37449. * Gets the class name of the current intput.
  37450. * @returns the class name
  37451. */
  37452. getClassName(): string;
  37453. /**
  37454. * Get the friendly name associated with the input class.
  37455. * @returns the input friendly name
  37456. */
  37457. getSimpleName(): string;
  37458. }
  37459. }
  37460. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37461. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37462. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37463. /**
  37464. * Default Inputs manager for the ArcRotateCamera.
  37465. * It groups all the default supported inputs for ease of use.
  37466. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37467. */
  37468. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37469. /**
  37470. * Instantiates a new ArcRotateCameraInputsManager.
  37471. * @param camera Defines the camera the inputs belong to
  37472. */
  37473. constructor(camera: ArcRotateCamera);
  37474. /**
  37475. * Add mouse wheel input support to the input manager.
  37476. * @returns the current input manager
  37477. */
  37478. addMouseWheel(): ArcRotateCameraInputsManager;
  37479. /**
  37480. * Add pointers input support to the input manager.
  37481. * @returns the current input manager
  37482. */
  37483. addPointers(): ArcRotateCameraInputsManager;
  37484. /**
  37485. * Add keyboard input support to the input manager.
  37486. * @returns the current input manager
  37487. */
  37488. addKeyboard(): ArcRotateCameraInputsManager;
  37489. }
  37490. }
  37491. declare module "babylonjs/Cameras/arcRotateCamera" {
  37492. import { Observable } from "babylonjs/Misc/observable";
  37493. import { Nullable } from "babylonjs/types";
  37494. import { Scene } from "babylonjs/scene";
  37495. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37496. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37497. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37498. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37499. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37500. import { Camera } from "babylonjs/Cameras/camera";
  37501. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37502. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37503. import { Collider } from "babylonjs/Collisions/collider";
  37504. /**
  37505. * This represents an orbital type of camera.
  37506. *
  37507. * 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.
  37508. * 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.
  37509. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37510. */
  37511. export class ArcRotateCamera extends TargetCamera {
  37512. /**
  37513. * Defines the rotation angle of the camera along the longitudinal axis.
  37514. */
  37515. alpha: number;
  37516. /**
  37517. * Defines the rotation angle of the camera along the latitudinal axis.
  37518. */
  37519. beta: number;
  37520. /**
  37521. * Defines the radius of the camera from it s target point.
  37522. */
  37523. radius: number;
  37524. protected _target: Vector3;
  37525. protected _targetHost: Nullable<AbstractMesh>;
  37526. /**
  37527. * Defines the target point of the camera.
  37528. * The camera looks towards it form the radius distance.
  37529. */
  37530. target: Vector3;
  37531. /**
  37532. * Define the current local position of the camera in the scene
  37533. */
  37534. position: Vector3;
  37535. protected _upVector: Vector3;
  37536. protected _upToYMatrix: Matrix;
  37537. protected _YToUpMatrix: Matrix;
  37538. /**
  37539. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37540. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37541. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37542. */
  37543. upVector: Vector3;
  37544. /**
  37545. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37546. */
  37547. setMatUp(): void;
  37548. /**
  37549. * Current inertia value on the longitudinal axis.
  37550. * The bigger this number the longer it will take for the camera to stop.
  37551. */
  37552. inertialAlphaOffset: number;
  37553. /**
  37554. * Current inertia value on the latitudinal axis.
  37555. * The bigger this number the longer it will take for the camera to stop.
  37556. */
  37557. inertialBetaOffset: number;
  37558. /**
  37559. * Current inertia value on the radius axis.
  37560. * The bigger this number the longer it will take for the camera to stop.
  37561. */
  37562. inertialRadiusOffset: number;
  37563. /**
  37564. * Minimum allowed angle on the longitudinal axis.
  37565. * This can help limiting how the Camera is able to move in the scene.
  37566. */
  37567. lowerAlphaLimit: Nullable<number>;
  37568. /**
  37569. * Maximum allowed angle on the longitudinal axis.
  37570. * This can help limiting how the Camera is able to move in the scene.
  37571. */
  37572. upperAlphaLimit: Nullable<number>;
  37573. /**
  37574. * Minimum allowed angle on the latitudinal axis.
  37575. * This can help limiting how the Camera is able to move in the scene.
  37576. */
  37577. lowerBetaLimit: number;
  37578. /**
  37579. * Maximum allowed angle on the latitudinal axis.
  37580. * This can help limiting how the Camera is able to move in the scene.
  37581. */
  37582. upperBetaLimit: number;
  37583. /**
  37584. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37585. * This can help limiting how the Camera is able to move in the scene.
  37586. */
  37587. lowerRadiusLimit: Nullable<number>;
  37588. /**
  37589. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37590. * This can help limiting how the Camera is able to move in the scene.
  37591. */
  37592. upperRadiusLimit: Nullable<number>;
  37593. /**
  37594. * Defines the current inertia value used during panning of the camera along the X axis.
  37595. */
  37596. inertialPanningX: number;
  37597. /**
  37598. * Defines the current inertia value used during panning of the camera along the Y axis.
  37599. */
  37600. inertialPanningY: number;
  37601. /**
  37602. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37603. * Basically if your fingers moves away from more than this distance you will be considered
  37604. * in pinch mode.
  37605. */
  37606. pinchToPanMaxDistance: number;
  37607. /**
  37608. * Defines the maximum distance the camera can pan.
  37609. * This could help keeping the cammera always in your scene.
  37610. */
  37611. panningDistanceLimit: Nullable<number>;
  37612. /**
  37613. * Defines the target of the camera before paning.
  37614. */
  37615. panningOriginTarget: Vector3;
  37616. /**
  37617. * Defines the value of the inertia used during panning.
  37618. * 0 would mean stop inertia and one would mean no decelleration at all.
  37619. */
  37620. panningInertia: number;
  37621. /**
  37622. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37623. */
  37624. angularSensibilityX: number;
  37625. /**
  37626. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37627. */
  37628. angularSensibilityY: number;
  37629. /**
  37630. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37631. */
  37632. pinchPrecision: number;
  37633. /**
  37634. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37635. * It will be used instead of pinchDeltaPrecision if different from 0.
  37636. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37637. */
  37638. pinchDeltaPercentage: number;
  37639. /**
  37640. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37641. */
  37642. panningSensibility: number;
  37643. /**
  37644. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37645. */
  37646. keysUp: number[];
  37647. /**
  37648. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37649. */
  37650. keysDown: number[];
  37651. /**
  37652. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37653. */
  37654. keysLeft: number[];
  37655. /**
  37656. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37657. */
  37658. keysRight: number[];
  37659. /**
  37660. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37661. */
  37662. wheelPrecision: number;
  37663. /**
  37664. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37665. * It will be used instead of pinchDeltaPrecision if different from 0.
  37666. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37667. */
  37668. wheelDeltaPercentage: number;
  37669. /**
  37670. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37671. */
  37672. zoomOnFactor: number;
  37673. /**
  37674. * Defines a screen offset for the camera position.
  37675. */
  37676. targetScreenOffset: Vector2;
  37677. /**
  37678. * Allows the camera to be completely reversed.
  37679. * If false the camera can not arrive upside down.
  37680. */
  37681. allowUpsideDown: boolean;
  37682. /**
  37683. * Define if double tap/click is used to restore the previously saved state of the camera.
  37684. */
  37685. useInputToRestoreState: boolean;
  37686. /** @hidden */
  37687. _viewMatrix: Matrix;
  37688. /** @hidden */
  37689. _useCtrlForPanning: boolean;
  37690. /** @hidden */
  37691. _panningMouseButton: number;
  37692. /**
  37693. * Defines the input associated to the camera.
  37694. */
  37695. inputs: ArcRotateCameraInputsManager;
  37696. /** @hidden */
  37697. _reset: () => void;
  37698. /**
  37699. * Defines the allowed panning axis.
  37700. */
  37701. panningAxis: Vector3;
  37702. protected _localDirection: Vector3;
  37703. protected _transformedDirection: Vector3;
  37704. private _bouncingBehavior;
  37705. /**
  37706. * Gets the bouncing behavior of the camera if it has been enabled.
  37707. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37708. */
  37709. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37710. /**
  37711. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37712. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37713. */
  37714. useBouncingBehavior: boolean;
  37715. private _framingBehavior;
  37716. /**
  37717. * Gets the framing behavior of the camera if it has been enabled.
  37718. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37719. */
  37720. readonly framingBehavior: Nullable<FramingBehavior>;
  37721. /**
  37722. * Defines if the framing behavior of the camera is enabled on the camera.
  37723. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37724. */
  37725. useFramingBehavior: boolean;
  37726. private _autoRotationBehavior;
  37727. /**
  37728. * Gets the auto rotation behavior of the camera if it has been enabled.
  37729. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37730. */
  37731. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37732. /**
  37733. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37734. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37735. */
  37736. useAutoRotationBehavior: boolean;
  37737. /**
  37738. * Observable triggered when the mesh target has been changed on the camera.
  37739. */
  37740. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37741. /**
  37742. * Event raised when the camera is colliding with a mesh.
  37743. */
  37744. onCollide: (collidedMesh: AbstractMesh) => void;
  37745. /**
  37746. * Defines whether the camera should check collision with the objects oh the scene.
  37747. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37748. */
  37749. checkCollisions: boolean;
  37750. /**
  37751. * Defines the collision radius of the camera.
  37752. * This simulates a sphere around the camera.
  37753. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37754. */
  37755. collisionRadius: Vector3;
  37756. protected _collider: Collider;
  37757. protected _previousPosition: Vector3;
  37758. protected _collisionVelocity: Vector3;
  37759. protected _newPosition: Vector3;
  37760. protected _previousAlpha: number;
  37761. protected _previousBeta: number;
  37762. protected _previousRadius: number;
  37763. protected _collisionTriggered: boolean;
  37764. protected _targetBoundingCenter: Nullable<Vector3>;
  37765. private _computationVector;
  37766. /**
  37767. * Instantiates a new ArcRotateCamera in a given scene
  37768. * @param name Defines the name of the camera
  37769. * @param alpha Defines the camera rotation along the logitudinal axis
  37770. * @param beta Defines the camera rotation along the latitudinal axis
  37771. * @param radius Defines the camera distance from its target
  37772. * @param target Defines the camera target
  37773. * @param scene Defines the scene the camera belongs to
  37774. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37775. */
  37776. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37777. /** @hidden */
  37778. _initCache(): void;
  37779. /** @hidden */
  37780. _updateCache(ignoreParentClass?: boolean): void;
  37781. protected _getTargetPosition(): Vector3;
  37782. private _storedAlpha;
  37783. private _storedBeta;
  37784. private _storedRadius;
  37785. private _storedTarget;
  37786. private _storedTargetScreenOffset;
  37787. /**
  37788. * Stores the current state of the camera (alpha, beta, radius and target)
  37789. * @returns the camera itself
  37790. */
  37791. storeState(): Camera;
  37792. /**
  37793. * @hidden
  37794. * Restored camera state. You must call storeState() first
  37795. */
  37796. _restoreStateValues(): boolean;
  37797. /** @hidden */
  37798. _isSynchronizedViewMatrix(): boolean;
  37799. /**
  37800. * Attached controls to the current camera.
  37801. * @param element Defines the element the controls should be listened from
  37802. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37803. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37804. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37805. */
  37806. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37807. /**
  37808. * Detach the current controls from the camera.
  37809. * The camera will stop reacting to inputs.
  37810. * @param element Defines the element to stop listening the inputs from
  37811. */
  37812. detachControl(element: HTMLElement): void;
  37813. /** @hidden */
  37814. _checkInputs(): void;
  37815. protected _checkLimits(): void;
  37816. /**
  37817. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37818. */
  37819. rebuildAnglesAndRadius(): void;
  37820. /**
  37821. * Use a position to define the current camera related information like alpha, beta and radius
  37822. * @param position Defines the position to set the camera at
  37823. */
  37824. setPosition(position: Vector3): void;
  37825. /**
  37826. * Defines the target the camera should look at.
  37827. * This will automatically adapt alpha beta and radius to fit within the new target.
  37828. * @param target Defines the new target as a Vector or a mesh
  37829. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37830. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37831. */
  37832. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37833. /** @hidden */
  37834. _getViewMatrix(): Matrix;
  37835. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37836. /**
  37837. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37838. * @param meshes Defines the mesh to zoom on
  37839. * @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)
  37840. */
  37841. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37842. /**
  37843. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37844. * The target will be changed but the radius
  37845. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37846. * @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)
  37847. */
  37848. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37849. min: Vector3;
  37850. max: Vector3;
  37851. distance: number;
  37852. }, doNotUpdateMaxZ?: boolean): void;
  37853. /**
  37854. * @override
  37855. * Override Camera.createRigCamera
  37856. */
  37857. createRigCamera(name: string, cameraIndex: number): Camera;
  37858. /**
  37859. * @hidden
  37860. * @override
  37861. * Override Camera._updateRigCameras
  37862. */
  37863. _updateRigCameras(): void;
  37864. /**
  37865. * Destroy the camera and release the current resources hold by it.
  37866. */
  37867. dispose(): void;
  37868. /**
  37869. * Gets the current object class name.
  37870. * @return the class name
  37871. */
  37872. getClassName(): string;
  37873. }
  37874. }
  37875. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37876. import { Behavior } from "babylonjs/Behaviors/behavior";
  37877. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37878. /**
  37879. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37880. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37881. */
  37882. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37883. /**
  37884. * Gets the name of the behavior.
  37885. */
  37886. readonly name: string;
  37887. private _zoomStopsAnimation;
  37888. private _idleRotationSpeed;
  37889. private _idleRotationWaitTime;
  37890. private _idleRotationSpinupTime;
  37891. /**
  37892. * Sets the flag that indicates if user zooming should stop animation.
  37893. */
  37894. /**
  37895. * Gets the flag that indicates if user zooming should stop animation.
  37896. */
  37897. zoomStopsAnimation: boolean;
  37898. /**
  37899. * Sets the default speed at which the camera rotates around the model.
  37900. */
  37901. /**
  37902. * Gets the default speed at which the camera rotates around the model.
  37903. */
  37904. idleRotationSpeed: number;
  37905. /**
  37906. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37907. */
  37908. /**
  37909. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37910. */
  37911. idleRotationWaitTime: number;
  37912. /**
  37913. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37914. */
  37915. /**
  37916. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37917. */
  37918. idleRotationSpinupTime: number;
  37919. /**
  37920. * Gets a value indicating if the camera is currently rotating because of this behavior
  37921. */
  37922. readonly rotationInProgress: boolean;
  37923. private _onPrePointerObservableObserver;
  37924. private _onAfterCheckInputsObserver;
  37925. private _attachedCamera;
  37926. private _isPointerDown;
  37927. private _lastFrameTime;
  37928. private _lastInteractionTime;
  37929. private _cameraRotationSpeed;
  37930. /**
  37931. * Initializes the behavior.
  37932. */
  37933. init(): void;
  37934. /**
  37935. * Attaches the behavior to its arc rotate camera.
  37936. * @param camera Defines the camera to attach the behavior to
  37937. */
  37938. attach(camera: ArcRotateCamera): void;
  37939. /**
  37940. * Detaches the behavior from its current arc rotate camera.
  37941. */
  37942. detach(): void;
  37943. /**
  37944. * Returns true if user is scrolling.
  37945. * @return true if user is scrolling.
  37946. */
  37947. private _userIsZooming;
  37948. private _lastFrameRadius;
  37949. private _shouldAnimationStopForInteraction;
  37950. /**
  37951. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37952. */
  37953. private _applyUserInteraction;
  37954. private _userIsMoving;
  37955. }
  37956. }
  37957. declare module "babylonjs/Behaviors/Cameras/index" {
  37958. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37959. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37960. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37961. }
  37962. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37963. import { Mesh } from "babylonjs/Meshes/mesh";
  37964. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37965. import { Behavior } from "babylonjs/Behaviors/behavior";
  37966. /**
  37967. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37968. */
  37969. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37970. private ui;
  37971. /**
  37972. * The name of the behavior
  37973. */
  37974. name: string;
  37975. /**
  37976. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37977. */
  37978. distanceAwayFromFace: number;
  37979. /**
  37980. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37981. */
  37982. distanceAwayFromBottomOfFace: number;
  37983. private _faceVectors;
  37984. private _target;
  37985. private _scene;
  37986. private _onRenderObserver;
  37987. private _tmpMatrix;
  37988. private _tmpVector;
  37989. /**
  37990. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37991. * @param ui The transform node that should be attched to the mesh
  37992. */
  37993. constructor(ui: TransformNode);
  37994. /**
  37995. * Initializes the behavior
  37996. */
  37997. init(): void;
  37998. private _closestFace;
  37999. private _zeroVector;
  38000. private _lookAtTmpMatrix;
  38001. private _lookAtToRef;
  38002. /**
  38003. * Attaches the AttachToBoxBehavior to the passed in mesh
  38004. * @param target The mesh that the specified node will be attached to
  38005. */
  38006. attach(target: Mesh): void;
  38007. /**
  38008. * Detaches the behavior from the mesh
  38009. */
  38010. detach(): void;
  38011. }
  38012. }
  38013. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38014. import { Behavior } from "babylonjs/Behaviors/behavior";
  38015. import { Mesh } from "babylonjs/Meshes/mesh";
  38016. /**
  38017. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38018. */
  38019. export class FadeInOutBehavior implements Behavior<Mesh> {
  38020. /**
  38021. * Time in milliseconds to delay before fading in (Default: 0)
  38022. */
  38023. delay: number;
  38024. /**
  38025. * Time in milliseconds for the mesh to fade in (Default: 300)
  38026. */
  38027. fadeInTime: number;
  38028. private _millisecondsPerFrame;
  38029. private _hovered;
  38030. private _hoverValue;
  38031. private _ownerNode;
  38032. /**
  38033. * Instatiates the FadeInOutBehavior
  38034. */
  38035. constructor();
  38036. /**
  38037. * The name of the behavior
  38038. */
  38039. readonly name: string;
  38040. /**
  38041. * Initializes the behavior
  38042. */
  38043. init(): void;
  38044. /**
  38045. * Attaches the fade behavior on the passed in mesh
  38046. * @param ownerNode The mesh that will be faded in/out once attached
  38047. */
  38048. attach(ownerNode: Mesh): void;
  38049. /**
  38050. * Detaches the behavior from the mesh
  38051. */
  38052. detach(): void;
  38053. /**
  38054. * Triggers the mesh to begin fading in or out
  38055. * @param value if the object should fade in or out (true to fade in)
  38056. */
  38057. fadeIn(value: boolean): void;
  38058. private _update;
  38059. private _setAllVisibility;
  38060. }
  38061. }
  38062. declare module "babylonjs/Misc/pivotTools" {
  38063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38064. /**
  38065. * Class containing a set of static utilities functions for managing Pivots
  38066. * @hidden
  38067. */
  38068. export class PivotTools {
  38069. private static _PivotCached;
  38070. private static _OldPivotPoint;
  38071. private static _PivotTranslation;
  38072. private static _PivotTmpVector;
  38073. /** @hidden */
  38074. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38075. /** @hidden */
  38076. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38077. }
  38078. }
  38079. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38080. import { Scene } from "babylonjs/scene";
  38081. import { Vector4 } from "babylonjs/Maths/math.vector";
  38082. import { Mesh } from "babylonjs/Meshes/mesh";
  38083. import { Nullable } from "babylonjs/types";
  38084. import { Plane } from "babylonjs/Maths/math.plane";
  38085. /**
  38086. * Class containing static functions to help procedurally build meshes
  38087. */
  38088. export class PlaneBuilder {
  38089. /**
  38090. * Creates a plane mesh
  38091. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38092. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38093. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38094. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38095. * * 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
  38096. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38097. * @param name defines the name of the mesh
  38098. * @param options defines the options used to create the mesh
  38099. * @param scene defines the hosting scene
  38100. * @returns the plane mesh
  38101. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38102. */
  38103. static CreatePlane(name: string, options: {
  38104. size?: number;
  38105. width?: number;
  38106. height?: number;
  38107. sideOrientation?: number;
  38108. frontUVs?: Vector4;
  38109. backUVs?: Vector4;
  38110. updatable?: boolean;
  38111. sourcePlane?: Plane;
  38112. }, scene?: Nullable<Scene>): Mesh;
  38113. }
  38114. }
  38115. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38116. import { Behavior } from "babylonjs/Behaviors/behavior";
  38117. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38118. import { Observable } from "babylonjs/Misc/observable";
  38119. import { Vector3 } from "babylonjs/Maths/math.vector";
  38120. import { Ray } from "babylonjs/Culling/ray";
  38121. import "babylonjs/Meshes/Builders/planeBuilder";
  38122. /**
  38123. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38124. */
  38125. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38126. private static _AnyMouseID;
  38127. /**
  38128. * Abstract mesh the behavior is set on
  38129. */
  38130. attachedNode: AbstractMesh;
  38131. private _dragPlane;
  38132. private _scene;
  38133. private _pointerObserver;
  38134. private _beforeRenderObserver;
  38135. private static _planeScene;
  38136. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38137. /**
  38138. * 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)
  38139. */
  38140. maxDragAngle: number;
  38141. /**
  38142. * @hidden
  38143. */
  38144. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38145. /**
  38146. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38147. */
  38148. currentDraggingPointerID: number;
  38149. /**
  38150. * The last position where the pointer hit the drag plane in world space
  38151. */
  38152. lastDragPosition: Vector3;
  38153. /**
  38154. * If the behavior is currently in a dragging state
  38155. */
  38156. dragging: boolean;
  38157. /**
  38158. * 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)
  38159. */
  38160. dragDeltaRatio: number;
  38161. /**
  38162. * If the drag plane orientation should be updated during the dragging (Default: true)
  38163. */
  38164. updateDragPlane: boolean;
  38165. private _debugMode;
  38166. private _moving;
  38167. /**
  38168. * Fires each time the attached mesh is dragged with the pointer
  38169. * * delta between last drag position and current drag position in world space
  38170. * * dragDistance along the drag axis
  38171. * * dragPlaneNormal normal of the current drag plane used during the drag
  38172. * * dragPlanePoint in world space where the drag intersects the drag plane
  38173. */
  38174. onDragObservable: Observable<{
  38175. delta: Vector3;
  38176. dragPlanePoint: Vector3;
  38177. dragPlaneNormal: Vector3;
  38178. dragDistance: number;
  38179. pointerId: number;
  38180. }>;
  38181. /**
  38182. * Fires each time a drag begins (eg. mouse down on mesh)
  38183. */
  38184. onDragStartObservable: Observable<{
  38185. dragPlanePoint: Vector3;
  38186. pointerId: number;
  38187. }>;
  38188. /**
  38189. * Fires each time a drag ends (eg. mouse release after drag)
  38190. */
  38191. onDragEndObservable: Observable<{
  38192. dragPlanePoint: Vector3;
  38193. pointerId: number;
  38194. }>;
  38195. /**
  38196. * If the attached mesh should be moved when dragged
  38197. */
  38198. moveAttached: boolean;
  38199. /**
  38200. * If the drag behavior will react to drag events (Default: true)
  38201. */
  38202. enabled: boolean;
  38203. /**
  38204. * If pointer events should start and release the drag (Default: true)
  38205. */
  38206. startAndReleaseDragOnPointerEvents: boolean;
  38207. /**
  38208. * If camera controls should be detached during the drag
  38209. */
  38210. detachCameraControls: boolean;
  38211. /**
  38212. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38213. */
  38214. useObjectOrienationForDragging: boolean;
  38215. private _options;
  38216. /**
  38217. * Creates a pointer drag behavior that can be attached to a mesh
  38218. * @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)
  38219. */
  38220. constructor(options?: {
  38221. dragAxis?: Vector3;
  38222. dragPlaneNormal?: Vector3;
  38223. });
  38224. /**
  38225. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38226. */
  38227. validateDrag: (targetPosition: Vector3) => boolean;
  38228. /**
  38229. * The name of the behavior
  38230. */
  38231. readonly name: string;
  38232. /**
  38233. * Initializes the behavior
  38234. */
  38235. init(): void;
  38236. private _tmpVector;
  38237. private _alternatePickedPoint;
  38238. private _worldDragAxis;
  38239. private _targetPosition;
  38240. private _attachedElement;
  38241. /**
  38242. * Attaches the drag behavior the passed in mesh
  38243. * @param ownerNode The mesh that will be dragged around once attached
  38244. * @param predicate Predicate to use for pick filtering
  38245. */
  38246. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38247. /**
  38248. * Force relase the drag action by code.
  38249. */
  38250. releaseDrag(): void;
  38251. private _startDragRay;
  38252. private _lastPointerRay;
  38253. /**
  38254. * Simulates the start of a pointer drag event on the behavior
  38255. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38256. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38257. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38258. */
  38259. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38260. private _startDrag;
  38261. private _dragDelta;
  38262. private _moveDrag;
  38263. private _pickWithRayOnDragPlane;
  38264. private _pointA;
  38265. private _pointB;
  38266. private _pointC;
  38267. private _lineA;
  38268. private _lineB;
  38269. private _localAxis;
  38270. private _lookAt;
  38271. private _updateDragPlanePosition;
  38272. /**
  38273. * Detaches the behavior from the mesh
  38274. */
  38275. detach(): void;
  38276. }
  38277. }
  38278. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38279. import { Mesh } from "babylonjs/Meshes/mesh";
  38280. import { Behavior } from "babylonjs/Behaviors/behavior";
  38281. /**
  38282. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38283. */
  38284. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38285. private _dragBehaviorA;
  38286. private _dragBehaviorB;
  38287. private _startDistance;
  38288. private _initialScale;
  38289. private _targetScale;
  38290. private _ownerNode;
  38291. private _sceneRenderObserver;
  38292. /**
  38293. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38294. */
  38295. constructor();
  38296. /**
  38297. * The name of the behavior
  38298. */
  38299. readonly name: string;
  38300. /**
  38301. * Initializes the behavior
  38302. */
  38303. init(): void;
  38304. private _getCurrentDistance;
  38305. /**
  38306. * Attaches the scale behavior the passed in mesh
  38307. * @param ownerNode The mesh that will be scaled around once attached
  38308. */
  38309. attach(ownerNode: Mesh): void;
  38310. /**
  38311. * Detaches the behavior from the mesh
  38312. */
  38313. detach(): void;
  38314. }
  38315. }
  38316. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38317. import { Behavior } from "babylonjs/Behaviors/behavior";
  38318. import { Mesh } from "babylonjs/Meshes/mesh";
  38319. import { Observable } from "babylonjs/Misc/observable";
  38320. /**
  38321. * 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
  38322. */
  38323. export class SixDofDragBehavior implements Behavior<Mesh> {
  38324. private static _virtualScene;
  38325. private _ownerNode;
  38326. private _sceneRenderObserver;
  38327. private _scene;
  38328. private _targetPosition;
  38329. private _virtualOriginMesh;
  38330. private _virtualDragMesh;
  38331. private _pointerObserver;
  38332. private _moving;
  38333. private _startingOrientation;
  38334. /**
  38335. * 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)
  38336. */
  38337. private zDragFactor;
  38338. /**
  38339. * If the object should rotate to face the drag origin
  38340. */
  38341. rotateDraggedObject: boolean;
  38342. /**
  38343. * If the behavior is currently in a dragging state
  38344. */
  38345. dragging: boolean;
  38346. /**
  38347. * 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)
  38348. */
  38349. dragDeltaRatio: number;
  38350. /**
  38351. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38352. */
  38353. currentDraggingPointerID: number;
  38354. /**
  38355. * If camera controls should be detached during the drag
  38356. */
  38357. detachCameraControls: boolean;
  38358. /**
  38359. * Fires each time a drag starts
  38360. */
  38361. onDragStartObservable: Observable<{}>;
  38362. /**
  38363. * Fires each time a drag ends (eg. mouse release after drag)
  38364. */
  38365. onDragEndObservable: Observable<{}>;
  38366. /**
  38367. * 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
  38368. */
  38369. constructor();
  38370. /**
  38371. * The name of the behavior
  38372. */
  38373. readonly name: string;
  38374. /**
  38375. * Initializes the behavior
  38376. */
  38377. init(): void;
  38378. /**
  38379. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38380. */
  38381. private readonly _pointerCamera;
  38382. /**
  38383. * Attaches the scale behavior the passed in mesh
  38384. * @param ownerNode The mesh that will be scaled around once attached
  38385. */
  38386. attach(ownerNode: Mesh): void;
  38387. /**
  38388. * Detaches the behavior from the mesh
  38389. */
  38390. detach(): void;
  38391. }
  38392. }
  38393. declare module "babylonjs/Behaviors/Meshes/index" {
  38394. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38395. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38396. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38397. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38398. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38399. }
  38400. declare module "babylonjs/Behaviors/index" {
  38401. export * from "babylonjs/Behaviors/behavior";
  38402. export * from "babylonjs/Behaviors/Cameras/index";
  38403. export * from "babylonjs/Behaviors/Meshes/index";
  38404. }
  38405. declare module "babylonjs/Bones/boneIKController" {
  38406. import { Bone } from "babylonjs/Bones/bone";
  38407. import { Vector3 } from "babylonjs/Maths/math.vector";
  38408. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38409. import { Nullable } from "babylonjs/types";
  38410. /**
  38411. * Class used to apply inverse kinematics to bones
  38412. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38413. */
  38414. export class BoneIKController {
  38415. private static _tmpVecs;
  38416. private static _tmpQuat;
  38417. private static _tmpMats;
  38418. /**
  38419. * Gets or sets the target mesh
  38420. */
  38421. targetMesh: AbstractMesh;
  38422. /** Gets or sets the mesh used as pole */
  38423. poleTargetMesh: AbstractMesh;
  38424. /**
  38425. * Gets or sets the bone used as pole
  38426. */
  38427. poleTargetBone: Nullable<Bone>;
  38428. /**
  38429. * Gets or sets the target position
  38430. */
  38431. targetPosition: Vector3;
  38432. /**
  38433. * Gets or sets the pole target position
  38434. */
  38435. poleTargetPosition: Vector3;
  38436. /**
  38437. * Gets or sets the pole target local offset
  38438. */
  38439. poleTargetLocalOffset: Vector3;
  38440. /**
  38441. * Gets or sets the pole angle
  38442. */
  38443. poleAngle: number;
  38444. /**
  38445. * Gets or sets the mesh associated with the controller
  38446. */
  38447. mesh: AbstractMesh;
  38448. /**
  38449. * 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)
  38450. */
  38451. slerpAmount: number;
  38452. private _bone1Quat;
  38453. private _bone1Mat;
  38454. private _bone2Ang;
  38455. private _bone1;
  38456. private _bone2;
  38457. private _bone1Length;
  38458. private _bone2Length;
  38459. private _maxAngle;
  38460. private _maxReach;
  38461. private _rightHandedSystem;
  38462. private _bendAxis;
  38463. private _slerping;
  38464. private _adjustRoll;
  38465. /**
  38466. * Gets or sets maximum allowed angle
  38467. */
  38468. maxAngle: number;
  38469. /**
  38470. * Creates a new BoneIKController
  38471. * @param mesh defines the mesh to control
  38472. * @param bone defines the bone to control
  38473. * @param options defines options to set up the controller
  38474. */
  38475. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38476. targetMesh?: AbstractMesh;
  38477. poleTargetMesh?: AbstractMesh;
  38478. poleTargetBone?: Bone;
  38479. poleTargetLocalOffset?: Vector3;
  38480. poleAngle?: number;
  38481. bendAxis?: Vector3;
  38482. maxAngle?: number;
  38483. slerpAmount?: number;
  38484. });
  38485. private _setMaxAngle;
  38486. /**
  38487. * Force the controller to update the bones
  38488. */
  38489. update(): void;
  38490. }
  38491. }
  38492. declare module "babylonjs/Bones/boneLookController" {
  38493. import { Vector3 } from "babylonjs/Maths/math.vector";
  38494. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38495. import { Bone } from "babylonjs/Bones/bone";
  38496. import { Space } from "babylonjs/Maths/math.axis";
  38497. /**
  38498. * Class used to make a bone look toward a point in space
  38499. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38500. */
  38501. export class BoneLookController {
  38502. private static _tmpVecs;
  38503. private static _tmpQuat;
  38504. private static _tmpMats;
  38505. /**
  38506. * The target Vector3 that the bone will look at
  38507. */
  38508. target: Vector3;
  38509. /**
  38510. * The mesh that the bone is attached to
  38511. */
  38512. mesh: AbstractMesh;
  38513. /**
  38514. * The bone that will be looking to the target
  38515. */
  38516. bone: Bone;
  38517. /**
  38518. * The up axis of the coordinate system that is used when the bone is rotated
  38519. */
  38520. upAxis: Vector3;
  38521. /**
  38522. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38523. */
  38524. upAxisSpace: Space;
  38525. /**
  38526. * Used to make an adjustment to the yaw of the bone
  38527. */
  38528. adjustYaw: number;
  38529. /**
  38530. * Used to make an adjustment to the pitch of the bone
  38531. */
  38532. adjustPitch: number;
  38533. /**
  38534. * Used to make an adjustment to the roll of the bone
  38535. */
  38536. adjustRoll: number;
  38537. /**
  38538. * 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)
  38539. */
  38540. slerpAmount: number;
  38541. private _minYaw;
  38542. private _maxYaw;
  38543. private _minPitch;
  38544. private _maxPitch;
  38545. private _minYawSin;
  38546. private _minYawCos;
  38547. private _maxYawSin;
  38548. private _maxYawCos;
  38549. private _midYawConstraint;
  38550. private _minPitchTan;
  38551. private _maxPitchTan;
  38552. private _boneQuat;
  38553. private _slerping;
  38554. private _transformYawPitch;
  38555. private _transformYawPitchInv;
  38556. private _firstFrameSkipped;
  38557. private _yawRange;
  38558. private _fowardAxis;
  38559. /**
  38560. * Gets or sets the minimum yaw angle that the bone can look to
  38561. */
  38562. minYaw: number;
  38563. /**
  38564. * Gets or sets the maximum yaw angle that the bone can look to
  38565. */
  38566. maxYaw: number;
  38567. /**
  38568. * Gets or sets the minimum pitch angle that the bone can look to
  38569. */
  38570. minPitch: number;
  38571. /**
  38572. * Gets or sets the maximum pitch angle that the bone can look to
  38573. */
  38574. maxPitch: number;
  38575. /**
  38576. * Create a BoneLookController
  38577. * @param mesh the mesh that the bone belongs to
  38578. * @param bone the bone that will be looking to the target
  38579. * @param target the target Vector3 to look at
  38580. * @param options optional settings:
  38581. * * maxYaw: the maximum angle the bone will yaw to
  38582. * * minYaw: the minimum angle the bone will yaw to
  38583. * * maxPitch: the maximum angle the bone will pitch to
  38584. * * minPitch: the minimum angle the bone will yaw to
  38585. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38586. * * upAxis: the up axis of the coordinate system
  38587. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38588. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38589. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38590. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38591. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38592. * * adjustRoll: used to make an adjustment to the roll of the bone
  38593. **/
  38594. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38595. maxYaw?: number;
  38596. minYaw?: number;
  38597. maxPitch?: number;
  38598. minPitch?: number;
  38599. slerpAmount?: number;
  38600. upAxis?: Vector3;
  38601. upAxisSpace?: Space;
  38602. yawAxis?: Vector3;
  38603. pitchAxis?: Vector3;
  38604. adjustYaw?: number;
  38605. adjustPitch?: number;
  38606. adjustRoll?: number;
  38607. });
  38608. /**
  38609. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38610. */
  38611. update(): void;
  38612. private _getAngleDiff;
  38613. private _getAngleBetween;
  38614. private _isAngleBetween;
  38615. }
  38616. }
  38617. declare module "babylonjs/Bones/index" {
  38618. export * from "babylonjs/Bones/bone";
  38619. export * from "babylonjs/Bones/boneIKController";
  38620. export * from "babylonjs/Bones/boneLookController";
  38621. export * from "babylonjs/Bones/skeleton";
  38622. }
  38623. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38624. import { Nullable } from "babylonjs/types";
  38625. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38626. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38627. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38628. /**
  38629. * Manage the gamepad inputs to control an arc rotate camera.
  38630. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38631. */
  38632. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38633. /**
  38634. * Defines the camera the input is attached to.
  38635. */
  38636. camera: ArcRotateCamera;
  38637. /**
  38638. * Defines the gamepad the input is gathering event from.
  38639. */
  38640. gamepad: Nullable<Gamepad>;
  38641. /**
  38642. * Defines the gamepad rotation sensiblity.
  38643. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38644. */
  38645. gamepadRotationSensibility: number;
  38646. /**
  38647. * Defines the gamepad move sensiblity.
  38648. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38649. */
  38650. gamepadMoveSensibility: number;
  38651. private _yAxisScale;
  38652. /**
  38653. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  38654. */
  38655. invertYAxis: boolean;
  38656. private _onGamepadConnectedObserver;
  38657. private _onGamepadDisconnectedObserver;
  38658. /**
  38659. * Attach the input controls to a specific dom element to get the input from.
  38660. * @param element Defines the element the controls should be listened from
  38661. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38662. */
  38663. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38664. /**
  38665. * Detach the current controls from the specified dom element.
  38666. * @param element Defines the element to stop listening the inputs from
  38667. */
  38668. detachControl(element: Nullable<HTMLElement>): void;
  38669. /**
  38670. * Update the current camera state depending on the inputs that have been used this frame.
  38671. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38672. */
  38673. checkInputs(): void;
  38674. /**
  38675. * Gets the class name of the current intput.
  38676. * @returns the class name
  38677. */
  38678. getClassName(): string;
  38679. /**
  38680. * Get the friendly name associated with the input class.
  38681. * @returns the input friendly name
  38682. */
  38683. getSimpleName(): string;
  38684. }
  38685. }
  38686. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38687. import { Nullable } from "babylonjs/types";
  38688. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38689. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38690. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38691. interface ArcRotateCameraInputsManager {
  38692. /**
  38693. * Add orientation input support to the input manager.
  38694. * @returns the current input manager
  38695. */
  38696. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38697. }
  38698. }
  38699. /**
  38700. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38701. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38702. */
  38703. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38704. /**
  38705. * Defines the camera the input is attached to.
  38706. */
  38707. camera: ArcRotateCamera;
  38708. /**
  38709. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38710. */
  38711. alphaCorrection: number;
  38712. /**
  38713. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38714. */
  38715. gammaCorrection: number;
  38716. private _alpha;
  38717. private _gamma;
  38718. private _dirty;
  38719. private _deviceOrientationHandler;
  38720. /**
  38721. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38722. */
  38723. constructor();
  38724. /**
  38725. * Attach the input controls to a specific dom element to get the input from.
  38726. * @param element Defines the element the controls should be listened from
  38727. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38728. */
  38729. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38730. /** @hidden */
  38731. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38732. /**
  38733. * Update the current camera state depending on the inputs that have been used this frame.
  38734. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38735. */
  38736. checkInputs(): void;
  38737. /**
  38738. * Detach the current controls from the specified dom element.
  38739. * @param element Defines the element to stop listening the inputs from
  38740. */
  38741. detachControl(element: Nullable<HTMLElement>): void;
  38742. /**
  38743. * Gets the class name of the current intput.
  38744. * @returns the class name
  38745. */
  38746. getClassName(): string;
  38747. /**
  38748. * Get the friendly name associated with the input class.
  38749. * @returns the input friendly name
  38750. */
  38751. getSimpleName(): string;
  38752. }
  38753. }
  38754. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38755. import { Nullable } from "babylonjs/types";
  38756. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38757. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38758. /**
  38759. * Listen to mouse events to control the camera.
  38760. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38761. */
  38762. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38763. /**
  38764. * Defines the camera the input is attached to.
  38765. */
  38766. camera: FlyCamera;
  38767. /**
  38768. * Defines if touch is enabled. (Default is true.)
  38769. */
  38770. touchEnabled: boolean;
  38771. /**
  38772. * Defines the buttons associated with the input to handle camera rotation.
  38773. */
  38774. buttons: number[];
  38775. /**
  38776. * Assign buttons for Yaw control.
  38777. */
  38778. buttonsYaw: number[];
  38779. /**
  38780. * Assign buttons for Pitch control.
  38781. */
  38782. buttonsPitch: number[];
  38783. /**
  38784. * Assign buttons for Roll control.
  38785. */
  38786. buttonsRoll: number[];
  38787. /**
  38788. * Detect if any button is being pressed while mouse is moved.
  38789. * -1 = Mouse locked.
  38790. * 0 = Left button.
  38791. * 1 = Middle Button.
  38792. * 2 = Right Button.
  38793. */
  38794. activeButton: number;
  38795. /**
  38796. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38797. * Higher values reduce its sensitivity.
  38798. */
  38799. angularSensibility: number;
  38800. private _mousemoveCallback;
  38801. private _observer;
  38802. private _rollObserver;
  38803. private previousPosition;
  38804. private noPreventDefault;
  38805. private element;
  38806. /**
  38807. * Listen to mouse events to control the camera.
  38808. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38809. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38810. */
  38811. constructor(touchEnabled?: boolean);
  38812. /**
  38813. * Attach the mouse control to the HTML DOM element.
  38814. * @param element Defines the element that listens to the input events.
  38815. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38816. */
  38817. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38818. /**
  38819. * Detach the current controls from the specified dom element.
  38820. * @param element Defines the element to stop listening the inputs from
  38821. */
  38822. detachControl(element: Nullable<HTMLElement>): void;
  38823. /**
  38824. * Gets the class name of the current input.
  38825. * @returns the class name.
  38826. */
  38827. getClassName(): string;
  38828. /**
  38829. * Get the friendly name associated with the input class.
  38830. * @returns the input's friendly name.
  38831. */
  38832. getSimpleName(): string;
  38833. private _pointerInput;
  38834. private _onMouseMove;
  38835. /**
  38836. * Rotate camera by mouse offset.
  38837. */
  38838. private rotateCamera;
  38839. }
  38840. }
  38841. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38842. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38843. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38844. /**
  38845. * Default Inputs manager for the FlyCamera.
  38846. * It groups all the default supported inputs for ease of use.
  38847. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38848. */
  38849. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38850. /**
  38851. * Instantiates a new FlyCameraInputsManager.
  38852. * @param camera Defines the camera the inputs belong to.
  38853. */
  38854. constructor(camera: FlyCamera);
  38855. /**
  38856. * Add keyboard input support to the input manager.
  38857. * @returns the new FlyCameraKeyboardMoveInput().
  38858. */
  38859. addKeyboard(): FlyCameraInputsManager;
  38860. /**
  38861. * Add mouse input support to the input manager.
  38862. * @param touchEnabled Enable touch screen support.
  38863. * @returns the new FlyCameraMouseInput().
  38864. */
  38865. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38866. }
  38867. }
  38868. declare module "babylonjs/Cameras/flyCamera" {
  38869. import { Scene } from "babylonjs/scene";
  38870. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38871. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38872. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38873. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38874. /**
  38875. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38876. * such as in a 3D Space Shooter or a Flight Simulator.
  38877. */
  38878. export class FlyCamera extends TargetCamera {
  38879. /**
  38880. * Define the collision ellipsoid of the camera.
  38881. * This is helpful for simulating a camera body, like a player's body.
  38882. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38883. */
  38884. ellipsoid: Vector3;
  38885. /**
  38886. * Define an offset for the position of the ellipsoid around the camera.
  38887. * This can be helpful if the camera is attached away from the player's body center,
  38888. * such as at its head.
  38889. */
  38890. ellipsoidOffset: Vector3;
  38891. /**
  38892. * Enable or disable collisions of the camera with the rest of the scene objects.
  38893. */
  38894. checkCollisions: boolean;
  38895. /**
  38896. * Enable or disable gravity on the camera.
  38897. */
  38898. applyGravity: boolean;
  38899. /**
  38900. * Define the current direction the camera is moving to.
  38901. */
  38902. cameraDirection: Vector3;
  38903. /**
  38904. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38905. * This overrides and empties cameraRotation.
  38906. */
  38907. rotationQuaternion: Quaternion;
  38908. /**
  38909. * Track Roll to maintain the wanted Rolling when looking around.
  38910. */
  38911. _trackRoll: number;
  38912. /**
  38913. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38914. */
  38915. rollCorrect: number;
  38916. /**
  38917. * Mimic a banked turn, Rolling the camera when Yawing.
  38918. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38919. */
  38920. bankedTurn: boolean;
  38921. /**
  38922. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38923. */
  38924. bankedTurnLimit: number;
  38925. /**
  38926. * Value of 0 disables the banked Roll.
  38927. * Value of 1 is equal to the Yaw angle in radians.
  38928. */
  38929. bankedTurnMultiplier: number;
  38930. /**
  38931. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38932. */
  38933. inputs: FlyCameraInputsManager;
  38934. /**
  38935. * Gets the input sensibility for mouse input.
  38936. * Higher values reduce sensitivity.
  38937. */
  38938. /**
  38939. * Sets the input sensibility for a mouse input.
  38940. * Higher values reduce sensitivity.
  38941. */
  38942. angularSensibility: number;
  38943. /**
  38944. * Get the keys for camera movement forward.
  38945. */
  38946. /**
  38947. * Set the keys for camera movement forward.
  38948. */
  38949. keysForward: number[];
  38950. /**
  38951. * Get the keys for camera movement backward.
  38952. */
  38953. keysBackward: number[];
  38954. /**
  38955. * Get the keys for camera movement up.
  38956. */
  38957. /**
  38958. * Set the keys for camera movement up.
  38959. */
  38960. keysUp: number[];
  38961. /**
  38962. * Get the keys for camera movement down.
  38963. */
  38964. /**
  38965. * Set the keys for camera movement down.
  38966. */
  38967. keysDown: number[];
  38968. /**
  38969. * Get the keys for camera movement left.
  38970. */
  38971. /**
  38972. * Set the keys for camera movement left.
  38973. */
  38974. keysLeft: number[];
  38975. /**
  38976. * Set the keys for camera movement right.
  38977. */
  38978. /**
  38979. * Set the keys for camera movement right.
  38980. */
  38981. keysRight: number[];
  38982. /**
  38983. * Event raised when the camera collides with a mesh in the scene.
  38984. */
  38985. onCollide: (collidedMesh: AbstractMesh) => void;
  38986. private _collider;
  38987. private _needMoveForGravity;
  38988. private _oldPosition;
  38989. private _diffPosition;
  38990. private _newPosition;
  38991. /** @hidden */
  38992. _localDirection: Vector3;
  38993. /** @hidden */
  38994. _transformedDirection: Vector3;
  38995. /**
  38996. * Instantiates a FlyCamera.
  38997. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38998. * such as in a 3D Space Shooter or a Flight Simulator.
  38999. * @param name Define the name of the camera in the scene.
  39000. * @param position Define the starting position of the camera in the scene.
  39001. * @param scene Define the scene the camera belongs to.
  39002. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39003. */
  39004. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39005. /**
  39006. * Attach a control to the HTML DOM element.
  39007. * @param element Defines the element that listens to the input events.
  39008. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39009. */
  39010. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39011. /**
  39012. * Detach a control from the HTML DOM element.
  39013. * The camera will stop reacting to that input.
  39014. * @param element Defines the element that listens to the input events.
  39015. */
  39016. detachControl(element: HTMLElement): void;
  39017. private _collisionMask;
  39018. /**
  39019. * Get the mask that the camera ignores in collision events.
  39020. */
  39021. /**
  39022. * Set the mask that the camera ignores in collision events.
  39023. */
  39024. collisionMask: number;
  39025. /** @hidden */
  39026. _collideWithWorld(displacement: Vector3): void;
  39027. /** @hidden */
  39028. private _onCollisionPositionChange;
  39029. /** @hidden */
  39030. _checkInputs(): void;
  39031. /** @hidden */
  39032. _decideIfNeedsToMove(): boolean;
  39033. /** @hidden */
  39034. _updatePosition(): void;
  39035. /**
  39036. * Restore the Roll to its target value at the rate specified.
  39037. * @param rate - Higher means slower restoring.
  39038. * @hidden
  39039. */
  39040. restoreRoll(rate: number): void;
  39041. /**
  39042. * Destroy the camera and release the current resources held by it.
  39043. */
  39044. dispose(): void;
  39045. /**
  39046. * Get the current object class name.
  39047. * @returns the class name.
  39048. */
  39049. getClassName(): string;
  39050. }
  39051. }
  39052. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39053. import { Nullable } from "babylonjs/types";
  39054. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39055. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39056. /**
  39057. * Listen to keyboard events to control the camera.
  39058. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39059. */
  39060. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39061. /**
  39062. * Defines the camera the input is attached to.
  39063. */
  39064. camera: FlyCamera;
  39065. /**
  39066. * The list of keyboard keys used to control the forward move of the camera.
  39067. */
  39068. keysForward: number[];
  39069. /**
  39070. * The list of keyboard keys used to control the backward move of the camera.
  39071. */
  39072. keysBackward: number[];
  39073. /**
  39074. * The list of keyboard keys used to control the forward move of the camera.
  39075. */
  39076. keysUp: number[];
  39077. /**
  39078. * The list of keyboard keys used to control the backward move of the camera.
  39079. */
  39080. keysDown: number[];
  39081. /**
  39082. * The list of keyboard keys used to control the right strafe move of the camera.
  39083. */
  39084. keysRight: number[];
  39085. /**
  39086. * The list of keyboard keys used to control the left strafe move of the camera.
  39087. */
  39088. keysLeft: number[];
  39089. private _keys;
  39090. private _onCanvasBlurObserver;
  39091. private _onKeyboardObserver;
  39092. private _engine;
  39093. private _scene;
  39094. /**
  39095. * Attach the input controls to a specific dom element to get the input from.
  39096. * @param element Defines the element the controls should be listened from
  39097. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39098. */
  39099. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39100. /**
  39101. * Detach the current controls from the specified dom element.
  39102. * @param element Defines the element to stop listening the inputs from
  39103. */
  39104. detachControl(element: Nullable<HTMLElement>): void;
  39105. /**
  39106. * Gets the class name of the current intput.
  39107. * @returns the class name
  39108. */
  39109. getClassName(): string;
  39110. /** @hidden */
  39111. _onLostFocus(e: FocusEvent): void;
  39112. /**
  39113. * Get the friendly name associated with the input class.
  39114. * @returns the input friendly name
  39115. */
  39116. getSimpleName(): string;
  39117. /**
  39118. * Update the current camera state depending on the inputs that have been used this frame.
  39119. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39120. */
  39121. checkInputs(): void;
  39122. }
  39123. }
  39124. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39125. import { Nullable } from "babylonjs/types";
  39126. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39127. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39128. /**
  39129. * Manage the mouse wheel inputs to control a follow camera.
  39130. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39131. */
  39132. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39133. /**
  39134. * Defines the camera the input is attached to.
  39135. */
  39136. camera: FollowCamera;
  39137. /**
  39138. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39139. */
  39140. axisControlRadius: boolean;
  39141. /**
  39142. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39143. */
  39144. axisControlHeight: boolean;
  39145. /**
  39146. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39147. */
  39148. axisControlRotation: boolean;
  39149. /**
  39150. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39151. * relation to mouseWheel events.
  39152. */
  39153. wheelPrecision: number;
  39154. /**
  39155. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39156. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39157. */
  39158. wheelDeltaPercentage: number;
  39159. private _wheel;
  39160. private _observer;
  39161. /**
  39162. * Attach the input controls to a specific dom element to get the input from.
  39163. * @param element Defines the element the controls should be listened from
  39164. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39165. */
  39166. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39167. /**
  39168. * Detach the current controls from the specified dom element.
  39169. * @param element Defines the element to stop listening the inputs from
  39170. */
  39171. detachControl(element: Nullable<HTMLElement>): void;
  39172. /**
  39173. * Gets the class name of the current intput.
  39174. * @returns the class name
  39175. */
  39176. getClassName(): string;
  39177. /**
  39178. * Get the friendly name associated with the input class.
  39179. * @returns the input friendly name
  39180. */
  39181. getSimpleName(): string;
  39182. }
  39183. }
  39184. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39185. import { Nullable } from "babylonjs/types";
  39186. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39187. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39188. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39189. /**
  39190. * Manage the pointers inputs to control an follow camera.
  39191. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39192. */
  39193. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39194. /**
  39195. * Defines the camera the input is attached to.
  39196. */
  39197. camera: FollowCamera;
  39198. /**
  39199. * Gets the class name of the current input.
  39200. * @returns the class name
  39201. */
  39202. getClassName(): string;
  39203. /**
  39204. * Defines the pointer angular sensibility along the X axis or how fast is
  39205. * the camera rotating.
  39206. * A negative number will reverse the axis direction.
  39207. */
  39208. angularSensibilityX: number;
  39209. /**
  39210. * Defines the pointer angular sensibility along the Y axis or how fast is
  39211. * the camera rotating.
  39212. * A negative number will reverse the axis direction.
  39213. */
  39214. angularSensibilityY: number;
  39215. /**
  39216. * Defines the pointer pinch precision or how fast is the camera zooming.
  39217. * A negative number will reverse the axis direction.
  39218. */
  39219. pinchPrecision: number;
  39220. /**
  39221. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39222. * from 0.
  39223. * It defines the percentage of current camera.radius to use as delta when
  39224. * pinch zoom is used.
  39225. */
  39226. pinchDeltaPercentage: number;
  39227. /**
  39228. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39229. */
  39230. axisXControlRadius: boolean;
  39231. /**
  39232. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39233. */
  39234. axisXControlHeight: boolean;
  39235. /**
  39236. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39237. */
  39238. axisXControlRotation: boolean;
  39239. /**
  39240. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39241. */
  39242. axisYControlRadius: boolean;
  39243. /**
  39244. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39245. */
  39246. axisYControlHeight: boolean;
  39247. /**
  39248. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39249. */
  39250. axisYControlRotation: boolean;
  39251. /**
  39252. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39253. */
  39254. axisPinchControlRadius: boolean;
  39255. /**
  39256. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39257. */
  39258. axisPinchControlHeight: boolean;
  39259. /**
  39260. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39261. */
  39262. axisPinchControlRotation: boolean;
  39263. /**
  39264. * Log error messages if basic misconfiguration has occurred.
  39265. */
  39266. warningEnable: boolean;
  39267. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39268. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39269. private _warningCounter;
  39270. private _warning;
  39271. }
  39272. }
  39273. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39274. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39275. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39276. /**
  39277. * Default Inputs manager for the FollowCamera.
  39278. * It groups all the default supported inputs for ease of use.
  39279. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39280. */
  39281. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39282. /**
  39283. * Instantiates a new FollowCameraInputsManager.
  39284. * @param camera Defines the camera the inputs belong to
  39285. */
  39286. constructor(camera: FollowCamera);
  39287. /**
  39288. * Add keyboard input support to the input manager.
  39289. * @returns the current input manager
  39290. */
  39291. addKeyboard(): FollowCameraInputsManager;
  39292. /**
  39293. * Add mouse wheel input support to the input manager.
  39294. * @returns the current input manager
  39295. */
  39296. addMouseWheel(): FollowCameraInputsManager;
  39297. /**
  39298. * Add pointers input support to the input manager.
  39299. * @returns the current input manager
  39300. */
  39301. addPointers(): FollowCameraInputsManager;
  39302. /**
  39303. * Add orientation input support to the input manager.
  39304. * @returns the current input manager
  39305. */
  39306. addVRDeviceOrientation(): FollowCameraInputsManager;
  39307. }
  39308. }
  39309. declare module "babylonjs/Cameras/followCamera" {
  39310. import { Nullable } from "babylonjs/types";
  39311. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39312. import { Scene } from "babylonjs/scene";
  39313. import { Vector3 } from "babylonjs/Maths/math.vector";
  39314. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39315. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39316. /**
  39317. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39318. * an arc rotate version arcFollowCamera are available.
  39319. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39320. */
  39321. export class FollowCamera extends TargetCamera {
  39322. /**
  39323. * Distance the follow camera should follow an object at
  39324. */
  39325. radius: number;
  39326. /**
  39327. * Minimum allowed distance of the camera to the axis of rotation
  39328. * (The camera can not get closer).
  39329. * This can help limiting how the Camera is able to move in the scene.
  39330. */
  39331. lowerRadiusLimit: Nullable<number>;
  39332. /**
  39333. * Maximum allowed distance of the camera to the axis of rotation
  39334. * (The camera can not get further).
  39335. * This can help limiting how the Camera is able to move in the scene.
  39336. */
  39337. upperRadiusLimit: Nullable<number>;
  39338. /**
  39339. * Define a rotation offset between the camera and the object it follows
  39340. */
  39341. rotationOffset: number;
  39342. /**
  39343. * Minimum allowed angle to camera position relative to target object.
  39344. * This can help limiting how the Camera is able to move in the scene.
  39345. */
  39346. lowerRotationOffsetLimit: Nullable<number>;
  39347. /**
  39348. * Maximum allowed angle to camera position relative to target object.
  39349. * This can help limiting how the Camera is able to move in the scene.
  39350. */
  39351. upperRotationOffsetLimit: Nullable<number>;
  39352. /**
  39353. * Define a height offset between the camera and the object it follows.
  39354. * It can help following an object from the top (like a car chaing a plane)
  39355. */
  39356. heightOffset: number;
  39357. /**
  39358. * Minimum allowed height of camera position relative to target object.
  39359. * This can help limiting how the Camera is able to move in the scene.
  39360. */
  39361. lowerHeightOffsetLimit: Nullable<number>;
  39362. /**
  39363. * Maximum allowed height of camera position relative to target object.
  39364. * This can help limiting how the Camera is able to move in the scene.
  39365. */
  39366. upperHeightOffsetLimit: Nullable<number>;
  39367. /**
  39368. * Define how fast the camera can accelerate to follow it s target.
  39369. */
  39370. cameraAcceleration: number;
  39371. /**
  39372. * Define the speed limit of the camera following an object.
  39373. */
  39374. maxCameraSpeed: number;
  39375. /**
  39376. * Define the target of the camera.
  39377. */
  39378. lockedTarget: Nullable<AbstractMesh>;
  39379. /**
  39380. * Defines the input associated with the camera.
  39381. */
  39382. inputs: FollowCameraInputsManager;
  39383. /**
  39384. * Instantiates the follow camera.
  39385. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39386. * @param name Define the name of the camera in the scene
  39387. * @param position Define the position of the camera
  39388. * @param scene Define the scene the camera belong to
  39389. * @param lockedTarget Define the target of the camera
  39390. */
  39391. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39392. private _follow;
  39393. /**
  39394. * Attached controls to the current camera.
  39395. * @param element Defines the element the controls should be listened from
  39396. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39397. */
  39398. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39399. /**
  39400. * Detach the current controls from the camera.
  39401. * The camera will stop reacting to inputs.
  39402. * @param element Defines the element to stop listening the inputs from
  39403. */
  39404. detachControl(element: HTMLElement): void;
  39405. /** @hidden */
  39406. _checkInputs(): void;
  39407. private _checkLimits;
  39408. /**
  39409. * Gets the camera class name.
  39410. * @returns the class name
  39411. */
  39412. getClassName(): string;
  39413. }
  39414. /**
  39415. * Arc Rotate version of the follow camera.
  39416. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39417. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39418. */
  39419. export class ArcFollowCamera extends TargetCamera {
  39420. /** The longitudinal angle of the camera */
  39421. alpha: number;
  39422. /** The latitudinal angle of the camera */
  39423. beta: number;
  39424. /** The radius of the camera from its target */
  39425. radius: number;
  39426. /** Define the camera target (the messh it should follow) */
  39427. target: Nullable<AbstractMesh>;
  39428. private _cartesianCoordinates;
  39429. /**
  39430. * Instantiates a new ArcFollowCamera
  39431. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39432. * @param name Define the name of the camera
  39433. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39434. * @param beta Define the rotation angle of the camera around the elevation axis
  39435. * @param radius Define the radius of the camera from its target point
  39436. * @param target Define the target of the camera
  39437. * @param scene Define the scene the camera belongs to
  39438. */
  39439. constructor(name: string,
  39440. /** The longitudinal angle of the camera */
  39441. alpha: number,
  39442. /** The latitudinal angle of the camera */
  39443. beta: number,
  39444. /** The radius of the camera from its target */
  39445. radius: number,
  39446. /** Define the camera target (the messh it should follow) */
  39447. target: Nullable<AbstractMesh>, scene: Scene);
  39448. private _follow;
  39449. /** @hidden */
  39450. _checkInputs(): void;
  39451. /**
  39452. * Returns the class name of the object.
  39453. * It is mostly used internally for serialization purposes.
  39454. */
  39455. getClassName(): string;
  39456. }
  39457. }
  39458. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39459. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39460. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39461. import { Nullable } from "babylonjs/types";
  39462. /**
  39463. * Manage the keyboard inputs to control the movement of a follow camera.
  39464. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39465. */
  39466. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39467. /**
  39468. * Defines the camera the input is attached to.
  39469. */
  39470. camera: FollowCamera;
  39471. /**
  39472. * Defines the list of key codes associated with the up action (increase heightOffset)
  39473. */
  39474. keysHeightOffsetIncr: number[];
  39475. /**
  39476. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39477. */
  39478. keysHeightOffsetDecr: number[];
  39479. /**
  39480. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39481. */
  39482. keysHeightOffsetModifierAlt: boolean;
  39483. /**
  39484. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39485. */
  39486. keysHeightOffsetModifierCtrl: boolean;
  39487. /**
  39488. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39489. */
  39490. keysHeightOffsetModifierShift: boolean;
  39491. /**
  39492. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39493. */
  39494. keysRotationOffsetIncr: number[];
  39495. /**
  39496. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39497. */
  39498. keysRotationOffsetDecr: number[];
  39499. /**
  39500. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39501. */
  39502. keysRotationOffsetModifierAlt: boolean;
  39503. /**
  39504. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39505. */
  39506. keysRotationOffsetModifierCtrl: boolean;
  39507. /**
  39508. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39509. */
  39510. keysRotationOffsetModifierShift: boolean;
  39511. /**
  39512. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39513. */
  39514. keysRadiusIncr: number[];
  39515. /**
  39516. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39517. */
  39518. keysRadiusDecr: number[];
  39519. /**
  39520. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39521. */
  39522. keysRadiusModifierAlt: boolean;
  39523. /**
  39524. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39525. */
  39526. keysRadiusModifierCtrl: boolean;
  39527. /**
  39528. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39529. */
  39530. keysRadiusModifierShift: boolean;
  39531. /**
  39532. * Defines the rate of change of heightOffset.
  39533. */
  39534. heightSensibility: number;
  39535. /**
  39536. * Defines the rate of change of rotationOffset.
  39537. */
  39538. rotationSensibility: number;
  39539. /**
  39540. * Defines the rate of change of radius.
  39541. */
  39542. radiusSensibility: number;
  39543. private _keys;
  39544. private _ctrlPressed;
  39545. private _altPressed;
  39546. private _shiftPressed;
  39547. private _onCanvasBlurObserver;
  39548. private _onKeyboardObserver;
  39549. private _engine;
  39550. private _scene;
  39551. /**
  39552. * Attach the input controls to a specific dom element to get the input from.
  39553. * @param element Defines the element the controls should be listened from
  39554. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39555. */
  39556. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39557. /**
  39558. * Detach the current controls from the specified dom element.
  39559. * @param element Defines the element to stop listening the inputs from
  39560. */
  39561. detachControl(element: Nullable<HTMLElement>): void;
  39562. /**
  39563. * Update the current camera state depending on the inputs that have been used this frame.
  39564. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39565. */
  39566. checkInputs(): void;
  39567. /**
  39568. * Gets the class name of the current input.
  39569. * @returns the class name
  39570. */
  39571. getClassName(): string;
  39572. /**
  39573. * Get the friendly name associated with the input class.
  39574. * @returns the input friendly name
  39575. */
  39576. getSimpleName(): string;
  39577. /**
  39578. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39579. * allow modification of the heightOffset value.
  39580. */
  39581. private _modifierHeightOffset;
  39582. /**
  39583. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39584. * allow modification of the rotationOffset value.
  39585. */
  39586. private _modifierRotationOffset;
  39587. /**
  39588. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39589. * allow modification of the radius value.
  39590. */
  39591. private _modifierRadius;
  39592. }
  39593. }
  39594. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39595. import { Nullable } from "babylonjs/types";
  39596. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39597. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39598. import { Observable } from "babylonjs/Misc/observable";
  39599. module "babylonjs/Cameras/freeCameraInputsManager" {
  39600. interface FreeCameraInputsManager {
  39601. /**
  39602. * @hidden
  39603. */
  39604. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39605. /**
  39606. * Add orientation input support to the input manager.
  39607. * @returns the current input manager
  39608. */
  39609. addDeviceOrientation(): FreeCameraInputsManager;
  39610. }
  39611. }
  39612. /**
  39613. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39614. * Screen rotation is taken into account.
  39615. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39616. */
  39617. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39618. private _camera;
  39619. private _screenOrientationAngle;
  39620. private _constantTranform;
  39621. private _screenQuaternion;
  39622. private _alpha;
  39623. private _beta;
  39624. private _gamma;
  39625. /**
  39626. * Can be used to detect if a device orientation sensor is availible on a device
  39627. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39628. * @returns a promise that will resolve on orientation change
  39629. */
  39630. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39631. /**
  39632. * @hidden
  39633. */
  39634. _onDeviceOrientationChangedObservable: Observable<void>;
  39635. /**
  39636. * Instantiates a new input
  39637. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39638. */
  39639. constructor();
  39640. /**
  39641. * Define the camera controlled by the input.
  39642. */
  39643. camera: FreeCamera;
  39644. /**
  39645. * Attach the input controls to a specific dom element to get the input from.
  39646. * @param element Defines the element the controls should be listened from
  39647. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39648. */
  39649. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39650. private _orientationChanged;
  39651. private _deviceOrientation;
  39652. /**
  39653. * Detach the current controls from the specified dom element.
  39654. * @param element Defines the element to stop listening the inputs from
  39655. */
  39656. detachControl(element: Nullable<HTMLElement>): void;
  39657. /**
  39658. * Update the current camera state depending on the inputs that have been used this frame.
  39659. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39660. */
  39661. checkInputs(): void;
  39662. /**
  39663. * Gets the class name of the current intput.
  39664. * @returns the class name
  39665. */
  39666. getClassName(): string;
  39667. /**
  39668. * Get the friendly name associated with the input class.
  39669. * @returns the input friendly name
  39670. */
  39671. getSimpleName(): string;
  39672. }
  39673. }
  39674. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39675. import { Nullable } from "babylonjs/types";
  39676. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39677. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39678. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39679. /**
  39680. * Manage the gamepad inputs to control a free camera.
  39681. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39682. */
  39683. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39684. /**
  39685. * Define the camera the input is attached to.
  39686. */
  39687. camera: FreeCamera;
  39688. /**
  39689. * Define the Gamepad controlling the input
  39690. */
  39691. gamepad: Nullable<Gamepad>;
  39692. /**
  39693. * Defines the gamepad rotation sensiblity.
  39694. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39695. */
  39696. gamepadAngularSensibility: number;
  39697. /**
  39698. * Defines the gamepad move sensiblity.
  39699. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39700. */
  39701. gamepadMoveSensibility: number;
  39702. private _yAxisScale;
  39703. /**
  39704. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39705. */
  39706. invertYAxis: boolean;
  39707. private _onGamepadConnectedObserver;
  39708. private _onGamepadDisconnectedObserver;
  39709. private _cameraTransform;
  39710. private _deltaTransform;
  39711. private _vector3;
  39712. private _vector2;
  39713. /**
  39714. * Attach the input controls to a specific dom element to get the input from.
  39715. * @param element Defines the element the controls should be listened from
  39716. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39717. */
  39718. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39719. /**
  39720. * Detach the current controls from the specified dom element.
  39721. * @param element Defines the element to stop listening the inputs from
  39722. */
  39723. detachControl(element: Nullable<HTMLElement>): void;
  39724. /**
  39725. * Update the current camera state depending on the inputs that have been used this frame.
  39726. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39727. */
  39728. checkInputs(): void;
  39729. /**
  39730. * Gets the class name of the current intput.
  39731. * @returns the class name
  39732. */
  39733. getClassName(): string;
  39734. /**
  39735. * Get the friendly name associated with the input class.
  39736. * @returns the input friendly name
  39737. */
  39738. getSimpleName(): string;
  39739. }
  39740. }
  39741. declare module "babylonjs/Misc/virtualJoystick" {
  39742. import { Nullable } from "babylonjs/types";
  39743. import { Vector3 } from "babylonjs/Maths/math.vector";
  39744. /**
  39745. * Defines the potential axis of a Joystick
  39746. */
  39747. export enum JoystickAxis {
  39748. /** X axis */
  39749. X = 0,
  39750. /** Y axis */
  39751. Y = 1,
  39752. /** Z axis */
  39753. Z = 2
  39754. }
  39755. /**
  39756. * Class used to define virtual joystick (used in touch mode)
  39757. */
  39758. export class VirtualJoystick {
  39759. /**
  39760. * Gets or sets a boolean indicating that left and right values must be inverted
  39761. */
  39762. reverseLeftRight: boolean;
  39763. /**
  39764. * Gets or sets a boolean indicating that up and down values must be inverted
  39765. */
  39766. reverseUpDown: boolean;
  39767. /**
  39768. * Gets the offset value for the position (ie. the change of the position value)
  39769. */
  39770. deltaPosition: Vector3;
  39771. /**
  39772. * Gets a boolean indicating if the virtual joystick was pressed
  39773. */
  39774. pressed: boolean;
  39775. /**
  39776. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39777. */
  39778. static Canvas: Nullable<HTMLCanvasElement>;
  39779. private static _globalJoystickIndex;
  39780. private static vjCanvasContext;
  39781. private static vjCanvasWidth;
  39782. private static vjCanvasHeight;
  39783. private static halfWidth;
  39784. private _action;
  39785. private _axisTargetedByLeftAndRight;
  39786. private _axisTargetedByUpAndDown;
  39787. private _joystickSensibility;
  39788. private _inversedSensibility;
  39789. private _joystickPointerID;
  39790. private _joystickColor;
  39791. private _joystickPointerPos;
  39792. private _joystickPreviousPointerPos;
  39793. private _joystickPointerStartPos;
  39794. private _deltaJoystickVector;
  39795. private _leftJoystick;
  39796. private _touches;
  39797. private _onPointerDownHandlerRef;
  39798. private _onPointerMoveHandlerRef;
  39799. private _onPointerUpHandlerRef;
  39800. private _onResize;
  39801. /**
  39802. * Creates a new virtual joystick
  39803. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39804. */
  39805. constructor(leftJoystick?: boolean);
  39806. /**
  39807. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39808. * @param newJoystickSensibility defines the new sensibility
  39809. */
  39810. setJoystickSensibility(newJoystickSensibility: number): void;
  39811. private _onPointerDown;
  39812. private _onPointerMove;
  39813. private _onPointerUp;
  39814. /**
  39815. * Change the color of the virtual joystick
  39816. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39817. */
  39818. setJoystickColor(newColor: string): void;
  39819. /**
  39820. * Defines a callback to call when the joystick is touched
  39821. * @param action defines the callback
  39822. */
  39823. setActionOnTouch(action: () => any): void;
  39824. /**
  39825. * Defines which axis you'd like to control for left & right
  39826. * @param axis defines the axis to use
  39827. */
  39828. setAxisForLeftRight(axis: JoystickAxis): void;
  39829. /**
  39830. * Defines which axis you'd like to control for up & down
  39831. * @param axis defines the axis to use
  39832. */
  39833. setAxisForUpDown(axis: JoystickAxis): void;
  39834. private _drawVirtualJoystick;
  39835. /**
  39836. * Release internal HTML canvas
  39837. */
  39838. releaseCanvas(): void;
  39839. }
  39840. }
  39841. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39842. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39843. import { Nullable } from "babylonjs/types";
  39844. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39845. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39846. module "babylonjs/Cameras/freeCameraInputsManager" {
  39847. interface FreeCameraInputsManager {
  39848. /**
  39849. * Add virtual joystick input support to the input manager.
  39850. * @returns the current input manager
  39851. */
  39852. addVirtualJoystick(): FreeCameraInputsManager;
  39853. }
  39854. }
  39855. /**
  39856. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39857. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39858. */
  39859. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39860. /**
  39861. * Defines the camera the input is attached to.
  39862. */
  39863. camera: FreeCamera;
  39864. private _leftjoystick;
  39865. private _rightjoystick;
  39866. /**
  39867. * Gets the left stick of the virtual joystick.
  39868. * @returns The virtual Joystick
  39869. */
  39870. getLeftJoystick(): VirtualJoystick;
  39871. /**
  39872. * Gets the right stick of the virtual joystick.
  39873. * @returns The virtual Joystick
  39874. */
  39875. getRightJoystick(): VirtualJoystick;
  39876. /**
  39877. * Update the current camera state depending on the inputs that have been used this frame.
  39878. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39879. */
  39880. checkInputs(): void;
  39881. /**
  39882. * Attach the input controls to a specific dom element to get the input from.
  39883. * @param element Defines the element the controls should be listened from
  39884. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39885. */
  39886. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39887. /**
  39888. * Detach the current controls from the specified dom element.
  39889. * @param element Defines the element to stop listening the inputs from
  39890. */
  39891. detachControl(element: Nullable<HTMLElement>): void;
  39892. /**
  39893. * Gets the class name of the current intput.
  39894. * @returns the class name
  39895. */
  39896. getClassName(): string;
  39897. /**
  39898. * Get the friendly name associated with the input class.
  39899. * @returns the input friendly name
  39900. */
  39901. getSimpleName(): string;
  39902. }
  39903. }
  39904. declare module "babylonjs/Cameras/Inputs/index" {
  39905. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39906. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39907. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39908. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39909. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39910. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39911. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39912. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39913. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39914. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39915. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39916. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39917. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39918. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39919. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39920. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39921. }
  39922. declare module "babylonjs/Cameras/touchCamera" {
  39923. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39924. import { Scene } from "babylonjs/scene";
  39925. import { Vector3 } from "babylonjs/Maths/math.vector";
  39926. /**
  39927. * This represents a FPS type of camera controlled by touch.
  39928. * This is like a universal camera minus the Gamepad controls.
  39929. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39930. */
  39931. export class TouchCamera extends FreeCamera {
  39932. /**
  39933. * Defines the touch sensibility for rotation.
  39934. * The higher the faster.
  39935. */
  39936. touchAngularSensibility: number;
  39937. /**
  39938. * Defines the touch sensibility for move.
  39939. * The higher the faster.
  39940. */
  39941. touchMoveSensibility: number;
  39942. /**
  39943. * Instantiates a new touch camera.
  39944. * This represents a FPS type of camera controlled by touch.
  39945. * This is like a universal camera minus the Gamepad controls.
  39946. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39947. * @param name Define the name of the camera in the scene
  39948. * @param position Define the start position of the camera in the scene
  39949. * @param scene Define the scene the camera belongs to
  39950. */
  39951. constructor(name: string, position: Vector3, scene: Scene);
  39952. /**
  39953. * Gets the current object class name.
  39954. * @return the class name
  39955. */
  39956. getClassName(): string;
  39957. /** @hidden */
  39958. _setupInputs(): void;
  39959. }
  39960. }
  39961. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39962. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39963. import { Scene } from "babylonjs/scene";
  39964. import { Vector3 } from "babylonjs/Maths/math.vector";
  39965. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39966. import { Axis } from "babylonjs/Maths/math.axis";
  39967. /**
  39968. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39969. * being tilted forward or back and left or right.
  39970. */
  39971. export class DeviceOrientationCamera extends FreeCamera {
  39972. private _initialQuaternion;
  39973. private _quaternionCache;
  39974. private _tmpDragQuaternion;
  39975. private _disablePointerInputWhenUsingDeviceOrientation;
  39976. /**
  39977. * Creates a new device orientation camera
  39978. * @param name The name of the camera
  39979. * @param position The start position camera
  39980. * @param scene The scene the camera belongs to
  39981. */
  39982. constructor(name: string, position: Vector3, scene: Scene);
  39983. /**
  39984. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39985. */
  39986. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39987. private _dragFactor;
  39988. /**
  39989. * Enabled turning on the y axis when the orientation sensor is active
  39990. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39991. */
  39992. enableHorizontalDragging(dragFactor?: number): void;
  39993. /**
  39994. * Gets the current instance class name ("DeviceOrientationCamera").
  39995. * This helps avoiding instanceof at run time.
  39996. * @returns the class name
  39997. */
  39998. getClassName(): string;
  39999. /**
  40000. * @hidden
  40001. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40002. */
  40003. _checkInputs(): void;
  40004. /**
  40005. * Reset the camera to its default orientation on the specified axis only.
  40006. * @param axis The axis to reset
  40007. */
  40008. resetToCurrentRotation(axis?: Axis): void;
  40009. }
  40010. }
  40011. declare module "babylonjs/Gamepads/xboxGamepad" {
  40012. import { Observable } from "babylonjs/Misc/observable";
  40013. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40014. /**
  40015. * Defines supported buttons for XBox360 compatible gamepads
  40016. */
  40017. export enum Xbox360Button {
  40018. /** A */
  40019. A = 0,
  40020. /** B */
  40021. B = 1,
  40022. /** X */
  40023. X = 2,
  40024. /** Y */
  40025. Y = 3,
  40026. /** Start */
  40027. Start = 4,
  40028. /** Back */
  40029. Back = 5,
  40030. /** Left button */
  40031. LB = 6,
  40032. /** Right button */
  40033. RB = 7,
  40034. /** Left stick */
  40035. LeftStick = 8,
  40036. /** Right stick */
  40037. RightStick = 9
  40038. }
  40039. /** Defines values for XBox360 DPad */
  40040. export enum Xbox360Dpad {
  40041. /** Up */
  40042. Up = 0,
  40043. /** Down */
  40044. Down = 1,
  40045. /** Left */
  40046. Left = 2,
  40047. /** Right */
  40048. Right = 3
  40049. }
  40050. /**
  40051. * Defines a XBox360 gamepad
  40052. */
  40053. export class Xbox360Pad extends Gamepad {
  40054. private _leftTrigger;
  40055. private _rightTrigger;
  40056. private _onlefttriggerchanged;
  40057. private _onrighttriggerchanged;
  40058. private _onbuttondown;
  40059. private _onbuttonup;
  40060. private _ondpaddown;
  40061. private _ondpadup;
  40062. /** Observable raised when a button is pressed */
  40063. onButtonDownObservable: Observable<Xbox360Button>;
  40064. /** Observable raised when a button is released */
  40065. onButtonUpObservable: Observable<Xbox360Button>;
  40066. /** Observable raised when a pad is pressed */
  40067. onPadDownObservable: Observable<Xbox360Dpad>;
  40068. /** Observable raised when a pad is released */
  40069. onPadUpObservable: Observable<Xbox360Dpad>;
  40070. private _buttonA;
  40071. private _buttonB;
  40072. private _buttonX;
  40073. private _buttonY;
  40074. private _buttonBack;
  40075. private _buttonStart;
  40076. private _buttonLB;
  40077. private _buttonRB;
  40078. private _buttonLeftStick;
  40079. private _buttonRightStick;
  40080. private _dPadUp;
  40081. private _dPadDown;
  40082. private _dPadLeft;
  40083. private _dPadRight;
  40084. private _isXboxOnePad;
  40085. /**
  40086. * Creates a new XBox360 gamepad object
  40087. * @param id defines the id of this gamepad
  40088. * @param index defines its index
  40089. * @param gamepad defines the internal HTML gamepad object
  40090. * @param xboxOne defines if it is a XBox One gamepad
  40091. */
  40092. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40093. /**
  40094. * Defines the callback to call when left trigger is pressed
  40095. * @param callback defines the callback to use
  40096. */
  40097. onlefttriggerchanged(callback: (value: number) => void): void;
  40098. /**
  40099. * Defines the callback to call when right trigger is pressed
  40100. * @param callback defines the callback to use
  40101. */
  40102. onrighttriggerchanged(callback: (value: number) => void): void;
  40103. /**
  40104. * Gets the left trigger value
  40105. */
  40106. /**
  40107. * Sets the left trigger value
  40108. */
  40109. leftTrigger: number;
  40110. /**
  40111. * Gets the right trigger value
  40112. */
  40113. /**
  40114. * Sets the right trigger value
  40115. */
  40116. rightTrigger: number;
  40117. /**
  40118. * Defines the callback to call when a button is pressed
  40119. * @param callback defines the callback to use
  40120. */
  40121. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40122. /**
  40123. * Defines the callback to call when a button is released
  40124. * @param callback defines the callback to use
  40125. */
  40126. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40127. /**
  40128. * Defines the callback to call when a pad is pressed
  40129. * @param callback defines the callback to use
  40130. */
  40131. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40132. /**
  40133. * Defines the callback to call when a pad is released
  40134. * @param callback defines the callback to use
  40135. */
  40136. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40137. private _setButtonValue;
  40138. private _setDPadValue;
  40139. /**
  40140. * Gets the value of the `A` button
  40141. */
  40142. /**
  40143. * Sets the value of the `A` button
  40144. */
  40145. buttonA: number;
  40146. /**
  40147. * Gets the value of the `B` button
  40148. */
  40149. /**
  40150. * Sets the value of the `B` button
  40151. */
  40152. buttonB: number;
  40153. /**
  40154. * Gets the value of the `X` button
  40155. */
  40156. /**
  40157. * Sets the value of the `X` button
  40158. */
  40159. buttonX: number;
  40160. /**
  40161. * Gets the value of the `Y` button
  40162. */
  40163. /**
  40164. * Sets the value of the `Y` button
  40165. */
  40166. buttonY: number;
  40167. /**
  40168. * Gets the value of the `Start` button
  40169. */
  40170. /**
  40171. * Sets the value of the `Start` button
  40172. */
  40173. buttonStart: number;
  40174. /**
  40175. * Gets the value of the `Back` button
  40176. */
  40177. /**
  40178. * Sets the value of the `Back` button
  40179. */
  40180. buttonBack: number;
  40181. /**
  40182. * Gets the value of the `Left` button
  40183. */
  40184. /**
  40185. * Sets the value of the `Left` button
  40186. */
  40187. buttonLB: number;
  40188. /**
  40189. * Gets the value of the `Right` button
  40190. */
  40191. /**
  40192. * Sets the value of the `Right` button
  40193. */
  40194. buttonRB: number;
  40195. /**
  40196. * Gets the value of the Left joystick
  40197. */
  40198. /**
  40199. * Sets the value of the Left joystick
  40200. */
  40201. buttonLeftStick: number;
  40202. /**
  40203. * Gets the value of the Right joystick
  40204. */
  40205. /**
  40206. * Sets the value of the Right joystick
  40207. */
  40208. buttonRightStick: number;
  40209. /**
  40210. * Gets the value of D-pad up
  40211. */
  40212. /**
  40213. * Sets the value of D-pad up
  40214. */
  40215. dPadUp: number;
  40216. /**
  40217. * Gets the value of D-pad down
  40218. */
  40219. /**
  40220. * Sets the value of D-pad down
  40221. */
  40222. dPadDown: number;
  40223. /**
  40224. * Gets the value of D-pad left
  40225. */
  40226. /**
  40227. * Sets the value of D-pad left
  40228. */
  40229. dPadLeft: number;
  40230. /**
  40231. * Gets the value of D-pad right
  40232. */
  40233. /**
  40234. * Sets the value of D-pad right
  40235. */
  40236. dPadRight: number;
  40237. /**
  40238. * Force the gamepad to synchronize with device values
  40239. */
  40240. update(): void;
  40241. /**
  40242. * Disposes the gamepad
  40243. */
  40244. dispose(): void;
  40245. }
  40246. }
  40247. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40248. import { Observable } from "babylonjs/Misc/observable";
  40249. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40250. /**
  40251. * Defines supported buttons for DualShock compatible gamepads
  40252. */
  40253. export enum DualShockButton {
  40254. /** Cross */
  40255. Cross = 0,
  40256. /** Circle */
  40257. Circle = 1,
  40258. /** Square */
  40259. Square = 2,
  40260. /** Triangle */
  40261. Triangle = 3,
  40262. /** Options */
  40263. Options = 4,
  40264. /** Share */
  40265. Share = 5,
  40266. /** L1 */
  40267. L1 = 6,
  40268. /** R1 */
  40269. R1 = 7,
  40270. /** Left stick */
  40271. LeftStick = 8,
  40272. /** Right stick */
  40273. RightStick = 9
  40274. }
  40275. /** Defines values for DualShock DPad */
  40276. export enum DualShockDpad {
  40277. /** Up */
  40278. Up = 0,
  40279. /** Down */
  40280. Down = 1,
  40281. /** Left */
  40282. Left = 2,
  40283. /** Right */
  40284. Right = 3
  40285. }
  40286. /**
  40287. * Defines a DualShock gamepad
  40288. */
  40289. export class DualShockPad extends Gamepad {
  40290. private _leftTrigger;
  40291. private _rightTrigger;
  40292. private _onlefttriggerchanged;
  40293. private _onrighttriggerchanged;
  40294. private _onbuttondown;
  40295. private _onbuttonup;
  40296. private _ondpaddown;
  40297. private _ondpadup;
  40298. /** Observable raised when a button is pressed */
  40299. onButtonDownObservable: Observable<DualShockButton>;
  40300. /** Observable raised when a button is released */
  40301. onButtonUpObservable: Observable<DualShockButton>;
  40302. /** Observable raised when a pad is pressed */
  40303. onPadDownObservable: Observable<DualShockDpad>;
  40304. /** Observable raised when a pad is released */
  40305. onPadUpObservable: Observable<DualShockDpad>;
  40306. private _buttonCross;
  40307. private _buttonCircle;
  40308. private _buttonSquare;
  40309. private _buttonTriangle;
  40310. private _buttonShare;
  40311. private _buttonOptions;
  40312. private _buttonL1;
  40313. private _buttonR1;
  40314. private _buttonLeftStick;
  40315. private _buttonRightStick;
  40316. private _dPadUp;
  40317. private _dPadDown;
  40318. private _dPadLeft;
  40319. private _dPadRight;
  40320. /**
  40321. * Creates a new DualShock gamepad object
  40322. * @param id defines the id of this gamepad
  40323. * @param index defines its index
  40324. * @param gamepad defines the internal HTML gamepad object
  40325. */
  40326. constructor(id: string, index: number, gamepad: any);
  40327. /**
  40328. * Defines the callback to call when left trigger is pressed
  40329. * @param callback defines the callback to use
  40330. */
  40331. onlefttriggerchanged(callback: (value: number) => void): void;
  40332. /**
  40333. * Defines the callback to call when right trigger is pressed
  40334. * @param callback defines the callback to use
  40335. */
  40336. onrighttriggerchanged(callback: (value: number) => void): void;
  40337. /**
  40338. * Gets the left trigger value
  40339. */
  40340. /**
  40341. * Sets the left trigger value
  40342. */
  40343. leftTrigger: number;
  40344. /**
  40345. * Gets the right trigger value
  40346. */
  40347. /**
  40348. * Sets the right trigger value
  40349. */
  40350. rightTrigger: number;
  40351. /**
  40352. * Defines the callback to call when a button is pressed
  40353. * @param callback defines the callback to use
  40354. */
  40355. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40356. /**
  40357. * Defines the callback to call when a button is released
  40358. * @param callback defines the callback to use
  40359. */
  40360. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40361. /**
  40362. * Defines the callback to call when a pad is pressed
  40363. * @param callback defines the callback to use
  40364. */
  40365. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40366. /**
  40367. * Defines the callback to call when a pad is released
  40368. * @param callback defines the callback to use
  40369. */
  40370. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40371. private _setButtonValue;
  40372. private _setDPadValue;
  40373. /**
  40374. * Gets the value of the `Cross` button
  40375. */
  40376. /**
  40377. * Sets the value of the `Cross` button
  40378. */
  40379. buttonCross: number;
  40380. /**
  40381. * Gets the value of the `Circle` button
  40382. */
  40383. /**
  40384. * Sets the value of the `Circle` button
  40385. */
  40386. buttonCircle: number;
  40387. /**
  40388. * Gets the value of the `Square` button
  40389. */
  40390. /**
  40391. * Sets the value of the `Square` button
  40392. */
  40393. buttonSquare: number;
  40394. /**
  40395. * Gets the value of the `Triangle` button
  40396. */
  40397. /**
  40398. * Sets the value of the `Triangle` button
  40399. */
  40400. buttonTriangle: number;
  40401. /**
  40402. * Gets the value of the `Options` button
  40403. */
  40404. /**
  40405. * Sets the value of the `Options` button
  40406. */
  40407. buttonOptions: number;
  40408. /**
  40409. * Gets the value of the `Share` button
  40410. */
  40411. /**
  40412. * Sets the value of the `Share` button
  40413. */
  40414. buttonShare: number;
  40415. /**
  40416. * Gets the value of the `L1` button
  40417. */
  40418. /**
  40419. * Sets the value of the `L1` button
  40420. */
  40421. buttonL1: number;
  40422. /**
  40423. * Gets the value of the `R1` button
  40424. */
  40425. /**
  40426. * Sets the value of the `R1` button
  40427. */
  40428. buttonR1: number;
  40429. /**
  40430. * Gets the value of the Left joystick
  40431. */
  40432. /**
  40433. * Sets the value of the Left joystick
  40434. */
  40435. buttonLeftStick: number;
  40436. /**
  40437. * Gets the value of the Right joystick
  40438. */
  40439. /**
  40440. * Sets the value of the Right joystick
  40441. */
  40442. buttonRightStick: number;
  40443. /**
  40444. * Gets the value of D-pad up
  40445. */
  40446. /**
  40447. * Sets the value of D-pad up
  40448. */
  40449. dPadUp: number;
  40450. /**
  40451. * Gets the value of D-pad down
  40452. */
  40453. /**
  40454. * Sets the value of D-pad down
  40455. */
  40456. dPadDown: number;
  40457. /**
  40458. * Gets the value of D-pad left
  40459. */
  40460. /**
  40461. * Sets the value of D-pad left
  40462. */
  40463. dPadLeft: number;
  40464. /**
  40465. * Gets the value of D-pad right
  40466. */
  40467. /**
  40468. * Sets the value of D-pad right
  40469. */
  40470. dPadRight: number;
  40471. /**
  40472. * Force the gamepad to synchronize with device values
  40473. */
  40474. update(): void;
  40475. /**
  40476. * Disposes the gamepad
  40477. */
  40478. dispose(): void;
  40479. }
  40480. }
  40481. declare module "babylonjs/Gamepads/gamepadManager" {
  40482. import { Observable } from "babylonjs/Misc/observable";
  40483. import { Nullable } from "babylonjs/types";
  40484. import { Scene } from "babylonjs/scene";
  40485. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40486. /**
  40487. * Manager for handling gamepads
  40488. */
  40489. export class GamepadManager {
  40490. private _scene?;
  40491. private _babylonGamepads;
  40492. private _oneGamepadConnected;
  40493. /** @hidden */
  40494. _isMonitoring: boolean;
  40495. private _gamepadEventSupported;
  40496. private _gamepadSupport;
  40497. /**
  40498. * observable to be triggered when the gamepad controller has been connected
  40499. */
  40500. onGamepadConnectedObservable: Observable<Gamepad>;
  40501. /**
  40502. * observable to be triggered when the gamepad controller has been disconnected
  40503. */
  40504. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40505. private _onGamepadConnectedEvent;
  40506. private _onGamepadDisconnectedEvent;
  40507. /**
  40508. * Initializes the gamepad manager
  40509. * @param _scene BabylonJS scene
  40510. */
  40511. constructor(_scene?: Scene | undefined);
  40512. /**
  40513. * The gamepads in the game pad manager
  40514. */
  40515. readonly gamepads: Gamepad[];
  40516. /**
  40517. * Get the gamepad controllers based on type
  40518. * @param type The type of gamepad controller
  40519. * @returns Nullable gamepad
  40520. */
  40521. getGamepadByType(type?: number): Nullable<Gamepad>;
  40522. /**
  40523. * Disposes the gamepad manager
  40524. */
  40525. dispose(): void;
  40526. private _addNewGamepad;
  40527. private _startMonitoringGamepads;
  40528. private _stopMonitoringGamepads;
  40529. /** @hidden */
  40530. _checkGamepadsStatus(): void;
  40531. private _updateGamepadObjects;
  40532. }
  40533. }
  40534. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40535. import { Nullable } from "babylonjs/types";
  40536. import { Scene } from "babylonjs/scene";
  40537. import { ISceneComponent } from "babylonjs/sceneComponent";
  40538. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40539. module "babylonjs/scene" {
  40540. interface Scene {
  40541. /** @hidden */
  40542. _gamepadManager: Nullable<GamepadManager>;
  40543. /**
  40544. * Gets the gamepad manager associated with the scene
  40545. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40546. */
  40547. gamepadManager: GamepadManager;
  40548. }
  40549. }
  40550. module "babylonjs/Cameras/freeCameraInputsManager" {
  40551. /**
  40552. * Interface representing a free camera inputs manager
  40553. */
  40554. interface FreeCameraInputsManager {
  40555. /**
  40556. * Adds gamepad input support to the FreeCameraInputsManager.
  40557. * @returns the FreeCameraInputsManager
  40558. */
  40559. addGamepad(): FreeCameraInputsManager;
  40560. }
  40561. }
  40562. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40563. /**
  40564. * Interface representing an arc rotate camera inputs manager
  40565. */
  40566. interface ArcRotateCameraInputsManager {
  40567. /**
  40568. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40569. * @returns the camera inputs manager
  40570. */
  40571. addGamepad(): ArcRotateCameraInputsManager;
  40572. }
  40573. }
  40574. /**
  40575. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40576. */
  40577. export class GamepadSystemSceneComponent implements ISceneComponent {
  40578. /**
  40579. * The component name helpfull to identify the component in the list of scene components.
  40580. */
  40581. readonly name: string;
  40582. /**
  40583. * The scene the component belongs to.
  40584. */
  40585. scene: Scene;
  40586. /**
  40587. * Creates a new instance of the component for the given scene
  40588. * @param scene Defines the scene to register the component in
  40589. */
  40590. constructor(scene: Scene);
  40591. /**
  40592. * Registers the component in a given scene
  40593. */
  40594. register(): void;
  40595. /**
  40596. * Rebuilds the elements related to this component in case of
  40597. * context lost for instance.
  40598. */
  40599. rebuild(): void;
  40600. /**
  40601. * Disposes the component and the associated ressources
  40602. */
  40603. dispose(): void;
  40604. private _beforeCameraUpdate;
  40605. }
  40606. }
  40607. declare module "babylonjs/Cameras/universalCamera" {
  40608. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40609. import { Scene } from "babylonjs/scene";
  40610. import { Vector3 } from "babylonjs/Maths/math.vector";
  40611. import "babylonjs/Gamepads/gamepadSceneComponent";
  40612. /**
  40613. * 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,
  40614. * which still works and will still be found in many Playgrounds.
  40615. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40616. */
  40617. export class UniversalCamera extends TouchCamera {
  40618. /**
  40619. * Defines the gamepad rotation sensiblity.
  40620. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40621. */
  40622. gamepadAngularSensibility: number;
  40623. /**
  40624. * Defines the gamepad move sensiblity.
  40625. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40626. */
  40627. gamepadMoveSensibility: number;
  40628. /**
  40629. * 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,
  40630. * which still works and will still be found in many Playgrounds.
  40631. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40632. * @param name Define the name of the camera in the scene
  40633. * @param position Define the start position of the camera in the scene
  40634. * @param scene Define the scene the camera belongs to
  40635. */
  40636. constructor(name: string, position: Vector3, scene: Scene);
  40637. /**
  40638. * Gets the current object class name.
  40639. * @return the class name
  40640. */
  40641. getClassName(): string;
  40642. }
  40643. }
  40644. declare module "babylonjs/Cameras/gamepadCamera" {
  40645. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40646. import { Scene } from "babylonjs/scene";
  40647. import { Vector3 } from "babylonjs/Maths/math.vector";
  40648. /**
  40649. * This represents a FPS type of camera. This is only here for back compat purpose.
  40650. * Please use the UniversalCamera instead as both are identical.
  40651. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40652. */
  40653. export class GamepadCamera extends UniversalCamera {
  40654. /**
  40655. * Instantiates a new Gamepad Camera
  40656. * This represents a FPS type of camera. This is only here for back compat purpose.
  40657. * Please use the UniversalCamera instead as both are identical.
  40658. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40659. * @param name Define the name of the camera in the scene
  40660. * @param position Define the start position of the camera in the scene
  40661. * @param scene Define the scene the camera belongs to
  40662. */
  40663. constructor(name: string, position: Vector3, scene: Scene);
  40664. /**
  40665. * Gets the current object class name.
  40666. * @return the class name
  40667. */
  40668. getClassName(): string;
  40669. }
  40670. }
  40671. declare module "babylonjs/Shaders/pass.fragment" {
  40672. /** @hidden */
  40673. export var passPixelShader: {
  40674. name: string;
  40675. shader: string;
  40676. };
  40677. }
  40678. declare module "babylonjs/Shaders/passCube.fragment" {
  40679. /** @hidden */
  40680. export var passCubePixelShader: {
  40681. name: string;
  40682. shader: string;
  40683. };
  40684. }
  40685. declare module "babylonjs/PostProcesses/passPostProcess" {
  40686. import { Nullable } from "babylonjs/types";
  40687. import { Camera } from "babylonjs/Cameras/camera";
  40688. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40689. import { Engine } from "babylonjs/Engines/engine";
  40690. import "babylonjs/Shaders/pass.fragment";
  40691. import "babylonjs/Shaders/passCube.fragment";
  40692. /**
  40693. * PassPostProcess which produces an output the same as it's input
  40694. */
  40695. export class PassPostProcess extends PostProcess {
  40696. /**
  40697. * Creates the PassPostProcess
  40698. * @param name The name of the effect.
  40699. * @param options The required width/height ratio to downsize to before computing the render pass.
  40700. * @param camera The camera to apply the render pass to.
  40701. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40702. * @param engine The engine which the post process will be applied. (default: current engine)
  40703. * @param reusable If the post process can be reused on the same frame. (default: false)
  40704. * @param textureType The type of texture to be used when performing the post processing.
  40705. * @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)
  40706. */
  40707. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40708. }
  40709. /**
  40710. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40711. */
  40712. export class PassCubePostProcess extends PostProcess {
  40713. private _face;
  40714. /**
  40715. * Gets or sets the cube face to display.
  40716. * * 0 is +X
  40717. * * 1 is -X
  40718. * * 2 is +Y
  40719. * * 3 is -Y
  40720. * * 4 is +Z
  40721. * * 5 is -Z
  40722. */
  40723. face: number;
  40724. /**
  40725. * Creates the PassCubePostProcess
  40726. * @param name The name of the effect.
  40727. * @param options The required width/height ratio to downsize to before computing the render pass.
  40728. * @param camera The camera to apply the render pass to.
  40729. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40730. * @param engine The engine which the post process will be applied. (default: current engine)
  40731. * @param reusable If the post process can be reused on the same frame. (default: false)
  40732. * @param textureType The type of texture to be used when performing the post processing.
  40733. * @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)
  40734. */
  40735. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40736. }
  40737. }
  40738. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40739. /** @hidden */
  40740. export var anaglyphPixelShader: {
  40741. name: string;
  40742. shader: string;
  40743. };
  40744. }
  40745. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40746. import { Engine } from "babylonjs/Engines/engine";
  40747. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40748. import { Camera } from "babylonjs/Cameras/camera";
  40749. import "babylonjs/Shaders/anaglyph.fragment";
  40750. /**
  40751. * Postprocess used to generate anaglyphic rendering
  40752. */
  40753. export class AnaglyphPostProcess extends PostProcess {
  40754. private _passedProcess;
  40755. /**
  40756. * Creates a new AnaglyphPostProcess
  40757. * @param name defines postprocess name
  40758. * @param options defines creation options or target ratio scale
  40759. * @param rigCameras defines cameras using this postprocess
  40760. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40761. * @param engine defines hosting engine
  40762. * @param reusable defines if the postprocess will be reused multiple times per frame
  40763. */
  40764. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40765. }
  40766. }
  40767. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40768. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40769. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40770. import { Scene } from "babylonjs/scene";
  40771. import { Vector3 } from "babylonjs/Maths/math.vector";
  40772. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40773. /**
  40774. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40775. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40776. */
  40777. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40778. /**
  40779. * Creates a new AnaglyphArcRotateCamera
  40780. * @param name defines camera name
  40781. * @param alpha defines alpha angle (in radians)
  40782. * @param beta defines beta angle (in radians)
  40783. * @param radius defines radius
  40784. * @param target defines camera target
  40785. * @param interaxialDistance defines distance between each color axis
  40786. * @param scene defines the hosting scene
  40787. */
  40788. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40789. /**
  40790. * Gets camera class name
  40791. * @returns AnaglyphArcRotateCamera
  40792. */
  40793. getClassName(): string;
  40794. }
  40795. }
  40796. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40797. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40798. import { Scene } from "babylonjs/scene";
  40799. import { Vector3 } from "babylonjs/Maths/math.vector";
  40800. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40801. /**
  40802. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40803. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40804. */
  40805. export class AnaglyphFreeCamera extends FreeCamera {
  40806. /**
  40807. * Creates a new AnaglyphFreeCamera
  40808. * @param name defines camera name
  40809. * @param position defines initial position
  40810. * @param interaxialDistance defines distance between each color axis
  40811. * @param scene defines the hosting scene
  40812. */
  40813. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40814. /**
  40815. * Gets camera class name
  40816. * @returns AnaglyphFreeCamera
  40817. */
  40818. getClassName(): string;
  40819. }
  40820. }
  40821. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40822. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40823. import { Scene } from "babylonjs/scene";
  40824. import { Vector3 } from "babylonjs/Maths/math.vector";
  40825. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40826. /**
  40827. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40828. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40829. */
  40830. export class AnaglyphGamepadCamera extends GamepadCamera {
  40831. /**
  40832. * Creates a new AnaglyphGamepadCamera
  40833. * @param name defines camera name
  40834. * @param position defines initial position
  40835. * @param interaxialDistance defines distance between each color axis
  40836. * @param scene defines the hosting scene
  40837. */
  40838. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40839. /**
  40840. * Gets camera class name
  40841. * @returns AnaglyphGamepadCamera
  40842. */
  40843. getClassName(): string;
  40844. }
  40845. }
  40846. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40847. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40848. import { Scene } from "babylonjs/scene";
  40849. import { Vector3 } from "babylonjs/Maths/math.vector";
  40850. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40851. /**
  40852. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40853. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40854. */
  40855. export class AnaglyphUniversalCamera extends UniversalCamera {
  40856. /**
  40857. * Creates a new AnaglyphUniversalCamera
  40858. * @param name defines camera name
  40859. * @param position defines initial position
  40860. * @param interaxialDistance defines distance between each color axis
  40861. * @param scene defines the hosting scene
  40862. */
  40863. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40864. /**
  40865. * Gets camera class name
  40866. * @returns AnaglyphUniversalCamera
  40867. */
  40868. getClassName(): string;
  40869. }
  40870. }
  40871. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40872. /** @hidden */
  40873. export var stereoscopicInterlacePixelShader: {
  40874. name: string;
  40875. shader: string;
  40876. };
  40877. }
  40878. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40879. import { Camera } from "babylonjs/Cameras/camera";
  40880. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40881. import { Engine } from "babylonjs/Engines/engine";
  40882. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40883. /**
  40884. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40885. */
  40886. export class StereoscopicInterlacePostProcess extends PostProcess {
  40887. private _stepSize;
  40888. private _passedProcess;
  40889. /**
  40890. * Initializes a StereoscopicInterlacePostProcess
  40891. * @param name The name of the effect.
  40892. * @param rigCameras The rig cameras to be appled to the post process
  40893. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40894. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40895. * @param engine The engine which the post process will be applied. (default: current engine)
  40896. * @param reusable If the post process can be reused on the same frame. (default: false)
  40897. */
  40898. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40899. }
  40900. }
  40901. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40902. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40903. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40904. import { Scene } from "babylonjs/scene";
  40905. import { Vector3 } from "babylonjs/Maths/math.vector";
  40906. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40907. /**
  40908. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40909. * @see http://doc.babylonjs.com/features/cameras
  40910. */
  40911. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40912. /**
  40913. * Creates a new StereoscopicArcRotateCamera
  40914. * @param name defines camera name
  40915. * @param alpha defines alpha angle (in radians)
  40916. * @param beta defines beta angle (in radians)
  40917. * @param radius defines radius
  40918. * @param target defines camera target
  40919. * @param interaxialDistance defines distance between each color axis
  40920. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40921. * @param scene defines the hosting scene
  40922. */
  40923. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40924. /**
  40925. * Gets camera class name
  40926. * @returns StereoscopicArcRotateCamera
  40927. */
  40928. getClassName(): string;
  40929. }
  40930. }
  40931. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40932. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40933. import { Scene } from "babylonjs/scene";
  40934. import { Vector3 } from "babylonjs/Maths/math.vector";
  40935. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40936. /**
  40937. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40938. * @see http://doc.babylonjs.com/features/cameras
  40939. */
  40940. export class StereoscopicFreeCamera extends FreeCamera {
  40941. /**
  40942. * Creates a new StereoscopicFreeCamera
  40943. * @param name defines camera name
  40944. * @param position defines initial position
  40945. * @param interaxialDistance defines distance between each color axis
  40946. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40947. * @param scene defines the hosting scene
  40948. */
  40949. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40950. /**
  40951. * Gets camera class name
  40952. * @returns StereoscopicFreeCamera
  40953. */
  40954. getClassName(): string;
  40955. }
  40956. }
  40957. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40958. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40959. import { Scene } from "babylonjs/scene";
  40960. import { Vector3 } from "babylonjs/Maths/math.vector";
  40961. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40962. /**
  40963. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40964. * @see http://doc.babylonjs.com/features/cameras
  40965. */
  40966. export class StereoscopicGamepadCamera extends GamepadCamera {
  40967. /**
  40968. * Creates a new StereoscopicGamepadCamera
  40969. * @param name defines camera name
  40970. * @param position defines initial position
  40971. * @param interaxialDistance defines distance between each color axis
  40972. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40973. * @param scene defines the hosting scene
  40974. */
  40975. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40976. /**
  40977. * Gets camera class name
  40978. * @returns StereoscopicGamepadCamera
  40979. */
  40980. getClassName(): string;
  40981. }
  40982. }
  40983. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40984. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40985. import { Scene } from "babylonjs/scene";
  40986. import { Vector3 } from "babylonjs/Maths/math.vector";
  40987. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40988. /**
  40989. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40990. * @see http://doc.babylonjs.com/features/cameras
  40991. */
  40992. export class StereoscopicUniversalCamera extends UniversalCamera {
  40993. /**
  40994. * Creates a new StereoscopicUniversalCamera
  40995. * @param name defines camera name
  40996. * @param position defines initial position
  40997. * @param interaxialDistance defines distance between each color axis
  40998. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40999. * @param scene defines the hosting scene
  41000. */
  41001. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41002. /**
  41003. * Gets camera class name
  41004. * @returns StereoscopicUniversalCamera
  41005. */
  41006. getClassName(): string;
  41007. }
  41008. }
  41009. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41010. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41011. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41012. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41013. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41014. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41015. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41016. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41017. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41018. }
  41019. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41020. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41021. import { Scene } from "babylonjs/scene";
  41022. import { Vector3 } from "babylonjs/Maths/math.vector";
  41023. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41024. /**
  41025. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41026. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41027. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41028. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41029. */
  41030. export class VirtualJoysticksCamera extends FreeCamera {
  41031. /**
  41032. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41033. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41034. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41035. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41036. * @param name Define the name of the camera in the scene
  41037. * @param position Define the start position of the camera in the scene
  41038. * @param scene Define the scene the camera belongs to
  41039. */
  41040. constructor(name: string, position: Vector3, scene: Scene);
  41041. /**
  41042. * Gets the current object class name.
  41043. * @return the class name
  41044. */
  41045. getClassName(): string;
  41046. }
  41047. }
  41048. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41049. import { Matrix } from "babylonjs/Maths/math.vector";
  41050. /**
  41051. * This represents all the required metrics to create a VR camera.
  41052. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41053. */
  41054. export class VRCameraMetrics {
  41055. /**
  41056. * Define the horizontal resolution off the screen.
  41057. */
  41058. hResolution: number;
  41059. /**
  41060. * Define the vertical resolution off the screen.
  41061. */
  41062. vResolution: number;
  41063. /**
  41064. * Define the horizontal screen size.
  41065. */
  41066. hScreenSize: number;
  41067. /**
  41068. * Define the vertical screen size.
  41069. */
  41070. vScreenSize: number;
  41071. /**
  41072. * Define the vertical screen center position.
  41073. */
  41074. vScreenCenter: number;
  41075. /**
  41076. * Define the distance of the eyes to the screen.
  41077. */
  41078. eyeToScreenDistance: number;
  41079. /**
  41080. * Define the distance between both lenses
  41081. */
  41082. lensSeparationDistance: number;
  41083. /**
  41084. * Define the distance between both viewer's eyes.
  41085. */
  41086. interpupillaryDistance: number;
  41087. /**
  41088. * Define the distortion factor of the VR postprocess.
  41089. * Please, touch with care.
  41090. */
  41091. distortionK: number[];
  41092. /**
  41093. * Define the chromatic aberration correction factors for the VR post process.
  41094. */
  41095. chromaAbCorrection: number[];
  41096. /**
  41097. * Define the scale factor of the post process.
  41098. * The smaller the better but the slower.
  41099. */
  41100. postProcessScaleFactor: number;
  41101. /**
  41102. * Define an offset for the lens center.
  41103. */
  41104. lensCenterOffset: number;
  41105. /**
  41106. * Define if the current vr camera should compensate the distortion of the lense or not.
  41107. */
  41108. compensateDistortion: boolean;
  41109. /**
  41110. * Defines if multiview should be enabled when rendering (Default: false)
  41111. */
  41112. multiviewEnabled: boolean;
  41113. /**
  41114. * Gets the rendering aspect ratio based on the provided resolutions.
  41115. */
  41116. readonly aspectRatio: number;
  41117. /**
  41118. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41119. */
  41120. readonly aspectRatioFov: number;
  41121. /**
  41122. * @hidden
  41123. */
  41124. readonly leftHMatrix: Matrix;
  41125. /**
  41126. * @hidden
  41127. */
  41128. readonly rightHMatrix: Matrix;
  41129. /**
  41130. * @hidden
  41131. */
  41132. readonly leftPreViewMatrix: Matrix;
  41133. /**
  41134. * @hidden
  41135. */
  41136. readonly rightPreViewMatrix: Matrix;
  41137. /**
  41138. * Get the default VRMetrics based on the most generic setup.
  41139. * @returns the default vr metrics
  41140. */
  41141. static GetDefault(): VRCameraMetrics;
  41142. }
  41143. }
  41144. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41145. /** @hidden */
  41146. export var vrDistortionCorrectionPixelShader: {
  41147. name: string;
  41148. shader: string;
  41149. };
  41150. }
  41151. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41152. import { Camera } from "babylonjs/Cameras/camera";
  41153. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41154. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41155. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41156. /**
  41157. * VRDistortionCorrectionPostProcess used for mobile VR
  41158. */
  41159. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41160. private _isRightEye;
  41161. private _distortionFactors;
  41162. private _postProcessScaleFactor;
  41163. private _lensCenterOffset;
  41164. private _scaleIn;
  41165. private _scaleFactor;
  41166. private _lensCenter;
  41167. /**
  41168. * Initializes the VRDistortionCorrectionPostProcess
  41169. * @param name The name of the effect.
  41170. * @param camera The camera to apply the render pass to.
  41171. * @param isRightEye If this is for the right eye distortion
  41172. * @param vrMetrics All the required metrics for the VR camera
  41173. */
  41174. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41175. }
  41176. }
  41177. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41178. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41179. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41180. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41181. import { Scene } from "babylonjs/scene";
  41182. import { Vector3 } from "babylonjs/Maths/math.vector";
  41183. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41184. import "babylonjs/Cameras/RigModes/vrRigMode";
  41185. /**
  41186. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41187. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41188. */
  41189. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41190. /**
  41191. * Creates a new VRDeviceOrientationArcRotateCamera
  41192. * @param name defines camera name
  41193. * @param alpha defines the camera rotation along the logitudinal axis
  41194. * @param beta defines the camera rotation along the latitudinal axis
  41195. * @param radius defines the camera distance from its target
  41196. * @param target defines the camera target
  41197. * @param scene defines the scene the camera belongs to
  41198. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41199. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41200. */
  41201. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41202. /**
  41203. * Gets camera class name
  41204. * @returns VRDeviceOrientationArcRotateCamera
  41205. */
  41206. getClassName(): string;
  41207. }
  41208. }
  41209. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41210. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41211. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41212. import { Scene } from "babylonjs/scene";
  41213. import { Vector3 } from "babylonjs/Maths/math.vector";
  41214. import "babylonjs/Cameras/RigModes/vrRigMode";
  41215. /**
  41216. * Camera used to simulate VR rendering (based on FreeCamera)
  41217. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41218. */
  41219. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41220. /**
  41221. * Creates a new VRDeviceOrientationFreeCamera
  41222. * @param name defines camera name
  41223. * @param position defines the start position of the camera
  41224. * @param scene defines the scene the camera belongs to
  41225. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41226. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41227. */
  41228. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41229. /**
  41230. * Gets camera class name
  41231. * @returns VRDeviceOrientationFreeCamera
  41232. */
  41233. getClassName(): string;
  41234. }
  41235. }
  41236. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41237. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41238. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41239. import { Scene } from "babylonjs/scene";
  41240. import { Vector3 } from "babylonjs/Maths/math.vector";
  41241. import "babylonjs/Gamepads/gamepadSceneComponent";
  41242. /**
  41243. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41244. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41245. */
  41246. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41247. /**
  41248. * Creates a new VRDeviceOrientationGamepadCamera
  41249. * @param name defines camera name
  41250. * @param position defines the start position of the camera
  41251. * @param scene defines the scene the camera belongs to
  41252. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41253. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41254. */
  41255. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41256. /**
  41257. * Gets camera class name
  41258. * @returns VRDeviceOrientationGamepadCamera
  41259. */
  41260. getClassName(): string;
  41261. }
  41262. }
  41263. declare module "babylonjs/Materials/pushMaterial" {
  41264. import { Nullable } from "babylonjs/types";
  41265. import { Scene } from "babylonjs/scene";
  41266. import { Matrix } from "babylonjs/Maths/math.vector";
  41267. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41268. import { Mesh } from "babylonjs/Meshes/mesh";
  41269. import { Material } from "babylonjs/Materials/material";
  41270. import { Effect } from "babylonjs/Materials/effect";
  41271. /**
  41272. * Base class of materials working in push mode in babylon JS
  41273. * @hidden
  41274. */
  41275. export class PushMaterial extends Material {
  41276. protected _activeEffect: Effect;
  41277. protected _normalMatrix: Matrix;
  41278. /**
  41279. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41280. * This means that the material can keep using a previous shader while a new one is being compiled.
  41281. * This is mostly used when shader parallel compilation is supported (true by default)
  41282. */
  41283. allowShaderHotSwapping: boolean;
  41284. constructor(name: string, scene: Scene);
  41285. getEffect(): Effect;
  41286. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41287. /**
  41288. * Binds the given world matrix to the active effect
  41289. *
  41290. * @param world the matrix to bind
  41291. */
  41292. bindOnlyWorldMatrix(world: Matrix): void;
  41293. /**
  41294. * Binds the given normal matrix to the active effect
  41295. *
  41296. * @param normalMatrix the matrix to bind
  41297. */
  41298. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41299. bind(world: Matrix, mesh?: Mesh): void;
  41300. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41301. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41302. }
  41303. }
  41304. declare module "babylonjs/Materials/materialFlags" {
  41305. /**
  41306. * This groups all the flags used to control the materials channel.
  41307. */
  41308. export class MaterialFlags {
  41309. private static _DiffuseTextureEnabled;
  41310. /**
  41311. * Are diffuse textures enabled in the application.
  41312. */
  41313. static DiffuseTextureEnabled: boolean;
  41314. private static _AmbientTextureEnabled;
  41315. /**
  41316. * Are ambient textures enabled in the application.
  41317. */
  41318. static AmbientTextureEnabled: boolean;
  41319. private static _OpacityTextureEnabled;
  41320. /**
  41321. * Are opacity textures enabled in the application.
  41322. */
  41323. static OpacityTextureEnabled: boolean;
  41324. private static _ReflectionTextureEnabled;
  41325. /**
  41326. * Are reflection textures enabled in the application.
  41327. */
  41328. static ReflectionTextureEnabled: boolean;
  41329. private static _EmissiveTextureEnabled;
  41330. /**
  41331. * Are emissive textures enabled in the application.
  41332. */
  41333. static EmissiveTextureEnabled: boolean;
  41334. private static _SpecularTextureEnabled;
  41335. /**
  41336. * Are specular textures enabled in the application.
  41337. */
  41338. static SpecularTextureEnabled: boolean;
  41339. private static _BumpTextureEnabled;
  41340. /**
  41341. * Are bump textures enabled in the application.
  41342. */
  41343. static BumpTextureEnabled: boolean;
  41344. private static _LightmapTextureEnabled;
  41345. /**
  41346. * Are lightmap textures enabled in the application.
  41347. */
  41348. static LightmapTextureEnabled: boolean;
  41349. private static _RefractionTextureEnabled;
  41350. /**
  41351. * Are refraction textures enabled in the application.
  41352. */
  41353. static RefractionTextureEnabled: boolean;
  41354. private static _ColorGradingTextureEnabled;
  41355. /**
  41356. * Are color grading textures enabled in the application.
  41357. */
  41358. static ColorGradingTextureEnabled: boolean;
  41359. private static _FresnelEnabled;
  41360. /**
  41361. * Are fresnels enabled in the application.
  41362. */
  41363. static FresnelEnabled: boolean;
  41364. private static _ClearCoatTextureEnabled;
  41365. /**
  41366. * Are clear coat textures enabled in the application.
  41367. */
  41368. static ClearCoatTextureEnabled: boolean;
  41369. private static _ClearCoatBumpTextureEnabled;
  41370. /**
  41371. * Are clear coat bump textures enabled in the application.
  41372. */
  41373. static ClearCoatBumpTextureEnabled: boolean;
  41374. private static _ClearCoatTintTextureEnabled;
  41375. /**
  41376. * Are clear coat tint textures enabled in the application.
  41377. */
  41378. static ClearCoatTintTextureEnabled: boolean;
  41379. private static _SheenTextureEnabled;
  41380. /**
  41381. * Are sheen textures enabled in the application.
  41382. */
  41383. static SheenTextureEnabled: boolean;
  41384. private static _AnisotropicTextureEnabled;
  41385. /**
  41386. * Are anisotropic textures enabled in the application.
  41387. */
  41388. static AnisotropicTextureEnabled: boolean;
  41389. private static _ThicknessTextureEnabled;
  41390. /**
  41391. * Are thickness textures enabled in the application.
  41392. */
  41393. static ThicknessTextureEnabled: boolean;
  41394. }
  41395. }
  41396. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41397. /** @hidden */
  41398. export var defaultFragmentDeclaration: {
  41399. name: string;
  41400. shader: string;
  41401. };
  41402. }
  41403. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41404. /** @hidden */
  41405. export var defaultUboDeclaration: {
  41406. name: string;
  41407. shader: string;
  41408. };
  41409. }
  41410. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41411. /** @hidden */
  41412. export var lightFragmentDeclaration: {
  41413. name: string;
  41414. shader: string;
  41415. };
  41416. }
  41417. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41418. /** @hidden */
  41419. export var lightUboDeclaration: {
  41420. name: string;
  41421. shader: string;
  41422. };
  41423. }
  41424. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41425. /** @hidden */
  41426. export var lightsFragmentFunctions: {
  41427. name: string;
  41428. shader: string;
  41429. };
  41430. }
  41431. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41432. /** @hidden */
  41433. export var shadowsFragmentFunctions: {
  41434. name: string;
  41435. shader: string;
  41436. };
  41437. }
  41438. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41439. /** @hidden */
  41440. export var fresnelFunction: {
  41441. name: string;
  41442. shader: string;
  41443. };
  41444. }
  41445. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41446. /** @hidden */
  41447. export var reflectionFunction: {
  41448. name: string;
  41449. shader: string;
  41450. };
  41451. }
  41452. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41453. /** @hidden */
  41454. export var bumpFragmentFunctions: {
  41455. name: string;
  41456. shader: string;
  41457. };
  41458. }
  41459. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41460. /** @hidden */
  41461. export var logDepthDeclaration: {
  41462. name: string;
  41463. shader: string;
  41464. };
  41465. }
  41466. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41467. /** @hidden */
  41468. export var bumpFragment: {
  41469. name: string;
  41470. shader: string;
  41471. };
  41472. }
  41473. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41474. /** @hidden */
  41475. export var depthPrePass: {
  41476. name: string;
  41477. shader: string;
  41478. };
  41479. }
  41480. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41481. /** @hidden */
  41482. export var lightFragment: {
  41483. name: string;
  41484. shader: string;
  41485. };
  41486. }
  41487. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41488. /** @hidden */
  41489. export var logDepthFragment: {
  41490. name: string;
  41491. shader: string;
  41492. };
  41493. }
  41494. declare module "babylonjs/Shaders/default.fragment" {
  41495. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41496. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41497. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41498. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41499. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41500. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41501. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41502. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41503. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41504. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41505. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41506. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41507. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41508. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41509. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41510. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41511. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41512. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41513. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41514. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41515. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41516. /** @hidden */
  41517. export var defaultPixelShader: {
  41518. name: string;
  41519. shader: string;
  41520. };
  41521. }
  41522. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41523. /** @hidden */
  41524. export var defaultVertexDeclaration: {
  41525. name: string;
  41526. shader: string;
  41527. };
  41528. }
  41529. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41530. /** @hidden */
  41531. export var bumpVertexDeclaration: {
  41532. name: string;
  41533. shader: string;
  41534. };
  41535. }
  41536. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41537. /** @hidden */
  41538. export var bumpVertex: {
  41539. name: string;
  41540. shader: string;
  41541. };
  41542. }
  41543. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41544. /** @hidden */
  41545. export var fogVertex: {
  41546. name: string;
  41547. shader: string;
  41548. };
  41549. }
  41550. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41551. /** @hidden */
  41552. export var shadowsVertex: {
  41553. name: string;
  41554. shader: string;
  41555. };
  41556. }
  41557. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41558. /** @hidden */
  41559. export var pointCloudVertex: {
  41560. name: string;
  41561. shader: string;
  41562. };
  41563. }
  41564. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41565. /** @hidden */
  41566. export var logDepthVertex: {
  41567. name: string;
  41568. shader: string;
  41569. };
  41570. }
  41571. declare module "babylonjs/Shaders/default.vertex" {
  41572. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41573. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41574. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41575. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41576. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41577. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41578. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41579. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41580. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41581. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41582. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41583. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41584. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41585. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41586. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41587. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41588. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41589. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41590. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41591. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41592. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41593. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41594. /** @hidden */
  41595. export var defaultVertexShader: {
  41596. name: string;
  41597. shader: string;
  41598. };
  41599. }
  41600. declare module "babylonjs/Materials/standardMaterial" {
  41601. import { SmartArray } from "babylonjs/Misc/smartArray";
  41602. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41603. import { Nullable } from "babylonjs/types";
  41604. import { Scene } from "babylonjs/scene";
  41605. import { Matrix } from "babylonjs/Maths/math.vector";
  41606. import { Color3 } from "babylonjs/Maths/math.color";
  41607. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41608. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41609. import { Mesh } from "babylonjs/Meshes/mesh";
  41610. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41611. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41612. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41613. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41614. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41615. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41616. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41617. import "babylonjs/Shaders/default.fragment";
  41618. import "babylonjs/Shaders/default.vertex";
  41619. /** @hidden */
  41620. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41621. MAINUV1: boolean;
  41622. MAINUV2: boolean;
  41623. DIFFUSE: boolean;
  41624. DIFFUSEDIRECTUV: number;
  41625. AMBIENT: boolean;
  41626. AMBIENTDIRECTUV: number;
  41627. OPACITY: boolean;
  41628. OPACITYDIRECTUV: number;
  41629. OPACITYRGB: boolean;
  41630. REFLECTION: boolean;
  41631. EMISSIVE: boolean;
  41632. EMISSIVEDIRECTUV: number;
  41633. SPECULAR: boolean;
  41634. SPECULARDIRECTUV: number;
  41635. BUMP: boolean;
  41636. BUMPDIRECTUV: number;
  41637. PARALLAX: boolean;
  41638. PARALLAXOCCLUSION: boolean;
  41639. SPECULAROVERALPHA: boolean;
  41640. CLIPPLANE: boolean;
  41641. CLIPPLANE2: boolean;
  41642. CLIPPLANE3: boolean;
  41643. CLIPPLANE4: boolean;
  41644. ALPHATEST: boolean;
  41645. DEPTHPREPASS: boolean;
  41646. ALPHAFROMDIFFUSE: boolean;
  41647. POINTSIZE: boolean;
  41648. FOG: boolean;
  41649. SPECULARTERM: boolean;
  41650. DIFFUSEFRESNEL: boolean;
  41651. OPACITYFRESNEL: boolean;
  41652. REFLECTIONFRESNEL: boolean;
  41653. REFRACTIONFRESNEL: boolean;
  41654. EMISSIVEFRESNEL: boolean;
  41655. FRESNEL: boolean;
  41656. NORMAL: boolean;
  41657. UV1: boolean;
  41658. UV2: boolean;
  41659. VERTEXCOLOR: boolean;
  41660. VERTEXALPHA: boolean;
  41661. NUM_BONE_INFLUENCERS: number;
  41662. BonesPerMesh: number;
  41663. BONETEXTURE: boolean;
  41664. INSTANCES: boolean;
  41665. GLOSSINESS: boolean;
  41666. ROUGHNESS: boolean;
  41667. EMISSIVEASILLUMINATION: boolean;
  41668. LINKEMISSIVEWITHDIFFUSE: boolean;
  41669. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41670. LIGHTMAP: boolean;
  41671. LIGHTMAPDIRECTUV: number;
  41672. OBJECTSPACE_NORMALMAP: boolean;
  41673. USELIGHTMAPASSHADOWMAP: boolean;
  41674. REFLECTIONMAP_3D: boolean;
  41675. REFLECTIONMAP_SPHERICAL: boolean;
  41676. REFLECTIONMAP_PLANAR: boolean;
  41677. REFLECTIONMAP_CUBIC: boolean;
  41678. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41679. REFLECTIONMAP_PROJECTION: boolean;
  41680. REFLECTIONMAP_SKYBOX: boolean;
  41681. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41682. REFLECTIONMAP_EXPLICIT: boolean;
  41683. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41684. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41685. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41686. INVERTCUBICMAP: boolean;
  41687. LOGARITHMICDEPTH: boolean;
  41688. REFRACTION: boolean;
  41689. REFRACTIONMAP_3D: boolean;
  41690. REFLECTIONOVERALPHA: boolean;
  41691. TWOSIDEDLIGHTING: boolean;
  41692. SHADOWFLOAT: boolean;
  41693. MORPHTARGETS: boolean;
  41694. MORPHTARGETS_NORMAL: boolean;
  41695. MORPHTARGETS_TANGENT: boolean;
  41696. MORPHTARGETS_UV: boolean;
  41697. NUM_MORPH_INFLUENCERS: number;
  41698. NONUNIFORMSCALING: boolean;
  41699. PREMULTIPLYALPHA: boolean;
  41700. IMAGEPROCESSING: boolean;
  41701. VIGNETTE: boolean;
  41702. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41703. VIGNETTEBLENDMODEOPAQUE: boolean;
  41704. TONEMAPPING: boolean;
  41705. TONEMAPPING_ACES: boolean;
  41706. CONTRAST: boolean;
  41707. COLORCURVES: boolean;
  41708. COLORGRADING: boolean;
  41709. COLORGRADING3D: boolean;
  41710. SAMPLER3DGREENDEPTH: boolean;
  41711. SAMPLER3DBGRMAP: boolean;
  41712. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41713. MULTIVIEW: boolean;
  41714. /**
  41715. * If the reflection texture on this material is in linear color space
  41716. * @hidden
  41717. */
  41718. IS_REFLECTION_LINEAR: boolean;
  41719. /**
  41720. * If the refraction texture on this material is in linear color space
  41721. * @hidden
  41722. */
  41723. IS_REFRACTION_LINEAR: boolean;
  41724. EXPOSURE: boolean;
  41725. constructor();
  41726. setReflectionMode(modeToEnable: string): void;
  41727. }
  41728. /**
  41729. * This is the default material used in Babylon. It is the best trade off between quality
  41730. * and performances.
  41731. * @see http://doc.babylonjs.com/babylon101/materials
  41732. */
  41733. export class StandardMaterial extends PushMaterial {
  41734. private _diffuseTexture;
  41735. /**
  41736. * The basic texture of the material as viewed under a light.
  41737. */
  41738. diffuseTexture: Nullable<BaseTexture>;
  41739. private _ambientTexture;
  41740. /**
  41741. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41742. */
  41743. ambientTexture: Nullable<BaseTexture>;
  41744. private _opacityTexture;
  41745. /**
  41746. * Define the transparency of the material from a texture.
  41747. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41748. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41749. */
  41750. opacityTexture: Nullable<BaseTexture>;
  41751. private _reflectionTexture;
  41752. /**
  41753. * Define the texture used to display the reflection.
  41754. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41755. */
  41756. reflectionTexture: Nullable<BaseTexture>;
  41757. private _emissiveTexture;
  41758. /**
  41759. * Define texture of the material as if self lit.
  41760. * This will be mixed in the final result even in the absence of light.
  41761. */
  41762. emissiveTexture: Nullable<BaseTexture>;
  41763. private _specularTexture;
  41764. /**
  41765. * Define how the color and intensity of the highlight given by the light in the material.
  41766. */
  41767. specularTexture: Nullable<BaseTexture>;
  41768. private _bumpTexture;
  41769. /**
  41770. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41771. * 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.
  41772. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41773. */
  41774. bumpTexture: Nullable<BaseTexture>;
  41775. private _lightmapTexture;
  41776. /**
  41777. * Complex lighting can be computationally expensive to compute at runtime.
  41778. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41779. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41780. */
  41781. lightmapTexture: Nullable<BaseTexture>;
  41782. private _refractionTexture;
  41783. /**
  41784. * Define the texture used to display the refraction.
  41785. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41786. */
  41787. refractionTexture: Nullable<BaseTexture>;
  41788. /**
  41789. * The color of the material lit by the environmental background lighting.
  41790. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41791. */
  41792. ambientColor: Color3;
  41793. /**
  41794. * The basic color of the material as viewed under a light.
  41795. */
  41796. diffuseColor: Color3;
  41797. /**
  41798. * Define how the color and intensity of the highlight given by the light in the material.
  41799. */
  41800. specularColor: Color3;
  41801. /**
  41802. * Define the color of the material as if self lit.
  41803. * This will be mixed in the final result even in the absence of light.
  41804. */
  41805. emissiveColor: Color3;
  41806. /**
  41807. * Defines how sharp are the highlights in the material.
  41808. * The bigger the value the sharper giving a more glossy feeling to the result.
  41809. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41810. */
  41811. specularPower: number;
  41812. private _useAlphaFromDiffuseTexture;
  41813. /**
  41814. * Does the transparency come from the diffuse texture alpha channel.
  41815. */
  41816. useAlphaFromDiffuseTexture: boolean;
  41817. private _useEmissiveAsIllumination;
  41818. /**
  41819. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41820. */
  41821. useEmissiveAsIllumination: boolean;
  41822. private _linkEmissiveWithDiffuse;
  41823. /**
  41824. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41825. * the emissive level when the final color is close to one.
  41826. */
  41827. linkEmissiveWithDiffuse: boolean;
  41828. private _useSpecularOverAlpha;
  41829. /**
  41830. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41831. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41832. */
  41833. useSpecularOverAlpha: boolean;
  41834. private _useReflectionOverAlpha;
  41835. /**
  41836. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41837. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41838. */
  41839. useReflectionOverAlpha: boolean;
  41840. private _disableLighting;
  41841. /**
  41842. * Does lights from the scene impacts this material.
  41843. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41844. */
  41845. disableLighting: boolean;
  41846. private _useObjectSpaceNormalMap;
  41847. /**
  41848. * Allows using an object space normal map (instead of tangent space).
  41849. */
  41850. useObjectSpaceNormalMap: boolean;
  41851. private _useParallax;
  41852. /**
  41853. * Is parallax enabled or not.
  41854. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41855. */
  41856. useParallax: boolean;
  41857. private _useParallaxOcclusion;
  41858. /**
  41859. * Is parallax occlusion enabled or not.
  41860. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41861. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41862. */
  41863. useParallaxOcclusion: boolean;
  41864. /**
  41865. * 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.
  41866. */
  41867. parallaxScaleBias: number;
  41868. private _roughness;
  41869. /**
  41870. * Helps to define how blurry the reflections should appears in the material.
  41871. */
  41872. roughness: number;
  41873. /**
  41874. * In case of refraction, define the value of the index of refraction.
  41875. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41876. */
  41877. indexOfRefraction: number;
  41878. /**
  41879. * Invert the refraction texture alongside the y axis.
  41880. * It can be useful with procedural textures or probe for instance.
  41881. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41882. */
  41883. invertRefractionY: boolean;
  41884. /**
  41885. * Defines the alpha limits in alpha test mode.
  41886. */
  41887. alphaCutOff: number;
  41888. private _useLightmapAsShadowmap;
  41889. /**
  41890. * In case of light mapping, define whether the map contains light or shadow informations.
  41891. */
  41892. useLightmapAsShadowmap: boolean;
  41893. private _diffuseFresnelParameters;
  41894. /**
  41895. * Define the diffuse fresnel parameters of the material.
  41896. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41897. */
  41898. diffuseFresnelParameters: FresnelParameters;
  41899. private _opacityFresnelParameters;
  41900. /**
  41901. * Define the opacity fresnel parameters of the material.
  41902. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41903. */
  41904. opacityFresnelParameters: FresnelParameters;
  41905. private _reflectionFresnelParameters;
  41906. /**
  41907. * Define the reflection fresnel parameters of the material.
  41908. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41909. */
  41910. reflectionFresnelParameters: FresnelParameters;
  41911. private _refractionFresnelParameters;
  41912. /**
  41913. * Define the refraction fresnel parameters of the material.
  41914. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41915. */
  41916. refractionFresnelParameters: FresnelParameters;
  41917. private _emissiveFresnelParameters;
  41918. /**
  41919. * Define the emissive fresnel parameters of the material.
  41920. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41921. */
  41922. emissiveFresnelParameters: FresnelParameters;
  41923. private _useReflectionFresnelFromSpecular;
  41924. /**
  41925. * If true automatically deducts the fresnels values from the material specularity.
  41926. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41927. */
  41928. useReflectionFresnelFromSpecular: boolean;
  41929. private _useGlossinessFromSpecularMapAlpha;
  41930. /**
  41931. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41932. */
  41933. useGlossinessFromSpecularMapAlpha: boolean;
  41934. private _maxSimultaneousLights;
  41935. /**
  41936. * Defines the maximum number of lights that can be used in the material
  41937. */
  41938. maxSimultaneousLights: number;
  41939. private _invertNormalMapX;
  41940. /**
  41941. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41942. */
  41943. invertNormalMapX: boolean;
  41944. private _invertNormalMapY;
  41945. /**
  41946. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41947. */
  41948. invertNormalMapY: boolean;
  41949. private _twoSidedLighting;
  41950. /**
  41951. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41952. */
  41953. twoSidedLighting: boolean;
  41954. /**
  41955. * Default configuration related to image processing available in the standard Material.
  41956. */
  41957. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41958. /**
  41959. * Gets the image processing configuration used either in this material.
  41960. */
  41961. /**
  41962. * Sets the Default image processing configuration used either in the this material.
  41963. *
  41964. * If sets to null, the scene one is in use.
  41965. */
  41966. imageProcessingConfiguration: ImageProcessingConfiguration;
  41967. /**
  41968. * Keep track of the image processing observer to allow dispose and replace.
  41969. */
  41970. private _imageProcessingObserver;
  41971. /**
  41972. * Attaches a new image processing configuration to the Standard Material.
  41973. * @param configuration
  41974. */
  41975. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41976. /**
  41977. * Gets wether the color curves effect is enabled.
  41978. */
  41979. /**
  41980. * Sets wether the color curves effect is enabled.
  41981. */
  41982. cameraColorCurvesEnabled: boolean;
  41983. /**
  41984. * Gets wether the color grading effect is enabled.
  41985. */
  41986. /**
  41987. * Gets wether the color grading effect is enabled.
  41988. */
  41989. cameraColorGradingEnabled: boolean;
  41990. /**
  41991. * Gets wether tonemapping is enabled or not.
  41992. */
  41993. /**
  41994. * Sets wether tonemapping is enabled or not
  41995. */
  41996. cameraToneMappingEnabled: boolean;
  41997. /**
  41998. * The camera exposure used on this material.
  41999. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42000. * This corresponds to a photographic exposure.
  42001. */
  42002. /**
  42003. * The camera exposure used on this material.
  42004. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42005. * This corresponds to a photographic exposure.
  42006. */
  42007. cameraExposure: number;
  42008. /**
  42009. * Gets The camera contrast used on this material.
  42010. */
  42011. /**
  42012. * Sets The camera contrast used on this material.
  42013. */
  42014. cameraContrast: number;
  42015. /**
  42016. * Gets the Color Grading 2D Lookup Texture.
  42017. */
  42018. /**
  42019. * Sets the Color Grading 2D Lookup Texture.
  42020. */
  42021. cameraColorGradingTexture: Nullable<BaseTexture>;
  42022. /**
  42023. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42024. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42025. * 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;
  42026. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42027. */
  42028. /**
  42029. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42030. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42031. * 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;
  42032. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42033. */
  42034. cameraColorCurves: Nullable<ColorCurves>;
  42035. /**
  42036. * Custom callback helping to override the default shader used in the material.
  42037. */
  42038. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42039. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42040. protected _worldViewProjectionMatrix: Matrix;
  42041. protected _globalAmbientColor: Color3;
  42042. protected _useLogarithmicDepth: boolean;
  42043. protected _rebuildInParallel: boolean;
  42044. /**
  42045. * Instantiates a new standard material.
  42046. * This is the default material used in Babylon. It is the best trade off between quality
  42047. * and performances.
  42048. * @see http://doc.babylonjs.com/babylon101/materials
  42049. * @param name Define the name of the material in the scene
  42050. * @param scene Define the scene the material belong to
  42051. */
  42052. constructor(name: string, scene: Scene);
  42053. /**
  42054. * Gets a boolean indicating that current material needs to register RTT
  42055. */
  42056. readonly hasRenderTargetTextures: boolean;
  42057. /**
  42058. * Gets the current class name of the material e.g. "StandardMaterial"
  42059. * Mainly use in serialization.
  42060. * @returns the class name
  42061. */
  42062. getClassName(): string;
  42063. /**
  42064. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42065. * You can try switching to logarithmic depth.
  42066. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42067. */
  42068. useLogarithmicDepth: boolean;
  42069. /**
  42070. * Specifies if the material will require alpha blending
  42071. * @returns a boolean specifying if alpha blending is needed
  42072. */
  42073. needAlphaBlending(): boolean;
  42074. /**
  42075. * Specifies if this material should be rendered in alpha test mode
  42076. * @returns a boolean specifying if an alpha test is needed.
  42077. */
  42078. needAlphaTesting(): boolean;
  42079. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42080. /**
  42081. * Get the texture used for alpha test purpose.
  42082. * @returns the diffuse texture in case of the standard material.
  42083. */
  42084. getAlphaTestTexture(): Nullable<BaseTexture>;
  42085. /**
  42086. * Get if the submesh is ready to be used and all its information available.
  42087. * Child classes can use it to update shaders
  42088. * @param mesh defines the mesh to check
  42089. * @param subMesh defines which submesh to check
  42090. * @param useInstances specifies that instances should be used
  42091. * @returns a boolean indicating that the submesh is ready or not
  42092. */
  42093. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42094. /**
  42095. * Builds the material UBO layouts.
  42096. * Used internally during the effect preparation.
  42097. */
  42098. buildUniformLayout(): void;
  42099. /**
  42100. * Unbinds the material from the mesh
  42101. */
  42102. unbind(): void;
  42103. /**
  42104. * Binds the submesh to this material by preparing the effect and shader to draw
  42105. * @param world defines the world transformation matrix
  42106. * @param mesh defines the mesh containing the submesh
  42107. * @param subMesh defines the submesh to bind the material to
  42108. */
  42109. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42110. /**
  42111. * Get the list of animatables in the material.
  42112. * @returns the list of animatables object used in the material
  42113. */
  42114. getAnimatables(): IAnimatable[];
  42115. /**
  42116. * Gets the active textures from the material
  42117. * @returns an array of textures
  42118. */
  42119. getActiveTextures(): BaseTexture[];
  42120. /**
  42121. * Specifies if the material uses a texture
  42122. * @param texture defines the texture to check against the material
  42123. * @returns a boolean specifying if the material uses the texture
  42124. */
  42125. hasTexture(texture: BaseTexture): boolean;
  42126. /**
  42127. * Disposes the material
  42128. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42129. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42130. */
  42131. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42132. /**
  42133. * Makes a duplicate of the material, and gives it a new name
  42134. * @param name defines the new name for the duplicated material
  42135. * @returns the cloned material
  42136. */
  42137. clone(name: string): StandardMaterial;
  42138. /**
  42139. * Serializes this material in a JSON representation
  42140. * @returns the serialized material object
  42141. */
  42142. serialize(): any;
  42143. /**
  42144. * Creates a standard material from parsed material data
  42145. * @param source defines the JSON representation of the material
  42146. * @param scene defines the hosting scene
  42147. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42148. * @returns a new standard material
  42149. */
  42150. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42151. /**
  42152. * Are diffuse textures enabled in the application.
  42153. */
  42154. static DiffuseTextureEnabled: boolean;
  42155. /**
  42156. * Are ambient textures enabled in the application.
  42157. */
  42158. static AmbientTextureEnabled: boolean;
  42159. /**
  42160. * Are opacity textures enabled in the application.
  42161. */
  42162. static OpacityTextureEnabled: boolean;
  42163. /**
  42164. * Are reflection textures enabled in the application.
  42165. */
  42166. static ReflectionTextureEnabled: boolean;
  42167. /**
  42168. * Are emissive textures enabled in the application.
  42169. */
  42170. static EmissiveTextureEnabled: boolean;
  42171. /**
  42172. * Are specular textures enabled in the application.
  42173. */
  42174. static SpecularTextureEnabled: boolean;
  42175. /**
  42176. * Are bump textures enabled in the application.
  42177. */
  42178. static BumpTextureEnabled: boolean;
  42179. /**
  42180. * Are lightmap textures enabled in the application.
  42181. */
  42182. static LightmapTextureEnabled: boolean;
  42183. /**
  42184. * Are refraction textures enabled in the application.
  42185. */
  42186. static RefractionTextureEnabled: boolean;
  42187. /**
  42188. * Are color grading textures enabled in the application.
  42189. */
  42190. static ColorGradingTextureEnabled: boolean;
  42191. /**
  42192. * Are fresnels enabled in the application.
  42193. */
  42194. static FresnelEnabled: boolean;
  42195. }
  42196. }
  42197. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42198. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42199. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42200. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42201. /** @hidden */
  42202. export var imageProcessingPixelShader: {
  42203. name: string;
  42204. shader: string;
  42205. };
  42206. }
  42207. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42208. import { Nullable } from "babylonjs/types";
  42209. import { Color4 } from "babylonjs/Maths/math.color";
  42210. import { Camera } from "babylonjs/Cameras/camera";
  42211. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42212. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42213. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42214. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42215. import { Engine } from "babylonjs/Engines/engine";
  42216. import "babylonjs/Shaders/imageProcessing.fragment";
  42217. import "babylonjs/Shaders/postprocess.vertex";
  42218. /**
  42219. * ImageProcessingPostProcess
  42220. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42221. */
  42222. export class ImageProcessingPostProcess extends PostProcess {
  42223. /**
  42224. * Default configuration related to image processing available in the PBR Material.
  42225. */
  42226. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42227. /**
  42228. * Gets the image processing configuration used either in this material.
  42229. */
  42230. /**
  42231. * Sets the Default image processing configuration used either in the this material.
  42232. *
  42233. * If sets to null, the scene one is in use.
  42234. */
  42235. imageProcessingConfiguration: ImageProcessingConfiguration;
  42236. /**
  42237. * Keep track of the image processing observer to allow dispose and replace.
  42238. */
  42239. private _imageProcessingObserver;
  42240. /**
  42241. * Attaches a new image processing configuration to the PBR Material.
  42242. * @param configuration
  42243. */
  42244. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42245. /**
  42246. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42247. */
  42248. /**
  42249. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42250. */
  42251. colorCurves: Nullable<ColorCurves>;
  42252. /**
  42253. * Gets wether the color curves effect is enabled.
  42254. */
  42255. /**
  42256. * Sets wether the color curves effect is enabled.
  42257. */
  42258. colorCurvesEnabled: boolean;
  42259. /**
  42260. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42261. */
  42262. /**
  42263. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42264. */
  42265. colorGradingTexture: Nullable<BaseTexture>;
  42266. /**
  42267. * Gets wether the color grading effect is enabled.
  42268. */
  42269. /**
  42270. * Gets wether the color grading effect is enabled.
  42271. */
  42272. colorGradingEnabled: boolean;
  42273. /**
  42274. * Gets exposure used in the effect.
  42275. */
  42276. /**
  42277. * Sets exposure used in the effect.
  42278. */
  42279. exposure: number;
  42280. /**
  42281. * Gets wether tonemapping is enabled or not.
  42282. */
  42283. /**
  42284. * Sets wether tonemapping is enabled or not
  42285. */
  42286. toneMappingEnabled: boolean;
  42287. /**
  42288. * Gets the type of tone mapping effect.
  42289. */
  42290. /**
  42291. * Sets the type of tone mapping effect.
  42292. */
  42293. toneMappingType: number;
  42294. /**
  42295. * Gets contrast used in the effect.
  42296. */
  42297. /**
  42298. * Sets contrast used in the effect.
  42299. */
  42300. contrast: number;
  42301. /**
  42302. * Gets Vignette stretch size.
  42303. */
  42304. /**
  42305. * Sets Vignette stretch size.
  42306. */
  42307. vignetteStretch: number;
  42308. /**
  42309. * Gets Vignette centre X Offset.
  42310. */
  42311. /**
  42312. * Sets Vignette centre X Offset.
  42313. */
  42314. vignetteCentreX: number;
  42315. /**
  42316. * Gets Vignette centre Y Offset.
  42317. */
  42318. /**
  42319. * Sets Vignette centre Y Offset.
  42320. */
  42321. vignetteCentreY: number;
  42322. /**
  42323. * Gets Vignette weight or intensity of the vignette effect.
  42324. */
  42325. /**
  42326. * Sets Vignette weight or intensity of the vignette effect.
  42327. */
  42328. vignetteWeight: number;
  42329. /**
  42330. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42331. * if vignetteEnabled is set to true.
  42332. */
  42333. /**
  42334. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42335. * if vignetteEnabled is set to true.
  42336. */
  42337. vignetteColor: Color4;
  42338. /**
  42339. * Gets Camera field of view used by the Vignette effect.
  42340. */
  42341. /**
  42342. * Sets Camera field of view used by the Vignette effect.
  42343. */
  42344. vignetteCameraFov: number;
  42345. /**
  42346. * Gets the vignette blend mode allowing different kind of effect.
  42347. */
  42348. /**
  42349. * Sets the vignette blend mode allowing different kind of effect.
  42350. */
  42351. vignetteBlendMode: number;
  42352. /**
  42353. * Gets wether the vignette effect is enabled.
  42354. */
  42355. /**
  42356. * Sets wether the vignette effect is enabled.
  42357. */
  42358. vignetteEnabled: boolean;
  42359. private _fromLinearSpace;
  42360. /**
  42361. * Gets wether the input of the processing is in Gamma or Linear Space.
  42362. */
  42363. /**
  42364. * Sets wether the input of the processing is in Gamma or Linear Space.
  42365. */
  42366. fromLinearSpace: boolean;
  42367. /**
  42368. * Defines cache preventing GC.
  42369. */
  42370. private _defines;
  42371. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42372. /**
  42373. * "ImageProcessingPostProcess"
  42374. * @returns "ImageProcessingPostProcess"
  42375. */
  42376. getClassName(): string;
  42377. protected _updateParameters(): void;
  42378. dispose(camera?: Camera): void;
  42379. }
  42380. }
  42381. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42382. import { Scene } from "babylonjs/scene";
  42383. import { Color3 } from "babylonjs/Maths/math.color";
  42384. import { Mesh } from "babylonjs/Meshes/mesh";
  42385. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42386. import { Nullable } from "babylonjs/types";
  42387. /**
  42388. * Class containing static functions to help procedurally build meshes
  42389. */
  42390. export class GroundBuilder {
  42391. /**
  42392. * Creates a ground mesh
  42393. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42394. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42395. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42396. * @param name defines the name of the mesh
  42397. * @param options defines the options used to create the mesh
  42398. * @param scene defines the hosting scene
  42399. * @returns the ground mesh
  42400. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42401. */
  42402. static CreateGround(name: string, options: {
  42403. width?: number;
  42404. height?: number;
  42405. subdivisions?: number;
  42406. subdivisionsX?: number;
  42407. subdivisionsY?: number;
  42408. updatable?: boolean;
  42409. }, scene: any): Mesh;
  42410. /**
  42411. * Creates a tiled ground mesh
  42412. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42413. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42414. * * 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
  42415. * * 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
  42416. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42417. * @param name defines the name of the mesh
  42418. * @param options defines the options used to create the mesh
  42419. * @param scene defines the hosting scene
  42420. * @returns the tiled ground mesh
  42421. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42422. */
  42423. static CreateTiledGround(name: string, options: {
  42424. xmin: number;
  42425. zmin: number;
  42426. xmax: number;
  42427. zmax: number;
  42428. subdivisions?: {
  42429. w: number;
  42430. h: number;
  42431. };
  42432. precision?: {
  42433. w: number;
  42434. h: number;
  42435. };
  42436. updatable?: boolean;
  42437. }, scene?: Nullable<Scene>): Mesh;
  42438. /**
  42439. * Creates a ground mesh from a height map
  42440. * * The parameter `url` sets the URL of the height map image resource.
  42441. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42442. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42443. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42444. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42445. * * 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.
  42446. * * 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).
  42447. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42448. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42449. * @param name defines the name of the mesh
  42450. * @param url defines the url to the height map
  42451. * @param options defines the options used to create the mesh
  42452. * @param scene defines the hosting scene
  42453. * @returns the ground mesh
  42454. * @see https://doc.babylonjs.com/babylon101/height_map
  42455. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42456. */
  42457. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42458. width?: number;
  42459. height?: number;
  42460. subdivisions?: number;
  42461. minHeight?: number;
  42462. maxHeight?: number;
  42463. colorFilter?: Color3;
  42464. alphaFilter?: number;
  42465. updatable?: boolean;
  42466. onReady?: (mesh: GroundMesh) => void;
  42467. }, scene?: Nullable<Scene>): GroundMesh;
  42468. }
  42469. }
  42470. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42471. import { Vector4 } from "babylonjs/Maths/math.vector";
  42472. import { Mesh } from "babylonjs/Meshes/mesh";
  42473. /**
  42474. * Class containing static functions to help procedurally build meshes
  42475. */
  42476. export class TorusBuilder {
  42477. /**
  42478. * Creates a torus mesh
  42479. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42480. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42481. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42482. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42483. * * 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
  42484. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42485. * @param name defines the name of the mesh
  42486. * @param options defines the options used to create the mesh
  42487. * @param scene defines the hosting scene
  42488. * @returns the torus mesh
  42489. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42490. */
  42491. static CreateTorus(name: string, options: {
  42492. diameter?: number;
  42493. thickness?: number;
  42494. tessellation?: number;
  42495. updatable?: boolean;
  42496. sideOrientation?: number;
  42497. frontUVs?: Vector4;
  42498. backUVs?: Vector4;
  42499. }, scene: any): Mesh;
  42500. }
  42501. }
  42502. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42503. import { Vector4 } from "babylonjs/Maths/math.vector";
  42504. import { Color4 } from "babylonjs/Maths/math.color";
  42505. import { Mesh } from "babylonjs/Meshes/mesh";
  42506. /**
  42507. * Class containing static functions to help procedurally build meshes
  42508. */
  42509. export class CylinderBuilder {
  42510. /**
  42511. * Creates a cylinder or a cone mesh
  42512. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42513. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42514. * * 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.
  42515. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42516. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42517. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42518. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42519. * * 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).
  42520. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42521. * * 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).
  42522. * * 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
  42523. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42524. * * 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
  42525. * * 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.
  42526. * * If `enclose` is false, a ring surface is one element.
  42527. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42528. * * 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
  42529. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42530. * * 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
  42531. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42532. * @param name defines the name of the mesh
  42533. * @param options defines the options used to create the mesh
  42534. * @param scene defines the hosting scene
  42535. * @returns the cylinder mesh
  42536. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42537. */
  42538. static CreateCylinder(name: string, options: {
  42539. height?: number;
  42540. diameterTop?: number;
  42541. diameterBottom?: number;
  42542. diameter?: number;
  42543. tessellation?: number;
  42544. subdivisions?: number;
  42545. arc?: number;
  42546. faceColors?: Color4[];
  42547. faceUV?: Vector4[];
  42548. updatable?: boolean;
  42549. hasRings?: boolean;
  42550. enclose?: boolean;
  42551. cap?: number;
  42552. sideOrientation?: number;
  42553. frontUVs?: Vector4;
  42554. backUVs?: Vector4;
  42555. }, scene: any): Mesh;
  42556. }
  42557. }
  42558. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42559. import { Observable } from "babylonjs/Misc/observable";
  42560. import { Nullable } from "babylonjs/types";
  42561. import { Camera } from "babylonjs/Cameras/camera";
  42562. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42563. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42564. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42565. import { Scene } from "babylonjs/scene";
  42566. import { Vector3 } from "babylonjs/Maths/math.vector";
  42567. import { Color3 } from "babylonjs/Maths/math.color";
  42568. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42569. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42570. import { Mesh } from "babylonjs/Meshes/mesh";
  42571. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42572. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42573. import "babylonjs/Meshes/Builders/groundBuilder";
  42574. import "babylonjs/Meshes/Builders/torusBuilder";
  42575. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42576. import "babylonjs/Gamepads/gamepadSceneComponent";
  42577. import "babylonjs/Animations/animatable";
  42578. /**
  42579. * Options to modify the vr teleportation behavior.
  42580. */
  42581. export interface VRTeleportationOptions {
  42582. /**
  42583. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42584. */
  42585. floorMeshName?: string;
  42586. /**
  42587. * A list of meshes to be used as the teleportation floor. (default: empty)
  42588. */
  42589. floorMeshes?: Mesh[];
  42590. }
  42591. /**
  42592. * Options to modify the vr experience helper's behavior.
  42593. */
  42594. export interface VRExperienceHelperOptions extends WebVROptions {
  42595. /**
  42596. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42597. */
  42598. createDeviceOrientationCamera?: boolean;
  42599. /**
  42600. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42601. */
  42602. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42603. /**
  42604. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42605. */
  42606. laserToggle?: boolean;
  42607. /**
  42608. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42609. */
  42610. floorMeshes?: Mesh[];
  42611. /**
  42612. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42613. */
  42614. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42615. }
  42616. /**
  42617. * Event containing information after VR has been entered
  42618. */
  42619. export class OnAfterEnteringVRObservableEvent {
  42620. /**
  42621. * If entering vr was successful
  42622. */
  42623. success: boolean;
  42624. }
  42625. /**
  42626. * Helps to quickly add VR support to an existing scene.
  42627. * See http://doc.babylonjs.com/how_to/webvr_helper
  42628. */
  42629. export class VRExperienceHelper {
  42630. /** Options to modify the vr experience helper's behavior. */
  42631. webVROptions: VRExperienceHelperOptions;
  42632. private _scene;
  42633. private _position;
  42634. private _btnVR;
  42635. private _btnVRDisplayed;
  42636. private _webVRsupported;
  42637. private _webVRready;
  42638. private _webVRrequesting;
  42639. private _webVRpresenting;
  42640. private _hasEnteredVR;
  42641. private _fullscreenVRpresenting;
  42642. private _canvas;
  42643. private _webVRCamera;
  42644. private _vrDeviceOrientationCamera;
  42645. private _deviceOrientationCamera;
  42646. private _existingCamera;
  42647. private _onKeyDown;
  42648. private _onVrDisplayPresentChange;
  42649. private _onVRDisplayChanged;
  42650. private _onVRRequestPresentStart;
  42651. private _onVRRequestPresentComplete;
  42652. /**
  42653. * 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)
  42654. */
  42655. enableGazeEvenWhenNoPointerLock: boolean;
  42656. /**
  42657. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42658. */
  42659. exitVROnDoubleTap: boolean;
  42660. /**
  42661. * Observable raised right before entering VR.
  42662. */
  42663. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42664. /**
  42665. * Observable raised when entering VR has completed.
  42666. */
  42667. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42668. /**
  42669. * Observable raised when exiting VR.
  42670. */
  42671. onExitingVRObservable: Observable<VRExperienceHelper>;
  42672. /**
  42673. * Observable raised when controller mesh is loaded.
  42674. */
  42675. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42676. /** Return this.onEnteringVRObservable
  42677. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42678. */
  42679. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42680. /** Return this.onExitingVRObservable
  42681. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42682. */
  42683. readonly onExitingVR: Observable<VRExperienceHelper>;
  42684. /** Return this.onControllerMeshLoadedObservable
  42685. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42686. */
  42687. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42688. private _rayLength;
  42689. private _useCustomVRButton;
  42690. private _teleportationRequested;
  42691. private _teleportActive;
  42692. private _floorMeshName;
  42693. private _floorMeshesCollection;
  42694. private _rotationAllowed;
  42695. private _teleportBackwardsVector;
  42696. private _teleportationTarget;
  42697. private _isDefaultTeleportationTarget;
  42698. private _postProcessMove;
  42699. private _teleportationFillColor;
  42700. private _teleportationBorderColor;
  42701. private _rotationAngle;
  42702. private _haloCenter;
  42703. private _cameraGazer;
  42704. private _padSensibilityUp;
  42705. private _padSensibilityDown;
  42706. private _leftController;
  42707. private _rightController;
  42708. /**
  42709. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42710. */
  42711. onNewMeshSelected: Observable<AbstractMesh>;
  42712. /**
  42713. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42714. * This observable will provide the mesh and the controller used to select the mesh
  42715. */
  42716. onMeshSelectedWithController: Observable<{
  42717. mesh: AbstractMesh;
  42718. controller: WebVRController;
  42719. }>;
  42720. /**
  42721. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42722. */
  42723. onNewMeshPicked: Observable<PickingInfo>;
  42724. private _circleEase;
  42725. /**
  42726. * Observable raised before camera teleportation
  42727. */
  42728. onBeforeCameraTeleport: Observable<Vector3>;
  42729. /**
  42730. * Observable raised after camera teleportation
  42731. */
  42732. onAfterCameraTeleport: Observable<Vector3>;
  42733. /**
  42734. * Observable raised when current selected mesh gets unselected
  42735. */
  42736. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42737. private _raySelectionPredicate;
  42738. /**
  42739. * To be optionaly changed by user to define custom ray selection
  42740. */
  42741. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42742. /**
  42743. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42744. */
  42745. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42746. /**
  42747. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42748. */
  42749. teleportationEnabled: boolean;
  42750. private _defaultHeight;
  42751. private _teleportationInitialized;
  42752. private _interactionsEnabled;
  42753. private _interactionsRequested;
  42754. private _displayGaze;
  42755. private _displayLaserPointer;
  42756. /**
  42757. * The mesh used to display where the user is going to teleport.
  42758. */
  42759. /**
  42760. * Sets the mesh to be used to display where the user is going to teleport.
  42761. */
  42762. teleportationTarget: Mesh;
  42763. /**
  42764. * 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
  42765. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42766. * See http://doc.babylonjs.com/resources/baking_transformations
  42767. */
  42768. gazeTrackerMesh: Mesh;
  42769. /**
  42770. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42771. */
  42772. updateGazeTrackerScale: boolean;
  42773. /**
  42774. * If the gaze trackers color should be updated when selecting meshes
  42775. */
  42776. updateGazeTrackerColor: boolean;
  42777. /**
  42778. * If the controller laser color should be updated when selecting meshes
  42779. */
  42780. updateControllerLaserColor: boolean;
  42781. /**
  42782. * The gaze tracking mesh corresponding to the left controller
  42783. */
  42784. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42785. /**
  42786. * The gaze tracking mesh corresponding to the right controller
  42787. */
  42788. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42789. /**
  42790. * If the ray of the gaze should be displayed.
  42791. */
  42792. /**
  42793. * Sets if the ray of the gaze should be displayed.
  42794. */
  42795. displayGaze: boolean;
  42796. /**
  42797. * If the ray of the LaserPointer should be displayed.
  42798. */
  42799. /**
  42800. * Sets if the ray of the LaserPointer should be displayed.
  42801. */
  42802. displayLaserPointer: boolean;
  42803. /**
  42804. * The deviceOrientationCamera used as the camera when not in VR.
  42805. */
  42806. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42807. /**
  42808. * Based on the current WebVR support, returns the current VR camera used.
  42809. */
  42810. readonly currentVRCamera: Nullable<Camera>;
  42811. /**
  42812. * The webVRCamera which is used when in VR.
  42813. */
  42814. readonly webVRCamera: WebVRFreeCamera;
  42815. /**
  42816. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42817. */
  42818. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42819. /**
  42820. * The html button that is used to trigger entering into VR.
  42821. */
  42822. readonly vrButton: Nullable<HTMLButtonElement>;
  42823. private readonly _teleportationRequestInitiated;
  42824. /**
  42825. * Defines wether or not Pointer lock should be requested when switching to
  42826. * full screen.
  42827. */
  42828. requestPointerLockOnFullScreen: boolean;
  42829. /**
  42830. * Instantiates a VRExperienceHelper.
  42831. * Helps to quickly add VR support to an existing scene.
  42832. * @param scene The scene the VRExperienceHelper belongs to.
  42833. * @param webVROptions Options to modify the vr experience helper's behavior.
  42834. */
  42835. constructor(scene: Scene,
  42836. /** Options to modify the vr experience helper's behavior. */
  42837. webVROptions?: VRExperienceHelperOptions);
  42838. private _onDefaultMeshLoaded;
  42839. private _onResize;
  42840. private _onFullscreenChange;
  42841. /**
  42842. * Gets a value indicating if we are currently in VR mode.
  42843. */
  42844. readonly isInVRMode: boolean;
  42845. private onVrDisplayPresentChange;
  42846. private onVRDisplayChanged;
  42847. private moveButtonToBottomRight;
  42848. private displayVRButton;
  42849. private updateButtonVisibility;
  42850. private _cachedAngularSensibility;
  42851. /**
  42852. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42853. * Otherwise, will use the fullscreen API.
  42854. */
  42855. enterVR(): void;
  42856. /**
  42857. * Attempt to exit VR, or fullscreen.
  42858. */
  42859. exitVR(): void;
  42860. /**
  42861. * The position of the vr experience helper.
  42862. */
  42863. /**
  42864. * Sets the position of the vr experience helper.
  42865. */
  42866. position: Vector3;
  42867. /**
  42868. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42869. */
  42870. enableInteractions(): void;
  42871. private readonly _noControllerIsActive;
  42872. private beforeRender;
  42873. private _isTeleportationFloor;
  42874. /**
  42875. * Adds a floor mesh to be used for teleportation.
  42876. * @param floorMesh the mesh to be used for teleportation.
  42877. */
  42878. addFloorMesh(floorMesh: Mesh): void;
  42879. /**
  42880. * Removes a floor mesh from being used for teleportation.
  42881. * @param floorMesh the mesh to be removed.
  42882. */
  42883. removeFloorMesh(floorMesh: Mesh): void;
  42884. /**
  42885. * Enables interactions and teleportation using the VR controllers and gaze.
  42886. * @param vrTeleportationOptions options to modify teleportation behavior.
  42887. */
  42888. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42889. private _onNewGamepadConnected;
  42890. private _tryEnableInteractionOnController;
  42891. private _onNewGamepadDisconnected;
  42892. private _enableInteractionOnController;
  42893. private _checkTeleportWithRay;
  42894. private _checkRotate;
  42895. private _checkTeleportBackwards;
  42896. private _enableTeleportationOnController;
  42897. private _createTeleportationCircles;
  42898. private _displayTeleportationTarget;
  42899. private _hideTeleportationTarget;
  42900. private _rotateCamera;
  42901. private _moveTeleportationSelectorTo;
  42902. private _workingVector;
  42903. private _workingQuaternion;
  42904. private _workingMatrix;
  42905. /**
  42906. * Teleports the users feet to the desired location
  42907. * @param location The location where the user's feet should be placed
  42908. */
  42909. teleportCamera(location: Vector3): void;
  42910. private _convertNormalToDirectionOfRay;
  42911. private _castRayAndSelectObject;
  42912. private _notifySelectedMeshUnselected;
  42913. /**
  42914. * Sets the color of the laser ray from the vr controllers.
  42915. * @param color new color for the ray.
  42916. */
  42917. changeLaserColor(color: Color3): void;
  42918. /**
  42919. * Sets the color of the ray from the vr headsets gaze.
  42920. * @param color new color for the ray.
  42921. */
  42922. changeGazeColor(color: Color3): void;
  42923. /**
  42924. * Exits VR and disposes of the vr experience helper
  42925. */
  42926. dispose(): void;
  42927. /**
  42928. * Gets the name of the VRExperienceHelper class
  42929. * @returns "VRExperienceHelper"
  42930. */
  42931. getClassName(): string;
  42932. }
  42933. }
  42934. declare module "babylonjs/Cameras/VR/index" {
  42935. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42936. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42937. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42938. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42939. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42940. export * from "babylonjs/Cameras/VR/webVRCamera";
  42941. }
  42942. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42943. import { Observable } from "babylonjs/Misc/observable";
  42944. import { Nullable } from "babylonjs/types";
  42945. import { IDisposable, Scene } from "babylonjs/scene";
  42946. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42947. /**
  42948. * Manages an XRSession to work with Babylon's engine
  42949. * @see https://doc.babylonjs.com/how_to/webxr
  42950. */
  42951. export class WebXRSessionManager implements IDisposable {
  42952. private scene;
  42953. /**
  42954. * Fires every time a new xrFrame arrives which can be used to update the camera
  42955. */
  42956. onXRFrameObservable: Observable<any>;
  42957. /**
  42958. * Fires when the xr session is ended either by the device or manually done
  42959. */
  42960. onXRSessionEnded: Observable<any>;
  42961. /**
  42962. * Underlying xr session
  42963. */
  42964. session: XRSession;
  42965. /**
  42966. * Type of reference space used when creating the session
  42967. */
  42968. referenceSpace: XRReferenceSpace;
  42969. /** @hidden */
  42970. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42971. /**
  42972. * Current XR frame
  42973. */
  42974. currentFrame: Nullable<XRFrame>;
  42975. private _xrNavigator;
  42976. private baseLayer;
  42977. private _sessionEnded;
  42978. /**
  42979. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42980. * @param scene The scene which the session should be created for
  42981. */
  42982. constructor(scene: Scene);
  42983. /**
  42984. * Initializes the manager
  42985. * After initialization enterXR can be called to start an XR session
  42986. * @returns Promise which resolves after it is initialized
  42987. */
  42988. initializeAsync(): Promise<void>;
  42989. /**
  42990. * Initializes an xr session
  42991. * @param xrSessionMode mode to initialize
  42992. * @returns a promise which will resolve once the session has been initialized
  42993. */
  42994. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42995. /**
  42996. * Sets the reference space on the xr session
  42997. * @param referenceSpace space to set
  42998. * @returns a promise that will resolve once the reference space has been set
  42999. */
  43000. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43001. /**
  43002. * Updates the render state of the session
  43003. * @param state state to set
  43004. * @returns a promise that resolves once the render state has been updated
  43005. */
  43006. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43007. /**
  43008. * Starts rendering to the xr layer
  43009. * @returns a promise that will resolve once rendering has started
  43010. */
  43011. startRenderingToXRAsync(): Promise<void>;
  43012. /**
  43013. * Stops the xrSession and restores the renderloop
  43014. * @returns Promise which resolves after it exits XR
  43015. */
  43016. exitXRAsync(): Promise<unknown>;
  43017. /**
  43018. * Checks if a session would be supported for the creation options specified
  43019. * @param sessionMode session mode to check if supported eg. immersive-vr
  43020. * @returns true if supported
  43021. */
  43022. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43023. /**
  43024. * @hidden
  43025. * Converts the render layer of xrSession to a render target
  43026. * @param session session to create render target for
  43027. * @param scene scene the new render target should be created for
  43028. */
  43029. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43030. /**
  43031. * Disposes of the session manager
  43032. */
  43033. dispose(): void;
  43034. }
  43035. }
  43036. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43037. import { Scene } from "babylonjs/scene";
  43038. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43039. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43040. /**
  43041. * WebXR Camera which holds the views for the xrSession
  43042. * @see https://doc.babylonjs.com/how_to/webxr
  43043. */
  43044. export class WebXRCamera extends FreeCamera {
  43045. private static _TmpMatrix;
  43046. /**
  43047. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43048. * @param name the name of the camera
  43049. * @param scene the scene to add the camera to
  43050. */
  43051. constructor(name: string, scene: Scene);
  43052. private _updateNumberOfRigCameras;
  43053. /** @hidden */
  43054. _updateForDualEyeDebugging(): void;
  43055. /**
  43056. * Updates the cameras position from the current pose information of the XR session
  43057. * @param xrSessionManager the session containing pose information
  43058. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43059. */
  43060. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43061. }
  43062. }
  43063. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43064. import { Nullable } from "babylonjs/types";
  43065. import { IDisposable } from "babylonjs/scene";
  43066. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43067. /**
  43068. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43069. */
  43070. export class WebXRManagedOutputCanvas implements IDisposable {
  43071. private helper;
  43072. private _canvas;
  43073. /**
  43074. * xrpresent context of the canvas which can be used to display/mirror xr content
  43075. */
  43076. canvasContext: WebGLRenderingContext;
  43077. /**
  43078. * xr layer for the canvas
  43079. */
  43080. xrLayer: Nullable<XRWebGLLayer>;
  43081. /**
  43082. * Initializes the xr layer for the session
  43083. * @param xrSession xr session
  43084. * @returns a promise that will resolve once the XR Layer has been created
  43085. */
  43086. initializeXRLayerAsync(xrSession: any): any;
  43087. /**
  43088. * Initializes the canvas to be added/removed upon entering/exiting xr
  43089. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  43090. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43091. */
  43092. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  43093. /**
  43094. * Disposes of the object
  43095. */
  43096. dispose(): void;
  43097. private _setManagedOutputCanvas;
  43098. private _addCanvas;
  43099. private _removeCanvas;
  43100. }
  43101. }
  43102. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43103. import { Observable } from "babylonjs/Misc/observable";
  43104. import { IDisposable, Scene } from "babylonjs/scene";
  43105. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43106. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43107. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43108. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43109. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43110. /**
  43111. * States of the webXR experience
  43112. */
  43113. export enum WebXRState {
  43114. /**
  43115. * Transitioning to being in XR mode
  43116. */
  43117. ENTERING_XR = 0,
  43118. /**
  43119. * Transitioning to non XR mode
  43120. */
  43121. EXITING_XR = 1,
  43122. /**
  43123. * In XR mode and presenting
  43124. */
  43125. IN_XR = 2,
  43126. /**
  43127. * Not entered XR mode
  43128. */
  43129. NOT_IN_XR = 3
  43130. }
  43131. /**
  43132. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43133. * @see https://doc.babylonjs.com/how_to/webxr
  43134. */
  43135. export class WebXRExperienceHelper implements IDisposable {
  43136. private scene;
  43137. /**
  43138. * 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
  43139. */
  43140. container: AbstractMesh;
  43141. /**
  43142. * Camera used to render xr content
  43143. */
  43144. camera: WebXRCamera;
  43145. /**
  43146. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43147. */
  43148. state: WebXRState;
  43149. private _setState;
  43150. private static _TmpVector;
  43151. /**
  43152. * Fires when the state of the experience helper has changed
  43153. */
  43154. onStateChangedObservable: Observable<WebXRState>;
  43155. /** Session manager used to keep track of xr session */
  43156. sessionManager: WebXRSessionManager;
  43157. private _nonVRCamera;
  43158. private _originalSceneAutoClear;
  43159. private _supported;
  43160. /**
  43161. * Creates the experience helper
  43162. * @param scene the scene to attach the experience helper to
  43163. * @returns a promise for the experience helper
  43164. */
  43165. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43166. /**
  43167. * Creates a WebXRExperienceHelper
  43168. * @param scene The scene the helper should be created in
  43169. */
  43170. private constructor();
  43171. /**
  43172. * Exits XR mode and returns the scene to its original state
  43173. * @returns promise that resolves after xr mode has exited
  43174. */
  43175. exitXRAsync(): Promise<unknown>;
  43176. /**
  43177. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43178. * @param sessionCreationOptions options for the XR session
  43179. * @param referenceSpaceType frame of reference of the XR session
  43180. * @param outputCanvas the output canvas that will be used to enter XR mode
  43181. * @returns promise that resolves after xr mode has entered
  43182. */
  43183. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  43184. /**
  43185. * Updates the global position of the camera by moving the camera's container
  43186. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43187. * @param position The desired global position of the camera
  43188. */
  43189. setPositionOfCameraUsingContainer(position: Vector3): void;
  43190. /**
  43191. * Rotates the xr camera by rotating the camera's container around the camera's position
  43192. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43193. * @param rotation the desired quaternion rotation to apply to the camera
  43194. */
  43195. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43196. /**
  43197. * Disposes of the experience helper
  43198. */
  43199. dispose(): void;
  43200. }
  43201. }
  43202. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43203. import { Nullable } from "babylonjs/types";
  43204. import { Observable } from "babylonjs/Misc/observable";
  43205. import { IDisposable, Scene } from "babylonjs/scene";
  43206. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43207. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43208. /**
  43209. * Button which can be used to enter a different mode of XR
  43210. */
  43211. export class WebXREnterExitUIButton {
  43212. /** button element */
  43213. element: HTMLElement;
  43214. /** XR initialization options for the button */
  43215. sessionMode: XRSessionMode;
  43216. /** Reference space type */
  43217. referenceSpaceType: XRReferenceSpaceType;
  43218. /**
  43219. * Creates a WebXREnterExitUIButton
  43220. * @param element button element
  43221. * @param sessionMode XR initialization session mode
  43222. * @param referenceSpaceType the type of reference space to be used
  43223. */
  43224. constructor(
  43225. /** button element */
  43226. element: HTMLElement,
  43227. /** XR initialization options for the button */
  43228. sessionMode: XRSessionMode,
  43229. /** Reference space type */
  43230. referenceSpaceType: XRReferenceSpaceType);
  43231. /**
  43232. * Overwritable function which can be used to update the button's visuals when the state changes
  43233. * @param activeButton the current active button in the UI
  43234. */
  43235. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43236. }
  43237. /**
  43238. * Options to create the webXR UI
  43239. */
  43240. export class WebXREnterExitUIOptions {
  43241. /**
  43242. * Context to enter xr with
  43243. */
  43244. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  43245. /**
  43246. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43247. */
  43248. customButtons?: Array<WebXREnterExitUIButton>;
  43249. }
  43250. /**
  43251. * UI to allow the user to enter/exit XR mode
  43252. */
  43253. export class WebXREnterExitUI implements IDisposable {
  43254. private scene;
  43255. private _overlay;
  43256. private _buttons;
  43257. private _activeButton;
  43258. /**
  43259. * Fired every time the active button is changed.
  43260. *
  43261. * When xr is entered via a button that launches xr that button will be the callback parameter
  43262. *
  43263. * When exiting xr the callback parameter will be null)
  43264. */
  43265. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43266. /**
  43267. * Creates UI to allow the user to enter/exit XR mode
  43268. * @param scene the scene to add the ui to
  43269. * @param helper the xr experience helper to enter/exit xr with
  43270. * @param options options to configure the UI
  43271. * @returns the created ui
  43272. */
  43273. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43274. private constructor();
  43275. private _updateButtons;
  43276. /**
  43277. * Disposes of the object
  43278. */
  43279. dispose(): void;
  43280. }
  43281. }
  43282. declare module "babylonjs/Cameras/XR/webXRController" {
  43283. import { Nullable } from "babylonjs/types";
  43284. import { Observable } from "babylonjs/Misc/observable";
  43285. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43286. import { Ray } from "babylonjs/Culling/ray";
  43287. import { Scene } from "babylonjs/scene";
  43288. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43289. /**
  43290. * Represents an XR input
  43291. */
  43292. export class WebXRController {
  43293. private scene;
  43294. /** The underlying input source for the controller */
  43295. inputSource: XRInputSource;
  43296. private parentContainer;
  43297. /**
  43298. * 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
  43299. */
  43300. grip?: AbstractMesh;
  43301. /**
  43302. * Pointer which can be used to select objects or attach a visible laser to
  43303. */
  43304. pointer: AbstractMesh;
  43305. private _gamepadMode;
  43306. /**
  43307. * If available, this is the gamepad object related to this controller.
  43308. * Using this object it is possible to get click events and trackpad changes of the
  43309. * webxr controller that is currently being used.
  43310. */
  43311. gamepadController?: WebVRController;
  43312. /**
  43313. * Event that fires when the controller is removed/disposed
  43314. */
  43315. onDisposeObservable: Observable<{}>;
  43316. private _tmpMatrix;
  43317. private _tmpQuaternion;
  43318. private _tmpVector;
  43319. /**
  43320. * Creates the controller
  43321. * @see https://doc.babylonjs.com/how_to/webxr
  43322. * @param scene the scene which the controller should be associated to
  43323. * @param inputSource the underlying input source for the controller
  43324. * @param parentContainer parent that the controller meshes should be children of
  43325. */
  43326. constructor(scene: Scene,
  43327. /** The underlying input source for the controller */
  43328. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43329. /**
  43330. * Updates the controller pose based on the given XRFrame
  43331. * @param xrFrame xr frame to update the pose with
  43332. * @param referenceSpace reference space to use
  43333. */
  43334. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43335. /**
  43336. * Gets a world space ray coming from the controller
  43337. * @param result the resulting ray
  43338. */
  43339. getWorldPointerRayToRef(result: Ray): void;
  43340. /**
  43341. * Get the scene associated with this controller
  43342. * @returns the scene object
  43343. */
  43344. getScene(): Scene;
  43345. /**
  43346. * Disposes of the object
  43347. */
  43348. dispose(): void;
  43349. }
  43350. }
  43351. declare module "babylonjs/Cameras/XR/webXRInput" {
  43352. import { Observable } from "babylonjs/Misc/observable";
  43353. import { IDisposable } from "babylonjs/scene";
  43354. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43355. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43356. /**
  43357. * XR input used to track XR inputs such as controllers/rays
  43358. */
  43359. export class WebXRInput implements IDisposable {
  43360. /**
  43361. * Base experience the input listens to
  43362. */
  43363. baseExperience: WebXRExperienceHelper;
  43364. /**
  43365. * XR controllers being tracked
  43366. */
  43367. controllers: Array<WebXRController>;
  43368. private _frameObserver;
  43369. private _stateObserver;
  43370. /**
  43371. * Event when a controller has been connected/added
  43372. */
  43373. onControllerAddedObservable: Observable<WebXRController>;
  43374. /**
  43375. * Event when a controller has been removed/disconnected
  43376. */
  43377. onControllerRemovedObservable: Observable<WebXRController>;
  43378. /**
  43379. * Initializes the WebXRInput
  43380. * @param baseExperience experience helper which the input should be created for
  43381. */
  43382. constructor(
  43383. /**
  43384. * Base experience the input listens to
  43385. */
  43386. baseExperience: WebXRExperienceHelper);
  43387. private _onInputSourcesChange;
  43388. private _addAndRemoveControllers;
  43389. /**
  43390. * Disposes of the object
  43391. */
  43392. dispose(): void;
  43393. }
  43394. }
  43395. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43396. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43397. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43398. /**
  43399. * Enables teleportation
  43400. */
  43401. export class WebXRControllerTeleportation {
  43402. private _teleportationFillColor;
  43403. private _teleportationBorderColor;
  43404. private _tmpRay;
  43405. private _tmpVector;
  43406. /**
  43407. * Creates a WebXRControllerTeleportation
  43408. * @param input input manager to add teleportation to
  43409. * @param floorMeshes floormeshes which can be teleported to
  43410. */
  43411. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43412. }
  43413. }
  43414. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43415. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43416. /**
  43417. * Handles pointer input automatically for the pointer of XR controllers
  43418. */
  43419. export class WebXRControllerPointerSelection {
  43420. private static _idCounter;
  43421. private _tmpRay;
  43422. /**
  43423. * Creates a WebXRControllerPointerSelection
  43424. * @param input input manager to setup pointer selection
  43425. */
  43426. constructor(input: WebXRInput);
  43427. private _convertNormalToDirectionOfRay;
  43428. private _updatePointerDistance;
  43429. }
  43430. }
  43431. declare module "babylonjs/Loading/sceneLoader" {
  43432. import { Observable } from "babylonjs/Misc/observable";
  43433. import { Nullable } from "babylonjs/types";
  43434. import { Scene } from "babylonjs/scene";
  43435. import { Engine } from "babylonjs/Engines/engine";
  43436. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43437. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43438. import { AssetContainer } from "babylonjs/assetContainer";
  43439. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43440. import { Skeleton } from "babylonjs/Bones/skeleton";
  43441. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43442. import { WebRequest } from "babylonjs/Misc/webRequest";
  43443. /**
  43444. * Class used to represent data loading progression
  43445. */
  43446. export class SceneLoaderProgressEvent {
  43447. /** defines if data length to load can be evaluated */
  43448. readonly lengthComputable: boolean;
  43449. /** defines the loaded data length */
  43450. readonly loaded: number;
  43451. /** defines the data length to load */
  43452. readonly total: number;
  43453. /**
  43454. * Create a new progress event
  43455. * @param lengthComputable defines if data length to load can be evaluated
  43456. * @param loaded defines the loaded data length
  43457. * @param total defines the data length to load
  43458. */
  43459. constructor(
  43460. /** defines if data length to load can be evaluated */
  43461. lengthComputable: boolean,
  43462. /** defines the loaded data length */
  43463. loaded: number,
  43464. /** defines the data length to load */
  43465. total: number);
  43466. /**
  43467. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43468. * @param event defines the source event
  43469. * @returns a new SceneLoaderProgressEvent
  43470. */
  43471. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43472. }
  43473. /**
  43474. * Interface used by SceneLoader plugins to define supported file extensions
  43475. */
  43476. export interface ISceneLoaderPluginExtensions {
  43477. /**
  43478. * Defines the list of supported extensions
  43479. */
  43480. [extension: string]: {
  43481. isBinary: boolean;
  43482. };
  43483. }
  43484. /**
  43485. * Interface used by SceneLoader plugin factory
  43486. */
  43487. export interface ISceneLoaderPluginFactory {
  43488. /**
  43489. * Defines the name of the factory
  43490. */
  43491. name: string;
  43492. /**
  43493. * Function called to create a new plugin
  43494. * @return the new plugin
  43495. */
  43496. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43497. /**
  43498. * The callback that returns true if the data can be directly loaded.
  43499. * @param data string containing the file data
  43500. * @returns if the data can be loaded directly
  43501. */
  43502. canDirectLoad?(data: string): boolean;
  43503. }
  43504. /**
  43505. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  43506. */
  43507. export interface ISceneLoaderPluginBase {
  43508. /**
  43509. * The friendly name of this plugin.
  43510. */
  43511. name: string;
  43512. /**
  43513. * The file extensions supported by this plugin.
  43514. */
  43515. extensions: string | ISceneLoaderPluginExtensions;
  43516. /**
  43517. * The callback called when loading from a url.
  43518. * @param scene scene loading this url
  43519. * @param url url to load
  43520. * @param onSuccess callback called when the file successfully loads
  43521. * @param onProgress callback called while file is loading (if the server supports this mode)
  43522. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  43523. * @param onError callback called when the file fails to load
  43524. * @returns a file request object
  43525. */
  43526. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43527. /**
  43528. * The callback called when loading from a file object.
  43529. * @param scene scene loading this file
  43530. * @param file defines the file to load
  43531. * @param onSuccess defines the callback to call when data is loaded
  43532. * @param onProgress defines the callback to call during loading process
  43533. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  43534. * @param onError defines the callback to call when an error occurs
  43535. * @returns a file request object
  43536. */
  43537. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43538. /**
  43539. * The callback that returns true if the data can be directly loaded.
  43540. * @param data string containing the file data
  43541. * @returns if the data can be loaded directly
  43542. */
  43543. canDirectLoad?(data: string): boolean;
  43544. /**
  43545. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  43546. * @param scene scene loading this data
  43547. * @param data string containing the data
  43548. * @returns data to pass to the plugin
  43549. */
  43550. directLoad?(scene: Scene, data: string): any;
  43551. /**
  43552. * The callback that allows custom handling of the root url based on the response url.
  43553. * @param rootUrl the original root url
  43554. * @param responseURL the response url if available
  43555. * @returns the new root url
  43556. */
  43557. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  43558. }
  43559. /**
  43560. * Interface used to define a SceneLoader plugin
  43561. */
  43562. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  43563. /**
  43564. * Import meshes into a scene.
  43565. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43566. * @param scene The scene to import into
  43567. * @param data The data to import
  43568. * @param rootUrl The root url for scene and resources
  43569. * @param meshes The meshes array to import into
  43570. * @param particleSystems The particle systems array to import into
  43571. * @param skeletons The skeletons array to import into
  43572. * @param onError The callback when import fails
  43573. * @returns True if successful or false otherwise
  43574. */
  43575. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43576. /**
  43577. * Load into a scene.
  43578. * @param scene The scene to load into
  43579. * @param data The data to import
  43580. * @param rootUrl The root url for scene and resources
  43581. * @param onError The callback when import fails
  43582. * @returns True if successful or false otherwise
  43583. */
  43584. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43585. /**
  43586. * Load into an asset container.
  43587. * @param scene The scene to load into
  43588. * @param data The data to import
  43589. * @param rootUrl The root url for scene and resources
  43590. * @param onError The callback when import fails
  43591. * @returns The loaded asset container
  43592. */
  43593. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43594. }
  43595. /**
  43596. * Interface used to define an async SceneLoader plugin
  43597. */
  43598. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  43599. /**
  43600. * Import meshes into a scene.
  43601. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43602. * @param scene The scene to import into
  43603. * @param data The data to import
  43604. * @param rootUrl The root url for scene and resources
  43605. * @param onProgress The callback when the load progresses
  43606. * @param fileName Defines the name of the file to load
  43607. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43608. */
  43609. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43610. meshes: AbstractMesh[];
  43611. particleSystems: IParticleSystem[];
  43612. skeletons: Skeleton[];
  43613. animationGroups: AnimationGroup[];
  43614. }>;
  43615. /**
  43616. * Load into a scene.
  43617. * @param scene The scene to load into
  43618. * @param data The data to import
  43619. * @param rootUrl The root url for scene and resources
  43620. * @param onProgress The callback when the load progresses
  43621. * @param fileName Defines the name of the file to load
  43622. * @returns Nothing
  43623. */
  43624. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43625. /**
  43626. * Load into an asset container.
  43627. * @param scene The scene to load into
  43628. * @param data The data to import
  43629. * @param rootUrl The root url for scene and resources
  43630. * @param onProgress The callback when the load progresses
  43631. * @param fileName Defines the name of the file to load
  43632. * @returns The loaded asset container
  43633. */
  43634. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43635. }
  43636. /**
  43637. * Class used to load scene from various file formats using registered plugins
  43638. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43639. */
  43640. export class SceneLoader {
  43641. /**
  43642. * No logging while loading
  43643. */
  43644. static readonly NO_LOGGING: number;
  43645. /**
  43646. * Minimal logging while loading
  43647. */
  43648. static readonly MINIMAL_LOGGING: number;
  43649. /**
  43650. * Summary logging while loading
  43651. */
  43652. static readonly SUMMARY_LOGGING: number;
  43653. /**
  43654. * Detailled logging while loading
  43655. */
  43656. static readonly DETAILED_LOGGING: number;
  43657. /**
  43658. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43659. */
  43660. static ForceFullSceneLoadingForIncremental: boolean;
  43661. /**
  43662. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43663. */
  43664. static ShowLoadingScreen: boolean;
  43665. /**
  43666. * Defines the current logging level (while loading the scene)
  43667. * @ignorenaming
  43668. */
  43669. static loggingLevel: number;
  43670. /**
  43671. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43672. */
  43673. static CleanBoneMatrixWeights: boolean;
  43674. /**
  43675. * Event raised when a plugin is used to load a scene
  43676. */
  43677. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43678. private static _registeredPlugins;
  43679. private static _getDefaultPlugin;
  43680. private static _getPluginForExtension;
  43681. private static _getPluginForDirectLoad;
  43682. private static _getPluginForFilename;
  43683. private static _getDirectLoad;
  43684. private static _loadData;
  43685. private static _getFileInfo;
  43686. /**
  43687. * Gets a plugin that can load the given extension
  43688. * @param extension defines the extension to load
  43689. * @returns a plugin or null if none works
  43690. */
  43691. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43692. /**
  43693. * Gets a boolean indicating that the given extension can be loaded
  43694. * @param extension defines the extension to load
  43695. * @returns true if the extension is supported
  43696. */
  43697. static IsPluginForExtensionAvailable(extension: string): boolean;
  43698. /**
  43699. * Adds a new plugin to the list of registered plugins
  43700. * @param plugin defines the plugin to add
  43701. */
  43702. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43703. /**
  43704. * Import meshes into a scene
  43705. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43706. * @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)
  43707. * @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)
  43708. * @param scene the instance of BABYLON.Scene to append to
  43709. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43710. * @param onProgress a callback with a progress event for each file being loaded
  43711. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43712. * @param pluginExtension the extension used to determine the plugin
  43713. * @returns The loaded plugin
  43714. */
  43715. 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>;
  43716. /**
  43717. * Import meshes into a scene
  43718. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43719. * @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)
  43720. * @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)
  43721. * @param scene the instance of BABYLON.Scene to append to
  43722. * @param onProgress a callback with a progress event for each file being loaded
  43723. * @param pluginExtension the extension used to determine the plugin
  43724. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43725. */
  43726. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43727. meshes: AbstractMesh[];
  43728. particleSystems: IParticleSystem[];
  43729. skeletons: Skeleton[];
  43730. animationGroups: AnimationGroup[];
  43731. }>;
  43732. /**
  43733. * Load a scene
  43734. * @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)
  43735. * @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)
  43736. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43737. * @param onSuccess a callback with the scene when import succeeds
  43738. * @param onProgress a callback with a progress event for each file being loaded
  43739. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43740. * @param pluginExtension the extension used to determine the plugin
  43741. * @returns The loaded plugin
  43742. */
  43743. 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>;
  43744. /**
  43745. * Load a scene
  43746. * @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)
  43747. * @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)
  43748. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43749. * @param onProgress a callback with a progress event for each file being loaded
  43750. * @param pluginExtension the extension used to determine the plugin
  43751. * @returns The loaded scene
  43752. */
  43753. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43754. /**
  43755. * Append a scene
  43756. * @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)
  43757. * @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)
  43758. * @param scene is the instance of BABYLON.Scene to append to
  43759. * @param onSuccess a callback with the scene when import succeeds
  43760. * @param onProgress a callback with a progress event for each file being loaded
  43761. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43762. * @param pluginExtension the extension used to determine the plugin
  43763. * @returns The loaded plugin
  43764. */
  43765. 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>;
  43766. /**
  43767. * Append a scene
  43768. * @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)
  43769. * @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)
  43770. * @param scene is the instance of BABYLON.Scene to append to
  43771. * @param onProgress a callback with a progress event for each file being loaded
  43772. * @param pluginExtension the extension used to determine the plugin
  43773. * @returns The given scene
  43774. */
  43775. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43776. /**
  43777. * Load a scene into an asset container
  43778. * @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)
  43779. * @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)
  43780. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43781. * @param onSuccess a callback with the scene when import succeeds
  43782. * @param onProgress a callback with a progress event for each file being loaded
  43783. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43784. * @param pluginExtension the extension used to determine the plugin
  43785. * @returns The loaded plugin
  43786. */
  43787. 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>;
  43788. /**
  43789. * Load a scene into an asset container
  43790. * @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)
  43791. * @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)
  43792. * @param scene is the instance of Scene to append to
  43793. * @param onProgress a callback with a progress event for each file being loaded
  43794. * @param pluginExtension the extension used to determine the plugin
  43795. * @returns The loaded asset container
  43796. */
  43797. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43798. }
  43799. }
  43800. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43801. import { Scene } from "babylonjs/scene";
  43802. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43803. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43804. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43805. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43806. /**
  43807. * Generic Controller
  43808. */
  43809. export class GenericController extends WebVRController {
  43810. /**
  43811. * Base Url for the controller model.
  43812. */
  43813. static readonly MODEL_BASE_URL: string;
  43814. /**
  43815. * File name for the controller model.
  43816. */
  43817. static readonly MODEL_FILENAME: string;
  43818. /**
  43819. * Creates a new GenericController from a gamepad
  43820. * @param vrGamepad the gamepad that the controller should be created from
  43821. */
  43822. constructor(vrGamepad: any);
  43823. /**
  43824. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43825. * @param scene scene in which to add meshes
  43826. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43827. */
  43828. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43829. /**
  43830. * Called once for each button that changed state since the last frame
  43831. * @param buttonIdx Which button index changed
  43832. * @param state New state of the button
  43833. * @param changes Which properties on the state changed since last frame
  43834. */
  43835. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43836. }
  43837. }
  43838. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43839. import { Observable } from "babylonjs/Misc/observable";
  43840. import { Scene } from "babylonjs/scene";
  43841. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43842. import { Ray } from "babylonjs/Culling/ray";
  43843. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43844. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43845. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43846. /**
  43847. * Defines the WindowsMotionController object that the state of the windows motion controller
  43848. */
  43849. export class WindowsMotionController extends WebVRController {
  43850. /**
  43851. * The base url used to load the left and right controller models
  43852. */
  43853. static MODEL_BASE_URL: string;
  43854. /**
  43855. * The name of the left controller model file
  43856. */
  43857. static MODEL_LEFT_FILENAME: string;
  43858. /**
  43859. * The name of the right controller model file
  43860. */
  43861. static MODEL_RIGHT_FILENAME: string;
  43862. /**
  43863. * The controller name prefix for this controller type
  43864. */
  43865. static readonly GAMEPAD_ID_PREFIX: string;
  43866. /**
  43867. * The controller id pattern for this controller type
  43868. */
  43869. private static readonly GAMEPAD_ID_PATTERN;
  43870. private _loadedMeshInfo;
  43871. private readonly _mapping;
  43872. /**
  43873. * Fired when the trackpad on this controller is clicked
  43874. */
  43875. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43876. /**
  43877. * Fired when the trackpad on this controller is modified
  43878. */
  43879. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43880. /**
  43881. * The current x and y values of this controller's trackpad
  43882. */
  43883. trackpad: StickValues;
  43884. /**
  43885. * Creates a new WindowsMotionController from a gamepad
  43886. * @param vrGamepad the gamepad that the controller should be created from
  43887. */
  43888. constructor(vrGamepad: any);
  43889. /**
  43890. * Fired when the trigger on this controller is modified
  43891. */
  43892. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43893. /**
  43894. * Fired when the menu button on this controller is modified
  43895. */
  43896. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43897. /**
  43898. * Fired when the grip button on this controller is modified
  43899. */
  43900. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43901. /**
  43902. * Fired when the thumbstick button on this controller is modified
  43903. */
  43904. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43905. /**
  43906. * Fired when the touchpad button on this controller is modified
  43907. */
  43908. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43909. /**
  43910. * Fired when the touchpad values on this controller are modified
  43911. */
  43912. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43913. private _updateTrackpad;
  43914. /**
  43915. * Called once per frame by the engine.
  43916. */
  43917. update(): void;
  43918. /**
  43919. * Called once for each button that changed state since the last frame
  43920. * @param buttonIdx Which button index changed
  43921. * @param state New state of the button
  43922. * @param changes Which properties on the state changed since last frame
  43923. */
  43924. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43925. /**
  43926. * Moves the buttons on the controller mesh based on their current state
  43927. * @param buttonName the name of the button to move
  43928. * @param buttonValue the value of the button which determines the buttons new position
  43929. */
  43930. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43931. /**
  43932. * Moves the axis on the controller mesh based on its current state
  43933. * @param axis the index of the axis
  43934. * @param axisValue the value of the axis which determines the meshes new position
  43935. * @hidden
  43936. */
  43937. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43938. /**
  43939. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43940. * @param scene scene in which to add meshes
  43941. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43942. */
  43943. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43944. /**
  43945. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43946. * can be transformed by button presses and axes values, based on this._mapping.
  43947. *
  43948. * @param scene scene in which the meshes exist
  43949. * @param meshes list of meshes that make up the controller model to process
  43950. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43951. */
  43952. private processModel;
  43953. private createMeshInfo;
  43954. /**
  43955. * Gets the ray of the controller in the direction the controller is pointing
  43956. * @param length the length the resulting ray should be
  43957. * @returns a ray in the direction the controller is pointing
  43958. */
  43959. getForwardRay(length?: number): Ray;
  43960. /**
  43961. * Disposes of the controller
  43962. */
  43963. dispose(): void;
  43964. }
  43965. }
  43966. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43967. import { Observable } from "babylonjs/Misc/observable";
  43968. import { Scene } from "babylonjs/scene";
  43969. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43970. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43971. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43972. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43973. /**
  43974. * Oculus Touch Controller
  43975. */
  43976. export class OculusTouchController extends WebVRController {
  43977. /**
  43978. * Base Url for the controller model.
  43979. */
  43980. static MODEL_BASE_URL: string;
  43981. /**
  43982. * File name for the left controller model.
  43983. */
  43984. static MODEL_LEFT_FILENAME: string;
  43985. /**
  43986. * File name for the right controller model.
  43987. */
  43988. static MODEL_RIGHT_FILENAME: string;
  43989. /**
  43990. * Base Url for the Quest controller model.
  43991. */
  43992. static QUEST_MODEL_BASE_URL: string;
  43993. /**
  43994. * @hidden
  43995. * If the controllers are running on a device that needs the updated Quest controller models
  43996. */
  43997. static _IsQuest: boolean;
  43998. /**
  43999. * Fired when the secondary trigger on this controller is modified
  44000. */
  44001. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44002. /**
  44003. * Fired when the thumb rest on this controller is modified
  44004. */
  44005. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44006. /**
  44007. * Creates a new OculusTouchController from a gamepad
  44008. * @param vrGamepad the gamepad that the controller should be created from
  44009. */
  44010. constructor(vrGamepad: any);
  44011. /**
  44012. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44013. * @param scene scene in which to add meshes
  44014. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44015. */
  44016. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44017. /**
  44018. * Fired when the A button on this controller is modified
  44019. */
  44020. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44021. /**
  44022. * Fired when the B button on this controller is modified
  44023. */
  44024. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44025. /**
  44026. * Fired when the X button on this controller is modified
  44027. */
  44028. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44029. /**
  44030. * Fired when the Y button on this controller is modified
  44031. */
  44032. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44033. /**
  44034. * Called once for each button that changed state since the last frame
  44035. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44036. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44037. * 2) secondary trigger (same)
  44038. * 3) A (right) X (left), touch, pressed = value
  44039. * 4) B / Y
  44040. * 5) thumb rest
  44041. * @param buttonIdx Which button index changed
  44042. * @param state New state of the button
  44043. * @param changes Which properties on the state changed since last frame
  44044. */
  44045. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44046. }
  44047. }
  44048. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44049. import { Scene } from "babylonjs/scene";
  44050. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44051. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44052. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44053. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44054. import { Observable } from "babylonjs/Misc/observable";
  44055. /**
  44056. * Vive Controller
  44057. */
  44058. export class ViveController extends WebVRController {
  44059. /**
  44060. * Base Url for the controller model.
  44061. */
  44062. static MODEL_BASE_URL: string;
  44063. /**
  44064. * File name for the controller model.
  44065. */
  44066. static MODEL_FILENAME: string;
  44067. /**
  44068. * Creates a new ViveController from a gamepad
  44069. * @param vrGamepad the gamepad that the controller should be created from
  44070. */
  44071. constructor(vrGamepad: any);
  44072. /**
  44073. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44074. * @param scene scene in which to add meshes
  44075. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44076. */
  44077. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44078. /**
  44079. * Fired when the left button on this controller is modified
  44080. */
  44081. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44082. /**
  44083. * Fired when the right button on this controller is modified
  44084. */
  44085. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44086. /**
  44087. * Fired when the menu button on this controller is modified
  44088. */
  44089. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44090. /**
  44091. * Called once for each button that changed state since the last frame
  44092. * Vive mapping:
  44093. * 0: touchpad
  44094. * 1: trigger
  44095. * 2: left AND right buttons
  44096. * 3: menu button
  44097. * @param buttonIdx Which button index changed
  44098. * @param state New state of the button
  44099. * @param changes Which properties on the state changed since last frame
  44100. */
  44101. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44102. }
  44103. }
  44104. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44105. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44106. /**
  44107. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44108. */
  44109. export class WebXRControllerModelLoader {
  44110. /**
  44111. * Creates the WebXRControllerModelLoader
  44112. * @param input xr input that creates the controllers
  44113. */
  44114. constructor(input: WebXRInput);
  44115. }
  44116. }
  44117. declare module "babylonjs/Cameras/XR/index" {
  44118. export * from "babylonjs/Cameras/XR/webXRCamera";
  44119. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44120. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44121. export * from "babylonjs/Cameras/XR/webXRInput";
  44122. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44123. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44124. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44125. export * from "babylonjs/Cameras/XR/webXRController";
  44126. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44127. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44128. }
  44129. declare module "babylonjs/Cameras/RigModes/index" {
  44130. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44131. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44132. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44133. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44134. }
  44135. declare module "babylonjs/Cameras/index" {
  44136. export * from "babylonjs/Cameras/Inputs/index";
  44137. export * from "babylonjs/Cameras/cameraInputsManager";
  44138. export * from "babylonjs/Cameras/camera";
  44139. export * from "babylonjs/Cameras/targetCamera";
  44140. export * from "babylonjs/Cameras/freeCamera";
  44141. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44142. export * from "babylonjs/Cameras/touchCamera";
  44143. export * from "babylonjs/Cameras/arcRotateCamera";
  44144. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44145. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44146. export * from "babylonjs/Cameras/flyCamera";
  44147. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44148. export * from "babylonjs/Cameras/followCamera";
  44149. export * from "babylonjs/Cameras/followCameraInputsManager";
  44150. export * from "babylonjs/Cameras/gamepadCamera";
  44151. export * from "babylonjs/Cameras/Stereoscopic/index";
  44152. export * from "babylonjs/Cameras/universalCamera";
  44153. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44154. export * from "babylonjs/Cameras/VR/index";
  44155. export * from "babylonjs/Cameras/XR/index";
  44156. export * from "babylonjs/Cameras/RigModes/index";
  44157. }
  44158. declare module "babylonjs/Collisions/index" {
  44159. export * from "babylonjs/Collisions/collider";
  44160. export * from "babylonjs/Collisions/collisionCoordinator";
  44161. export * from "babylonjs/Collisions/pickingInfo";
  44162. export * from "babylonjs/Collisions/intersectionInfo";
  44163. export * from "babylonjs/Collisions/meshCollisionData";
  44164. }
  44165. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44166. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44167. import { Vector3 } from "babylonjs/Maths/math.vector";
  44168. import { Ray } from "babylonjs/Culling/ray";
  44169. import { Plane } from "babylonjs/Maths/math.plane";
  44170. /**
  44171. * Contains an array of blocks representing the octree
  44172. */
  44173. export interface IOctreeContainer<T> {
  44174. /**
  44175. * Blocks within the octree
  44176. */
  44177. blocks: Array<OctreeBlock<T>>;
  44178. }
  44179. /**
  44180. * Class used to store a cell in an octree
  44181. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44182. */
  44183. export class OctreeBlock<T> {
  44184. /**
  44185. * Gets the content of the current block
  44186. */
  44187. entries: T[];
  44188. /**
  44189. * Gets the list of block children
  44190. */
  44191. blocks: Array<OctreeBlock<T>>;
  44192. private _depth;
  44193. private _maxDepth;
  44194. private _capacity;
  44195. private _minPoint;
  44196. private _maxPoint;
  44197. private _boundingVectors;
  44198. private _creationFunc;
  44199. /**
  44200. * Creates a new block
  44201. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44202. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44203. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44204. * @param depth defines the current depth of this block in the octree
  44205. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44206. * @param creationFunc defines a callback to call when an element is added to the block
  44207. */
  44208. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44209. /**
  44210. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44211. */
  44212. readonly capacity: number;
  44213. /**
  44214. * Gets the minimum vector (in world space) of the block's bounding box
  44215. */
  44216. readonly minPoint: Vector3;
  44217. /**
  44218. * Gets the maximum vector (in world space) of the block's bounding box
  44219. */
  44220. readonly maxPoint: Vector3;
  44221. /**
  44222. * Add a new element to this block
  44223. * @param entry defines the element to add
  44224. */
  44225. addEntry(entry: T): void;
  44226. /**
  44227. * Remove an element from this block
  44228. * @param entry defines the element to remove
  44229. */
  44230. removeEntry(entry: T): void;
  44231. /**
  44232. * Add an array of elements to this block
  44233. * @param entries defines the array of elements to add
  44234. */
  44235. addEntries(entries: T[]): void;
  44236. /**
  44237. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44238. * @param frustumPlanes defines the frustum planes to test
  44239. * @param selection defines the array to store current content if selection is positive
  44240. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44241. */
  44242. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44243. /**
  44244. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44245. * @param sphereCenter defines the bounding sphere center
  44246. * @param sphereRadius defines the bounding sphere radius
  44247. * @param selection defines the array to store current content if selection is positive
  44248. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44249. */
  44250. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44251. /**
  44252. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44253. * @param ray defines the ray to test with
  44254. * @param selection defines the array to store current content if selection is positive
  44255. */
  44256. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44257. /**
  44258. * Subdivide the content into child blocks (this block will then be empty)
  44259. */
  44260. createInnerBlocks(): void;
  44261. /**
  44262. * @hidden
  44263. */
  44264. 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;
  44265. }
  44266. }
  44267. declare module "babylonjs/Culling/Octrees/octree" {
  44268. import { SmartArray } from "babylonjs/Misc/smartArray";
  44269. import { Vector3 } from "babylonjs/Maths/math.vector";
  44270. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44271. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44272. import { Ray } from "babylonjs/Culling/ray";
  44273. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44274. import { Plane } from "babylonjs/Maths/math.plane";
  44275. /**
  44276. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44277. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44278. */
  44279. export class Octree<T> {
  44280. /** 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.) */
  44281. maxDepth: number;
  44282. /**
  44283. * Blocks within the octree containing objects
  44284. */
  44285. blocks: Array<OctreeBlock<T>>;
  44286. /**
  44287. * Content stored in the octree
  44288. */
  44289. dynamicContent: T[];
  44290. private _maxBlockCapacity;
  44291. private _selectionContent;
  44292. private _creationFunc;
  44293. /**
  44294. * Creates a octree
  44295. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44296. * @param creationFunc function to be used to instatiate the octree
  44297. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44298. * @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.)
  44299. */
  44300. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44301. /** 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.) */
  44302. maxDepth?: number);
  44303. /**
  44304. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44305. * @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);
  44306. * @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);
  44307. * @param entries meshes to be added to the octree blocks
  44308. */
  44309. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44310. /**
  44311. * Adds a mesh to the octree
  44312. * @param entry Mesh to add to the octree
  44313. */
  44314. addMesh(entry: T): void;
  44315. /**
  44316. * Remove an element from the octree
  44317. * @param entry defines the element to remove
  44318. */
  44319. removeMesh(entry: T): void;
  44320. /**
  44321. * Selects an array of meshes within the frustum
  44322. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44323. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44324. * @returns array of meshes within the frustum
  44325. */
  44326. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44327. /**
  44328. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44329. * @param sphereCenter defines the bounding sphere center
  44330. * @param sphereRadius defines the bounding sphere radius
  44331. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44332. * @returns an array of objects that intersect the sphere
  44333. */
  44334. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44335. /**
  44336. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44337. * @param ray defines the ray to test with
  44338. * @returns array of intersected objects
  44339. */
  44340. intersectsRay(ray: Ray): SmartArray<T>;
  44341. /**
  44342. * Adds a mesh into the octree block if it intersects the block
  44343. */
  44344. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44345. /**
  44346. * Adds a submesh into the octree block if it intersects the block
  44347. */
  44348. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44349. }
  44350. }
  44351. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44352. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44353. import { Scene } from "babylonjs/scene";
  44354. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44355. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44356. import { Ray } from "babylonjs/Culling/ray";
  44357. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44358. import { Collider } from "babylonjs/Collisions/collider";
  44359. module "babylonjs/scene" {
  44360. interface Scene {
  44361. /**
  44362. * @hidden
  44363. * Backing Filed
  44364. */
  44365. _selectionOctree: Octree<AbstractMesh>;
  44366. /**
  44367. * Gets the octree used to boost mesh selection (picking)
  44368. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44369. */
  44370. selectionOctree: Octree<AbstractMesh>;
  44371. /**
  44372. * Creates or updates the octree used to boost selection (picking)
  44373. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44374. * @param maxCapacity defines the maximum capacity per leaf
  44375. * @param maxDepth defines the maximum depth of the octree
  44376. * @returns an octree of AbstractMesh
  44377. */
  44378. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44379. }
  44380. }
  44381. module "babylonjs/Meshes/abstractMesh" {
  44382. interface AbstractMesh {
  44383. /**
  44384. * @hidden
  44385. * Backing Field
  44386. */
  44387. _submeshesOctree: Octree<SubMesh>;
  44388. /**
  44389. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44390. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44391. * @param maxCapacity defines the maximum size of each block (64 by default)
  44392. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44393. * @returns the new octree
  44394. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44395. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44396. */
  44397. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44398. }
  44399. }
  44400. /**
  44401. * Defines the octree scene component responsible to manage any octrees
  44402. * in a given scene.
  44403. */
  44404. export class OctreeSceneComponent {
  44405. /**
  44406. * The component name help to identify the component in the list of scene components.
  44407. */
  44408. readonly name: string;
  44409. /**
  44410. * The scene the component belongs to.
  44411. */
  44412. scene: Scene;
  44413. /**
  44414. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44415. */
  44416. readonly checksIsEnabled: boolean;
  44417. /**
  44418. * Creates a new instance of the component for the given scene
  44419. * @param scene Defines the scene to register the component in
  44420. */
  44421. constructor(scene: Scene);
  44422. /**
  44423. * Registers the component in a given scene
  44424. */
  44425. register(): void;
  44426. /**
  44427. * Return the list of active meshes
  44428. * @returns the list of active meshes
  44429. */
  44430. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44431. /**
  44432. * Return the list of active sub meshes
  44433. * @param mesh The mesh to get the candidates sub meshes from
  44434. * @returns the list of active sub meshes
  44435. */
  44436. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44437. private _tempRay;
  44438. /**
  44439. * Return the list of sub meshes intersecting with a given local ray
  44440. * @param mesh defines the mesh to find the submesh for
  44441. * @param localRay defines the ray in local space
  44442. * @returns the list of intersecting sub meshes
  44443. */
  44444. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44445. /**
  44446. * Return the list of sub meshes colliding with a collider
  44447. * @param mesh defines the mesh to find the submesh for
  44448. * @param collider defines the collider to evaluate the collision against
  44449. * @returns the list of colliding sub meshes
  44450. */
  44451. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44452. /**
  44453. * Rebuilds the elements related to this component in case of
  44454. * context lost for instance.
  44455. */
  44456. rebuild(): void;
  44457. /**
  44458. * Disposes the component and the associated ressources.
  44459. */
  44460. dispose(): void;
  44461. }
  44462. }
  44463. declare module "babylonjs/Culling/Octrees/index" {
  44464. export * from "babylonjs/Culling/Octrees/octree";
  44465. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44466. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44467. }
  44468. declare module "babylonjs/Culling/index" {
  44469. export * from "babylonjs/Culling/boundingBox";
  44470. export * from "babylonjs/Culling/boundingInfo";
  44471. export * from "babylonjs/Culling/boundingSphere";
  44472. export * from "babylonjs/Culling/Octrees/index";
  44473. export * from "babylonjs/Culling/ray";
  44474. }
  44475. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44476. import { IDisposable, Scene } from "babylonjs/scene";
  44477. import { Nullable } from "babylonjs/types";
  44478. import { Observable } from "babylonjs/Misc/observable";
  44479. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44480. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44481. import { Camera } from "babylonjs/Cameras/camera";
  44482. /**
  44483. * Renders a layer on top of an existing scene
  44484. */
  44485. export class UtilityLayerRenderer implements IDisposable {
  44486. /** the original scene that will be rendered on top of */
  44487. originalScene: Scene;
  44488. private _pointerCaptures;
  44489. private _lastPointerEvents;
  44490. private static _DefaultUtilityLayer;
  44491. private static _DefaultKeepDepthUtilityLayer;
  44492. private _sharedGizmoLight;
  44493. private _renderCamera;
  44494. /**
  44495. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44496. * @returns the camera that is used when rendering the utility layer
  44497. */
  44498. getRenderCamera(): Nullable<Camera>;
  44499. /**
  44500. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44501. * @param cam the camera that should be used when rendering the utility layer
  44502. */
  44503. setRenderCamera(cam: Nullable<Camera>): void;
  44504. /**
  44505. * @hidden
  44506. * Light which used by gizmos to get light shading
  44507. */
  44508. _getSharedGizmoLight(): HemisphericLight;
  44509. /**
  44510. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44511. */
  44512. pickUtilitySceneFirst: boolean;
  44513. /**
  44514. * 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)
  44515. */
  44516. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44517. /**
  44518. * 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)
  44519. */
  44520. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44521. /**
  44522. * The scene that is rendered on top of the original scene
  44523. */
  44524. utilityLayerScene: Scene;
  44525. /**
  44526. * If the utility layer should automatically be rendered on top of existing scene
  44527. */
  44528. shouldRender: boolean;
  44529. /**
  44530. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44531. */
  44532. onlyCheckPointerDownEvents: boolean;
  44533. /**
  44534. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44535. */
  44536. processAllEvents: boolean;
  44537. /**
  44538. * Observable raised when the pointer move from the utility layer scene to the main scene
  44539. */
  44540. onPointerOutObservable: Observable<number>;
  44541. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44542. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44543. private _afterRenderObserver;
  44544. private _sceneDisposeObserver;
  44545. private _originalPointerObserver;
  44546. /**
  44547. * Instantiates a UtilityLayerRenderer
  44548. * @param originalScene the original scene that will be rendered on top of
  44549. * @param handleEvents boolean indicating if the utility layer should handle events
  44550. */
  44551. constructor(
  44552. /** the original scene that will be rendered on top of */
  44553. originalScene: Scene, handleEvents?: boolean);
  44554. private _notifyObservers;
  44555. /**
  44556. * Renders the utility layers scene on top of the original scene
  44557. */
  44558. render(): void;
  44559. /**
  44560. * Disposes of the renderer
  44561. */
  44562. dispose(): void;
  44563. private _updateCamera;
  44564. }
  44565. }
  44566. declare module "babylonjs/Gizmos/gizmo" {
  44567. import { Nullable } from "babylonjs/types";
  44568. import { IDisposable } from "babylonjs/scene";
  44569. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44570. import { Mesh } from "babylonjs/Meshes/mesh";
  44571. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44572. /**
  44573. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44574. */
  44575. export class Gizmo implements IDisposable {
  44576. /** The utility layer the gizmo will be added to */
  44577. gizmoLayer: UtilityLayerRenderer;
  44578. /**
  44579. * The root mesh of the gizmo
  44580. */
  44581. _rootMesh: Mesh;
  44582. private _attachedMesh;
  44583. /**
  44584. * Ratio for the scale of the gizmo (Default: 1)
  44585. */
  44586. scaleRatio: number;
  44587. /**
  44588. * If a custom mesh has been set (Default: false)
  44589. */
  44590. protected _customMeshSet: boolean;
  44591. /**
  44592. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44593. * * When set, interactions will be enabled
  44594. */
  44595. attachedMesh: Nullable<AbstractMesh>;
  44596. /**
  44597. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44598. * @param mesh The mesh to replace the default mesh of the gizmo
  44599. */
  44600. setCustomMesh(mesh: Mesh): void;
  44601. /**
  44602. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44603. */
  44604. updateGizmoRotationToMatchAttachedMesh: boolean;
  44605. /**
  44606. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44607. */
  44608. updateGizmoPositionToMatchAttachedMesh: boolean;
  44609. /**
  44610. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44611. */
  44612. updateScale: boolean;
  44613. protected _interactionsEnabled: boolean;
  44614. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44615. private _beforeRenderObserver;
  44616. private _tempVector;
  44617. /**
  44618. * Creates a gizmo
  44619. * @param gizmoLayer The utility layer the gizmo will be added to
  44620. */
  44621. constructor(
  44622. /** The utility layer the gizmo will be added to */
  44623. gizmoLayer?: UtilityLayerRenderer);
  44624. /**
  44625. * Updates the gizmo to match the attached mesh's position/rotation
  44626. */
  44627. protected _update(): void;
  44628. /**
  44629. * Disposes of the gizmo
  44630. */
  44631. dispose(): void;
  44632. }
  44633. }
  44634. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44635. import { Observable } from "babylonjs/Misc/observable";
  44636. import { Nullable } from "babylonjs/types";
  44637. import { Vector3 } from "babylonjs/Maths/math.vector";
  44638. import { Color3 } from "babylonjs/Maths/math.color";
  44639. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44640. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44641. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44642. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44643. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44644. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44645. import { Scene } from "babylonjs/scene";
  44646. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44647. /**
  44648. * Single plane drag gizmo
  44649. */
  44650. export class PlaneDragGizmo extends Gizmo {
  44651. /**
  44652. * Drag behavior responsible for the gizmos dragging interactions
  44653. */
  44654. dragBehavior: PointerDragBehavior;
  44655. private _pointerObserver;
  44656. /**
  44657. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44658. */
  44659. snapDistance: number;
  44660. /**
  44661. * Event that fires each time the gizmo snaps to a new location.
  44662. * * snapDistance is the the change in distance
  44663. */
  44664. onSnapObservable: Observable<{
  44665. snapDistance: number;
  44666. }>;
  44667. private _plane;
  44668. private _coloredMaterial;
  44669. private _hoverMaterial;
  44670. private _isEnabled;
  44671. private _parent;
  44672. /** @hidden */
  44673. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44674. /** @hidden */
  44675. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44676. /**
  44677. * Creates a PlaneDragGizmo
  44678. * @param gizmoLayer The utility layer the gizmo will be added to
  44679. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44680. * @param color The color of the gizmo
  44681. */
  44682. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44683. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44684. /**
  44685. * If the gizmo is enabled
  44686. */
  44687. isEnabled: boolean;
  44688. /**
  44689. * Disposes of the gizmo
  44690. */
  44691. dispose(): void;
  44692. }
  44693. }
  44694. declare module "babylonjs/Gizmos/positionGizmo" {
  44695. import { Observable } from "babylonjs/Misc/observable";
  44696. import { Nullable } from "babylonjs/types";
  44697. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44698. import { Mesh } from "babylonjs/Meshes/mesh";
  44699. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44700. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44701. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44702. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44703. /**
  44704. * Gizmo that enables dragging a mesh along 3 axis
  44705. */
  44706. export class PositionGizmo extends Gizmo {
  44707. /**
  44708. * Internal gizmo used for interactions on the x axis
  44709. */
  44710. xGizmo: AxisDragGizmo;
  44711. /**
  44712. * Internal gizmo used for interactions on the y axis
  44713. */
  44714. yGizmo: AxisDragGizmo;
  44715. /**
  44716. * Internal gizmo used for interactions on the z axis
  44717. */
  44718. zGizmo: AxisDragGizmo;
  44719. /**
  44720. * Internal gizmo used for interactions on the yz plane
  44721. */
  44722. xPlaneGizmo: PlaneDragGizmo;
  44723. /**
  44724. * Internal gizmo used for interactions on the xz plane
  44725. */
  44726. yPlaneGizmo: PlaneDragGizmo;
  44727. /**
  44728. * Internal gizmo used for interactions on the xy plane
  44729. */
  44730. zPlaneGizmo: PlaneDragGizmo;
  44731. /**
  44732. * private variables
  44733. */
  44734. private _meshAttached;
  44735. private _updateGizmoRotationToMatchAttachedMesh;
  44736. private _snapDistance;
  44737. private _scaleRatio;
  44738. /** Fires an event when any of it's sub gizmos are dragged */
  44739. onDragStartObservable: Observable<unknown>;
  44740. /** Fires an event when any of it's sub gizmos are released from dragging */
  44741. onDragEndObservable: Observable<unknown>;
  44742. /**
  44743. * If set to true, planar drag is enabled
  44744. */
  44745. private _planarGizmoEnabled;
  44746. attachedMesh: Nullable<AbstractMesh>;
  44747. /**
  44748. * Creates a PositionGizmo
  44749. * @param gizmoLayer The utility layer the gizmo will be added to
  44750. */
  44751. constructor(gizmoLayer?: UtilityLayerRenderer);
  44752. /**
  44753. * If the planar drag gizmo is enabled
  44754. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44755. */
  44756. planarGizmoEnabled: boolean;
  44757. updateGizmoRotationToMatchAttachedMesh: boolean;
  44758. /**
  44759. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44760. */
  44761. snapDistance: number;
  44762. /**
  44763. * Ratio for the scale of the gizmo (Default: 1)
  44764. */
  44765. scaleRatio: number;
  44766. /**
  44767. * Disposes of the gizmo
  44768. */
  44769. dispose(): void;
  44770. /**
  44771. * CustomMeshes are not supported by this gizmo
  44772. * @param mesh The mesh to replace the default mesh of the gizmo
  44773. */
  44774. setCustomMesh(mesh: Mesh): void;
  44775. }
  44776. }
  44777. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44778. import { Observable } from "babylonjs/Misc/observable";
  44779. import { Nullable } from "babylonjs/types";
  44780. import { Vector3 } from "babylonjs/Maths/math.vector";
  44781. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44782. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44783. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44784. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44785. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44786. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44787. import { Scene } from "babylonjs/scene";
  44788. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44789. import { Color3 } from "babylonjs/Maths/math.color";
  44790. /**
  44791. * Single axis drag gizmo
  44792. */
  44793. export class AxisDragGizmo extends Gizmo {
  44794. /**
  44795. * Drag behavior responsible for the gizmos dragging interactions
  44796. */
  44797. dragBehavior: PointerDragBehavior;
  44798. private _pointerObserver;
  44799. /**
  44800. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44801. */
  44802. snapDistance: number;
  44803. /**
  44804. * Event that fires each time the gizmo snaps to a new location.
  44805. * * snapDistance is the the change in distance
  44806. */
  44807. onSnapObservable: Observable<{
  44808. snapDistance: number;
  44809. }>;
  44810. private _isEnabled;
  44811. private _parent;
  44812. private _arrow;
  44813. private _coloredMaterial;
  44814. private _hoverMaterial;
  44815. /** @hidden */
  44816. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44817. /** @hidden */
  44818. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44819. /**
  44820. * Creates an AxisDragGizmo
  44821. * @param gizmoLayer The utility layer the gizmo will be added to
  44822. * @param dragAxis The axis which the gizmo will be able to drag on
  44823. * @param color The color of the gizmo
  44824. */
  44825. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44826. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44827. /**
  44828. * If the gizmo is enabled
  44829. */
  44830. isEnabled: boolean;
  44831. /**
  44832. * Disposes of the gizmo
  44833. */
  44834. dispose(): void;
  44835. }
  44836. }
  44837. declare module "babylonjs/Debug/axesViewer" {
  44838. import { Vector3 } from "babylonjs/Maths/math.vector";
  44839. import { Nullable } from "babylonjs/types";
  44840. import { Scene } from "babylonjs/scene";
  44841. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44842. /**
  44843. * The Axes viewer will show 3 axes in a specific point in space
  44844. */
  44845. export class AxesViewer {
  44846. private _xAxis;
  44847. private _yAxis;
  44848. private _zAxis;
  44849. private _scaleLinesFactor;
  44850. private _instanced;
  44851. /**
  44852. * Gets the hosting scene
  44853. */
  44854. scene: Scene;
  44855. /**
  44856. * Gets or sets a number used to scale line length
  44857. */
  44858. scaleLines: number;
  44859. /** Gets the node hierarchy used to render x-axis */
  44860. readonly xAxis: TransformNode;
  44861. /** Gets the node hierarchy used to render y-axis */
  44862. readonly yAxis: TransformNode;
  44863. /** Gets the node hierarchy used to render z-axis */
  44864. readonly zAxis: TransformNode;
  44865. /**
  44866. * Creates a new AxesViewer
  44867. * @param scene defines the hosting scene
  44868. * @param scaleLines defines a number used to scale line length (1 by default)
  44869. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44870. * @param xAxis defines the node hierarchy used to render the x-axis
  44871. * @param yAxis defines the node hierarchy used to render the y-axis
  44872. * @param zAxis defines the node hierarchy used to render the z-axis
  44873. */
  44874. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44875. /**
  44876. * Force the viewer to update
  44877. * @param position defines the position of the viewer
  44878. * @param xaxis defines the x axis of the viewer
  44879. * @param yaxis defines the y axis of the viewer
  44880. * @param zaxis defines the z axis of the viewer
  44881. */
  44882. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44883. /**
  44884. * Creates an instance of this axes viewer.
  44885. * @returns a new axes viewer with instanced meshes
  44886. */
  44887. createInstance(): AxesViewer;
  44888. /** Releases resources */
  44889. dispose(): void;
  44890. private static _SetRenderingGroupId;
  44891. }
  44892. }
  44893. declare module "babylonjs/Debug/boneAxesViewer" {
  44894. import { Nullable } from "babylonjs/types";
  44895. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44896. import { Vector3 } from "babylonjs/Maths/math.vector";
  44897. import { Mesh } from "babylonjs/Meshes/mesh";
  44898. import { Bone } from "babylonjs/Bones/bone";
  44899. import { Scene } from "babylonjs/scene";
  44900. /**
  44901. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44902. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44903. */
  44904. export class BoneAxesViewer extends AxesViewer {
  44905. /**
  44906. * Gets or sets the target mesh where to display the axes viewer
  44907. */
  44908. mesh: Nullable<Mesh>;
  44909. /**
  44910. * Gets or sets the target bone where to display the axes viewer
  44911. */
  44912. bone: Nullable<Bone>;
  44913. /** Gets current position */
  44914. pos: Vector3;
  44915. /** Gets direction of X axis */
  44916. xaxis: Vector3;
  44917. /** Gets direction of Y axis */
  44918. yaxis: Vector3;
  44919. /** Gets direction of Z axis */
  44920. zaxis: Vector3;
  44921. /**
  44922. * Creates a new BoneAxesViewer
  44923. * @param scene defines the hosting scene
  44924. * @param bone defines the target bone
  44925. * @param mesh defines the target mesh
  44926. * @param scaleLines defines a scaling factor for line length (1 by default)
  44927. */
  44928. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44929. /**
  44930. * Force the viewer to update
  44931. */
  44932. update(): void;
  44933. /** Releases resources */
  44934. dispose(): void;
  44935. }
  44936. }
  44937. declare module "babylonjs/Debug/debugLayer" {
  44938. import { Scene } from "babylonjs/scene";
  44939. /**
  44940. * Interface used to define scene explorer extensibility option
  44941. */
  44942. export interface IExplorerExtensibilityOption {
  44943. /**
  44944. * Define the option label
  44945. */
  44946. label: string;
  44947. /**
  44948. * Defines the action to execute on click
  44949. */
  44950. action: (entity: any) => void;
  44951. }
  44952. /**
  44953. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44954. */
  44955. export interface IExplorerExtensibilityGroup {
  44956. /**
  44957. * Defines a predicate to test if a given type mut be extended
  44958. */
  44959. predicate: (entity: any) => boolean;
  44960. /**
  44961. * Gets the list of options added to a type
  44962. */
  44963. entries: IExplorerExtensibilityOption[];
  44964. }
  44965. /**
  44966. * Interface used to define the options to use to create the Inspector
  44967. */
  44968. export interface IInspectorOptions {
  44969. /**
  44970. * Display in overlay mode (default: false)
  44971. */
  44972. overlay?: boolean;
  44973. /**
  44974. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44975. */
  44976. globalRoot?: HTMLElement;
  44977. /**
  44978. * Display the Scene explorer
  44979. */
  44980. showExplorer?: boolean;
  44981. /**
  44982. * Display the property inspector
  44983. */
  44984. showInspector?: boolean;
  44985. /**
  44986. * Display in embed mode (both panes on the right)
  44987. */
  44988. embedMode?: boolean;
  44989. /**
  44990. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44991. */
  44992. handleResize?: boolean;
  44993. /**
  44994. * Allow the panes to popup (default: true)
  44995. */
  44996. enablePopup?: boolean;
  44997. /**
  44998. * Allow the panes to be closed by users (default: true)
  44999. */
  45000. enableClose?: boolean;
  45001. /**
  45002. * Optional list of extensibility entries
  45003. */
  45004. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45005. /**
  45006. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45007. */
  45008. inspectorURL?: string;
  45009. }
  45010. module "babylonjs/scene" {
  45011. interface Scene {
  45012. /**
  45013. * @hidden
  45014. * Backing field
  45015. */
  45016. _debugLayer: DebugLayer;
  45017. /**
  45018. * Gets the debug layer (aka Inspector) associated with the scene
  45019. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45020. */
  45021. debugLayer: DebugLayer;
  45022. }
  45023. }
  45024. /**
  45025. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45026. * what is happening in your scene
  45027. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45028. */
  45029. export class DebugLayer {
  45030. /**
  45031. * Define the url to get the inspector script from.
  45032. * By default it uses the babylonjs CDN.
  45033. * @ignoreNaming
  45034. */
  45035. static InspectorURL: string;
  45036. private _scene;
  45037. private BJSINSPECTOR;
  45038. private _onPropertyChangedObservable?;
  45039. /**
  45040. * Observable triggered when a property is changed through the inspector.
  45041. */
  45042. readonly onPropertyChangedObservable: any;
  45043. /**
  45044. * Instantiates a new debug layer.
  45045. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45046. * what is happening in your scene
  45047. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45048. * @param scene Defines the scene to inspect
  45049. */
  45050. constructor(scene: Scene);
  45051. /** Creates the inspector window. */
  45052. private _createInspector;
  45053. /**
  45054. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45055. * @param entity defines the entity to select
  45056. * @param lineContainerTitle defines the specific block to highlight
  45057. */
  45058. select(entity: any, lineContainerTitle?: string): void;
  45059. /** Get the inspector from bundle or global */
  45060. private _getGlobalInspector;
  45061. /**
  45062. * Get if the inspector is visible or not.
  45063. * @returns true if visible otherwise, false
  45064. */
  45065. isVisible(): boolean;
  45066. /**
  45067. * Hide the inspector and close its window.
  45068. */
  45069. hide(): void;
  45070. /**
  45071. * Launch the debugLayer.
  45072. * @param config Define the configuration of the inspector
  45073. * @return a promise fulfilled when the debug layer is visible
  45074. */
  45075. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45076. }
  45077. }
  45078. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45079. import { Nullable } from "babylonjs/types";
  45080. import { Scene } from "babylonjs/scene";
  45081. import { Vector4 } from "babylonjs/Maths/math.vector";
  45082. import { Color4 } from "babylonjs/Maths/math.color";
  45083. import { Mesh } from "babylonjs/Meshes/mesh";
  45084. /**
  45085. * Class containing static functions to help procedurally build meshes
  45086. */
  45087. export class BoxBuilder {
  45088. /**
  45089. * Creates a box mesh
  45090. * * The parameter `size` sets the size (float) of each box side (default 1)
  45091. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45092. * * 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)
  45093. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45094. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45095. * * 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
  45096. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45097. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45098. * @param name defines the name of the mesh
  45099. * @param options defines the options used to create the mesh
  45100. * @param scene defines the hosting scene
  45101. * @returns the box mesh
  45102. */
  45103. static CreateBox(name: string, options: {
  45104. size?: number;
  45105. width?: number;
  45106. height?: number;
  45107. depth?: number;
  45108. faceUV?: Vector4[];
  45109. faceColors?: Color4[];
  45110. sideOrientation?: number;
  45111. frontUVs?: Vector4;
  45112. backUVs?: Vector4;
  45113. wrap?: boolean;
  45114. topBaseAt?: number;
  45115. bottomBaseAt?: number;
  45116. updatable?: boolean;
  45117. }, scene?: Nullable<Scene>): Mesh;
  45118. }
  45119. }
  45120. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45121. import { Vector4 } from "babylonjs/Maths/math.vector";
  45122. import { Mesh } from "babylonjs/Meshes/mesh";
  45123. import { Scene } from "babylonjs/scene";
  45124. import { Nullable } from "babylonjs/types";
  45125. /**
  45126. * Class containing static functions to help procedurally build meshes
  45127. */
  45128. export class SphereBuilder {
  45129. /**
  45130. * Creates a sphere mesh
  45131. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45132. * * 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`)
  45133. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45134. * * 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
  45135. * * 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)
  45136. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45137. * * 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
  45138. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45139. * @param name defines the name of the mesh
  45140. * @param options defines the options used to create the mesh
  45141. * @param scene defines the hosting scene
  45142. * @returns the sphere mesh
  45143. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45144. */
  45145. static CreateSphere(name: string, options: {
  45146. segments?: number;
  45147. diameter?: number;
  45148. diameterX?: number;
  45149. diameterY?: number;
  45150. diameterZ?: number;
  45151. arc?: number;
  45152. slice?: number;
  45153. sideOrientation?: number;
  45154. frontUVs?: Vector4;
  45155. backUVs?: Vector4;
  45156. updatable?: boolean;
  45157. }, scene?: Nullable<Scene>): Mesh;
  45158. }
  45159. }
  45160. declare module "babylonjs/Debug/physicsViewer" {
  45161. import { Nullable } from "babylonjs/types";
  45162. import { Scene } from "babylonjs/scene";
  45163. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45164. import { Mesh } from "babylonjs/Meshes/mesh";
  45165. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45166. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45167. /**
  45168. * Used to show the physics impostor around the specific mesh
  45169. */
  45170. export class PhysicsViewer {
  45171. /** @hidden */
  45172. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45173. /** @hidden */
  45174. protected _meshes: Array<Nullable<AbstractMesh>>;
  45175. /** @hidden */
  45176. protected _scene: Nullable<Scene>;
  45177. /** @hidden */
  45178. protected _numMeshes: number;
  45179. /** @hidden */
  45180. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45181. private _renderFunction;
  45182. private _utilityLayer;
  45183. private _debugBoxMesh;
  45184. private _debugSphereMesh;
  45185. private _debugCylinderMesh;
  45186. private _debugMaterial;
  45187. private _debugMeshMeshes;
  45188. /**
  45189. * Creates a new PhysicsViewer
  45190. * @param scene defines the hosting scene
  45191. */
  45192. constructor(scene: Scene);
  45193. /** @hidden */
  45194. protected _updateDebugMeshes(): void;
  45195. /**
  45196. * Renders a specified physic impostor
  45197. * @param impostor defines the impostor to render
  45198. * @param targetMesh defines the mesh represented by the impostor
  45199. * @returns the new debug mesh used to render the impostor
  45200. */
  45201. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45202. /**
  45203. * Hides a specified physic impostor
  45204. * @param impostor defines the impostor to hide
  45205. */
  45206. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45207. private _getDebugMaterial;
  45208. private _getDebugBoxMesh;
  45209. private _getDebugSphereMesh;
  45210. private _getDebugCylinderMesh;
  45211. private _getDebugMeshMesh;
  45212. private _getDebugMesh;
  45213. /** Releases all resources */
  45214. dispose(): void;
  45215. }
  45216. }
  45217. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45218. import { Vector3 } from "babylonjs/Maths/math.vector";
  45219. import { Color4 } from "babylonjs/Maths/math.color";
  45220. import { Nullable } from "babylonjs/types";
  45221. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45222. import { Scene } from "babylonjs/scene";
  45223. /**
  45224. * Class containing static functions to help procedurally build meshes
  45225. */
  45226. export class LinesBuilder {
  45227. /**
  45228. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45229. * * 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
  45230. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45231. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45232. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45233. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45234. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45235. * * 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
  45236. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45237. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45238. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45239. * @param name defines the name of the new line system
  45240. * @param options defines the options used to create the line system
  45241. * @param scene defines the hosting scene
  45242. * @returns a new line system mesh
  45243. */
  45244. static CreateLineSystem(name: string, options: {
  45245. lines: Vector3[][];
  45246. updatable?: boolean;
  45247. instance?: Nullable<LinesMesh>;
  45248. colors?: Nullable<Color4[][]>;
  45249. useVertexAlpha?: boolean;
  45250. }, scene: Nullable<Scene>): LinesMesh;
  45251. /**
  45252. * Creates a line mesh
  45253. * 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
  45254. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45255. * * The parameter `points` is an array successive Vector3
  45256. * * 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
  45257. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45258. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45259. * * When updating an instance, remember that only point positions can change, not the number of points
  45260. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45261. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45262. * @param name defines the name of the new line system
  45263. * @param options defines the options used to create the line system
  45264. * @param scene defines the hosting scene
  45265. * @returns a new line mesh
  45266. */
  45267. static CreateLines(name: string, options: {
  45268. points: Vector3[];
  45269. updatable?: boolean;
  45270. instance?: Nullable<LinesMesh>;
  45271. colors?: Color4[];
  45272. useVertexAlpha?: boolean;
  45273. }, scene?: Nullable<Scene>): LinesMesh;
  45274. /**
  45275. * Creates a dashed line mesh
  45276. * * 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
  45277. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45278. * * The parameter `points` is an array successive Vector3
  45279. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45280. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45281. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45282. * * 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
  45283. * * When updating an instance, remember that only point positions can change, not the number of points
  45284. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45285. * @param name defines the name of the mesh
  45286. * @param options defines the options used to create the mesh
  45287. * @param scene defines the hosting scene
  45288. * @returns the dashed line mesh
  45289. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45290. */
  45291. static CreateDashedLines(name: string, options: {
  45292. points: Vector3[];
  45293. dashSize?: number;
  45294. gapSize?: number;
  45295. dashNb?: number;
  45296. updatable?: boolean;
  45297. instance?: LinesMesh;
  45298. }, scene?: Nullable<Scene>): LinesMesh;
  45299. }
  45300. }
  45301. declare module "babylonjs/Debug/rayHelper" {
  45302. import { Nullable } from "babylonjs/types";
  45303. import { Ray } from "babylonjs/Culling/ray";
  45304. import { Vector3 } from "babylonjs/Maths/math.vector";
  45305. import { Color3 } from "babylonjs/Maths/math.color";
  45306. import { Scene } from "babylonjs/scene";
  45307. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45308. import "babylonjs/Meshes/Builders/linesBuilder";
  45309. /**
  45310. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45311. * in order to better appreciate the issue one might have.
  45312. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45313. */
  45314. export class RayHelper {
  45315. /**
  45316. * Defines the ray we are currently tryin to visualize.
  45317. */
  45318. ray: Nullable<Ray>;
  45319. private _renderPoints;
  45320. private _renderLine;
  45321. private _renderFunction;
  45322. private _scene;
  45323. private _updateToMeshFunction;
  45324. private _attachedToMesh;
  45325. private _meshSpaceDirection;
  45326. private _meshSpaceOrigin;
  45327. /**
  45328. * Helper function to create a colored helper in a scene in one line.
  45329. * @param ray Defines the ray we are currently tryin to visualize
  45330. * @param scene Defines the scene the ray is used in
  45331. * @param color Defines the color we want to see the ray in
  45332. * @returns The newly created ray helper.
  45333. */
  45334. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45335. /**
  45336. * Instantiate a new ray helper.
  45337. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45338. * in order to better appreciate the issue one might have.
  45339. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45340. * @param ray Defines the ray we are currently tryin to visualize
  45341. */
  45342. constructor(ray: Ray);
  45343. /**
  45344. * Shows the ray we are willing to debug.
  45345. * @param scene Defines the scene the ray needs to be rendered in
  45346. * @param color Defines the color the ray needs to be rendered in
  45347. */
  45348. show(scene: Scene, color?: Color3): void;
  45349. /**
  45350. * Hides the ray we are debugging.
  45351. */
  45352. hide(): void;
  45353. private _render;
  45354. /**
  45355. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45356. * @param mesh Defines the mesh we want the helper attached to
  45357. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45358. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45359. * @param length Defines the length of the ray
  45360. */
  45361. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45362. /**
  45363. * Detach the ray helper from the mesh it has previously been attached to.
  45364. */
  45365. detachFromMesh(): void;
  45366. private _updateToMesh;
  45367. /**
  45368. * Dispose the helper and release its associated resources.
  45369. */
  45370. dispose(): void;
  45371. }
  45372. }
  45373. declare module "babylonjs/Debug/skeletonViewer" {
  45374. import { Color3 } from "babylonjs/Maths/math.color";
  45375. import { Scene } from "babylonjs/scene";
  45376. import { Nullable } from "babylonjs/types";
  45377. import { Skeleton } from "babylonjs/Bones/skeleton";
  45378. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45379. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45380. /**
  45381. * Class used to render a debug view of a given skeleton
  45382. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45383. */
  45384. export class SkeletonViewer {
  45385. /** defines the skeleton to render */
  45386. skeleton: Skeleton;
  45387. /** defines the mesh attached to the skeleton */
  45388. mesh: AbstractMesh;
  45389. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45390. autoUpdateBonesMatrices: boolean;
  45391. /** defines the rendering group id to use with the viewer */
  45392. renderingGroupId: number;
  45393. /** Gets or sets the color used to render the skeleton */
  45394. color: Color3;
  45395. private _scene;
  45396. private _debugLines;
  45397. private _debugMesh;
  45398. private _isEnabled;
  45399. private _renderFunction;
  45400. private _utilityLayer;
  45401. /**
  45402. * Returns the mesh used to render the bones
  45403. */
  45404. readonly debugMesh: Nullable<LinesMesh>;
  45405. /**
  45406. * Creates a new SkeletonViewer
  45407. * @param skeleton defines the skeleton to render
  45408. * @param mesh defines the mesh attached to the skeleton
  45409. * @param scene defines the hosting scene
  45410. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45411. * @param renderingGroupId defines the rendering group id to use with the viewer
  45412. */
  45413. constructor(
  45414. /** defines the skeleton to render */
  45415. skeleton: Skeleton,
  45416. /** defines the mesh attached to the skeleton */
  45417. mesh: AbstractMesh, scene: Scene,
  45418. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45419. autoUpdateBonesMatrices?: boolean,
  45420. /** defines the rendering group id to use with the viewer */
  45421. renderingGroupId?: number);
  45422. /** Gets or sets a boolean indicating if the viewer is enabled */
  45423. isEnabled: boolean;
  45424. private _getBonePosition;
  45425. private _getLinesForBonesWithLength;
  45426. private _getLinesForBonesNoLength;
  45427. /** Update the viewer to sync with current skeleton state */
  45428. update(): void;
  45429. /** Release associated resources */
  45430. dispose(): void;
  45431. }
  45432. }
  45433. declare module "babylonjs/Debug/index" {
  45434. export * from "babylonjs/Debug/axesViewer";
  45435. export * from "babylonjs/Debug/boneAxesViewer";
  45436. export * from "babylonjs/Debug/debugLayer";
  45437. export * from "babylonjs/Debug/physicsViewer";
  45438. export * from "babylonjs/Debug/rayHelper";
  45439. export * from "babylonjs/Debug/skeletonViewer";
  45440. }
  45441. declare module "babylonjs/Engines/nullEngine" {
  45442. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45443. import { Scene } from "babylonjs/scene";
  45444. import { Engine } from "babylonjs/Engines/engine";
  45445. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45446. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45447. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45448. import { Effect } from "babylonjs/Materials/effect";
  45449. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45450. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45451. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45452. /**
  45453. * Options to create the null engine
  45454. */
  45455. export class NullEngineOptions {
  45456. /**
  45457. * Render width (Default: 512)
  45458. */
  45459. renderWidth: number;
  45460. /**
  45461. * Render height (Default: 256)
  45462. */
  45463. renderHeight: number;
  45464. /**
  45465. * Texture size (Default: 512)
  45466. */
  45467. textureSize: number;
  45468. /**
  45469. * If delta time between frames should be constant
  45470. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45471. */
  45472. deterministicLockstep: boolean;
  45473. /**
  45474. * Maximum about of steps between frames (Default: 4)
  45475. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45476. */
  45477. lockstepMaxSteps: number;
  45478. }
  45479. /**
  45480. * The null engine class provides support for headless version of babylon.js.
  45481. * This can be used in server side scenario or for testing purposes
  45482. */
  45483. export class NullEngine extends Engine {
  45484. private _options;
  45485. /**
  45486. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  45487. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45488. * @returns true if engine is in deterministic lock step mode
  45489. */
  45490. isDeterministicLockStep(): boolean;
  45491. /**
  45492. * Gets the max steps when engine is running in deterministic lock step
  45493. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45494. * @returns the max steps
  45495. */
  45496. getLockstepMaxSteps(): number;
  45497. /**
  45498. * Gets the current hardware scaling level.
  45499. * By default the hardware scaling level is computed from the window device ratio.
  45500. * 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.
  45501. * @returns a number indicating the current hardware scaling level
  45502. */
  45503. getHardwareScalingLevel(): number;
  45504. constructor(options?: NullEngineOptions);
  45505. /**
  45506. * Creates a vertex buffer
  45507. * @param vertices the data for the vertex buffer
  45508. * @returns the new WebGL static buffer
  45509. */
  45510. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45511. /**
  45512. * Creates a new index buffer
  45513. * @param indices defines the content of the index buffer
  45514. * @param updatable defines if the index buffer must be updatable
  45515. * @returns a new webGL buffer
  45516. */
  45517. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45518. /**
  45519. * Clear the current render buffer or the current render target (if any is set up)
  45520. * @param color defines the color to use
  45521. * @param backBuffer defines if the back buffer must be cleared
  45522. * @param depth defines if the depth buffer must be cleared
  45523. * @param stencil defines if the stencil buffer must be cleared
  45524. */
  45525. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45526. /**
  45527. * Gets the current render width
  45528. * @param useScreen defines if screen size must be used (or the current render target if any)
  45529. * @returns a number defining the current render width
  45530. */
  45531. getRenderWidth(useScreen?: boolean): number;
  45532. /**
  45533. * Gets the current render height
  45534. * @param useScreen defines if screen size must be used (or the current render target if any)
  45535. * @returns a number defining the current render height
  45536. */
  45537. getRenderHeight(useScreen?: boolean): number;
  45538. /**
  45539. * Set the WebGL's viewport
  45540. * @param viewport defines the viewport element to be used
  45541. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  45542. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  45543. */
  45544. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45545. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45546. /**
  45547. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  45548. * @param pipelineContext defines the pipeline context to use
  45549. * @param uniformsNames defines the list of uniform names
  45550. * @returns an array of webGL uniform locations
  45551. */
  45552. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45553. /**
  45554. * Gets the lsit of active attributes for a given webGL program
  45555. * @param pipelineContext defines the pipeline context to use
  45556. * @param attributesNames defines the list of attribute names to get
  45557. * @returns an array of indices indicating the offset of each attribute
  45558. */
  45559. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45560. /**
  45561. * Binds an effect to the webGL context
  45562. * @param effect defines the effect to bind
  45563. */
  45564. bindSamplers(effect: Effect): void;
  45565. /**
  45566. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  45567. * @param effect defines the effect to activate
  45568. */
  45569. enableEffect(effect: Effect): void;
  45570. /**
  45571. * Set various states to the webGL context
  45572. * @param culling defines backface culling state
  45573. * @param zOffset defines the value to apply to zOffset (0 by default)
  45574. * @param force defines if states must be applied even if cache is up to date
  45575. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  45576. */
  45577. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45578. /**
  45579. * Set the value of an uniform to an array of int32
  45580. * @param uniform defines the webGL uniform location where to store the value
  45581. * @param array defines the array of int32 to store
  45582. */
  45583. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45584. /**
  45585. * Set the value of an uniform to an array of int32 (stored as vec2)
  45586. * @param uniform defines the webGL uniform location where to store the value
  45587. * @param array defines the array of int32 to store
  45588. */
  45589. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45590. /**
  45591. * Set the value of an uniform to an array of int32 (stored as vec3)
  45592. * @param uniform defines the webGL uniform location where to store the value
  45593. * @param array defines the array of int32 to store
  45594. */
  45595. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45596. /**
  45597. * Set the value of an uniform to an array of int32 (stored as vec4)
  45598. * @param uniform defines the webGL uniform location where to store the value
  45599. * @param array defines the array of int32 to store
  45600. */
  45601. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45602. /**
  45603. * Set the value of an uniform to an array of float32
  45604. * @param uniform defines the webGL uniform location where to store the value
  45605. * @param array defines the array of float32 to store
  45606. */
  45607. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45608. /**
  45609. * Set the value of an uniform to an array of float32 (stored as vec2)
  45610. * @param uniform defines the webGL uniform location where to store the value
  45611. * @param array defines the array of float32 to store
  45612. */
  45613. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45614. /**
  45615. * Set the value of an uniform to an array of float32 (stored as vec3)
  45616. * @param uniform defines the webGL uniform location where to store the value
  45617. * @param array defines the array of float32 to store
  45618. */
  45619. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45620. /**
  45621. * Set the value of an uniform to an array of float32 (stored as vec4)
  45622. * @param uniform defines the webGL uniform location where to store the value
  45623. * @param array defines the array of float32 to store
  45624. */
  45625. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45626. /**
  45627. * Set the value of an uniform to an array of number
  45628. * @param uniform defines the webGL uniform location where to store the value
  45629. * @param array defines the array of number to store
  45630. */
  45631. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45632. /**
  45633. * Set the value of an uniform to an array of number (stored as vec2)
  45634. * @param uniform defines the webGL uniform location where to store the value
  45635. * @param array defines the array of number to store
  45636. */
  45637. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45638. /**
  45639. * Set the value of an uniform to an array of number (stored as vec3)
  45640. * @param uniform defines the webGL uniform location where to store the value
  45641. * @param array defines the array of number to store
  45642. */
  45643. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45644. /**
  45645. * Set the value of an uniform to an array of number (stored as vec4)
  45646. * @param uniform defines the webGL uniform location where to store the value
  45647. * @param array defines the array of number to store
  45648. */
  45649. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45650. /**
  45651. * Set the value of an uniform to an array of float32 (stored as matrices)
  45652. * @param uniform defines the webGL uniform location where to store the value
  45653. * @param matrices defines the array of float32 to store
  45654. */
  45655. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45656. /**
  45657. * Set the value of an uniform to a matrix (3x3)
  45658. * @param uniform defines the webGL uniform location where to store the value
  45659. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  45660. */
  45661. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45662. /**
  45663. * Set the value of an uniform to a matrix (2x2)
  45664. * @param uniform defines the webGL uniform location where to store the value
  45665. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  45666. */
  45667. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45668. /**
  45669. * Set the value of an uniform to a number (float)
  45670. * @param uniform defines the webGL uniform location where to store the value
  45671. * @param value defines the float number to store
  45672. */
  45673. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45674. /**
  45675. * Set the value of an uniform to a vec2
  45676. * @param uniform defines the webGL uniform location where to store the value
  45677. * @param x defines the 1st component of the value
  45678. * @param y defines the 2nd component of the value
  45679. */
  45680. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45681. /**
  45682. * Set the value of an uniform to a vec3
  45683. * @param uniform defines the webGL uniform location where to store the value
  45684. * @param x defines the 1st component of the value
  45685. * @param y defines the 2nd component of the value
  45686. * @param z defines the 3rd component of the value
  45687. */
  45688. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45689. /**
  45690. * Set the value of an uniform to a boolean
  45691. * @param uniform defines the webGL uniform location where to store the value
  45692. * @param bool defines the boolean to store
  45693. */
  45694. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45695. /**
  45696. * Set the value of an uniform to a vec4
  45697. * @param uniform defines the webGL uniform location where to store the value
  45698. * @param x defines the 1st component of the value
  45699. * @param y defines the 2nd component of the value
  45700. * @param z defines the 3rd component of the value
  45701. * @param w defines the 4th component of the value
  45702. */
  45703. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45704. /**
  45705. * Sets the current alpha mode
  45706. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  45707. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45708. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45709. */
  45710. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45711. /**
  45712. * Bind webGl buffers directly to the webGL context
  45713. * @param vertexBuffers defines the vertex buffer to bind
  45714. * @param indexBuffer defines the index buffer to bind
  45715. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  45716. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  45717. * @param effect defines the effect associated with the vertex buffer
  45718. */
  45719. bindBuffers(vertexBuffers: {
  45720. [key: string]: VertexBuffer;
  45721. }, indexBuffer: DataBuffer, effect: Effect): void;
  45722. /**
  45723. * Force the entire cache to be cleared
  45724. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  45725. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  45726. */
  45727. wipeCaches(bruteForce?: boolean): void;
  45728. /**
  45729. * Send a draw order
  45730. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  45731. * @param indexStart defines the starting index
  45732. * @param indexCount defines the number of index to draw
  45733. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45734. */
  45735. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45736. /**
  45737. * Draw a list of indexed primitives
  45738. * @param fillMode defines the primitive to use
  45739. * @param indexStart defines the starting index
  45740. * @param indexCount defines the number of index to draw
  45741. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45742. */
  45743. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45744. /**
  45745. * Draw a list of unindexed primitives
  45746. * @param fillMode defines the primitive to use
  45747. * @param verticesStart defines the index of first vertex to draw
  45748. * @param verticesCount defines the count of vertices to draw
  45749. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45750. */
  45751. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45752. /** @hidden */
  45753. _createTexture(): WebGLTexture;
  45754. /** @hidden */
  45755. _releaseTexture(texture: InternalTexture): void;
  45756. /**
  45757. * Usually called from Texture.ts.
  45758. * Passed information to create a WebGLTexture
  45759. * @param urlArg defines a value which contains one of the following:
  45760. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45761. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45762. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45763. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45764. * @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)
  45765. * @param scene needed for loading to the correct scene
  45766. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  45767. * @param onLoad optional callback to be called upon successful completion
  45768. * @param onError optional callback to be called upon failure
  45769. * @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
  45770. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45771. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45772. * @param forcedExtension defines the extension to use to pick the right loader
  45773. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  45774. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45775. */
  45776. 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;
  45777. /**
  45778. * Creates a new render target texture
  45779. * @param size defines the size of the texture
  45780. * @param options defines the options used to create the texture
  45781. * @returns a new render target texture stored in an InternalTexture
  45782. */
  45783. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45784. /**
  45785. * Update the sampling mode of a given texture
  45786. * @param samplingMode defines the required sampling mode
  45787. * @param texture defines the texture to update
  45788. */
  45789. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45790. /**
  45791. * Binds the frame buffer to the specified texture.
  45792. * @param texture The texture to render to or null for the default canvas
  45793. * @param faceIndex The face of the texture to render to in case of cube texture
  45794. * @param requiredWidth The width of the target to render to
  45795. * @param requiredHeight The height of the target to render to
  45796. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  45797. * @param depthStencilTexture The depth stencil texture to use to render
  45798. * @param lodLevel defines le lod level to bind to the frame buffer
  45799. */
  45800. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45801. /**
  45802. * Unbind the current render target texture from the webGL context
  45803. * @param texture defines the render target texture to unbind
  45804. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45805. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45806. */
  45807. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45808. /**
  45809. * Creates a dynamic vertex buffer
  45810. * @param vertices the data for the dynamic vertex buffer
  45811. * @returns the new WebGL dynamic buffer
  45812. */
  45813. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45814. /**
  45815. * Update the content of a dynamic texture
  45816. * @param texture defines the texture to update
  45817. * @param canvas defines the canvas containing the source
  45818. * @param invertY defines if data must be stored with Y axis inverted
  45819. * @param premulAlpha defines if alpha is stored as premultiplied
  45820. * @param format defines the format of the data
  45821. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  45822. */
  45823. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45824. /**
  45825. * Gets a boolean indicating if all created effects are ready
  45826. * @returns true if all effects are ready
  45827. */
  45828. areAllEffectsReady(): boolean;
  45829. /**
  45830. * @hidden
  45831. * Get the current error code of the webGL context
  45832. * @returns the error code
  45833. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45834. */
  45835. getError(): number;
  45836. /** @hidden */
  45837. _getUnpackAlignement(): number;
  45838. /** @hidden */
  45839. _unpackFlipY(value: boolean): void;
  45840. /**
  45841. * Update a dynamic index buffer
  45842. * @param indexBuffer defines the target index buffer
  45843. * @param indices defines the data to update
  45844. * @param offset defines the offset in the target index buffer where update should start
  45845. */
  45846. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45847. /**
  45848. * Updates a dynamic vertex buffer.
  45849. * @param vertexBuffer the vertex buffer to update
  45850. * @param vertices the data used to update the vertex buffer
  45851. * @param byteOffset the byte offset of the data (optional)
  45852. * @param byteLength the byte length of the data (optional)
  45853. */
  45854. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45855. /** @hidden */
  45856. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45857. /** @hidden */
  45858. _bindTexture(channel: number, texture: InternalTexture): void;
  45859. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45860. /**
  45861. * 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
  45862. */
  45863. releaseEffects(): void;
  45864. displayLoadingUI(): void;
  45865. hideLoadingUI(): void;
  45866. /** @hidden */
  45867. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45868. /** @hidden */
  45869. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45870. /** @hidden */
  45871. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45872. /** @hidden */
  45873. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45874. }
  45875. }
  45876. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45877. import { Nullable, int } from "babylonjs/types";
  45878. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45879. /** @hidden */
  45880. export class _OcclusionDataStorage {
  45881. /** @hidden */
  45882. occlusionInternalRetryCounter: number;
  45883. /** @hidden */
  45884. isOcclusionQueryInProgress: boolean;
  45885. /** @hidden */
  45886. isOccluded: boolean;
  45887. /** @hidden */
  45888. occlusionRetryCount: number;
  45889. /** @hidden */
  45890. occlusionType: number;
  45891. /** @hidden */
  45892. occlusionQueryAlgorithmType: number;
  45893. }
  45894. module "babylonjs/Engines/engine" {
  45895. interface Engine {
  45896. /**
  45897. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45898. * @return the new query
  45899. */
  45900. createQuery(): WebGLQuery;
  45901. /**
  45902. * Delete and release a webGL query
  45903. * @param query defines the query to delete
  45904. * @return the current engine
  45905. */
  45906. deleteQuery(query: WebGLQuery): Engine;
  45907. /**
  45908. * Check if a given query has resolved and got its value
  45909. * @param query defines the query to check
  45910. * @returns true if the query got its value
  45911. */
  45912. isQueryResultAvailable(query: WebGLQuery): boolean;
  45913. /**
  45914. * Gets the value of a given query
  45915. * @param query defines the query to check
  45916. * @returns the value of the query
  45917. */
  45918. getQueryResult(query: WebGLQuery): number;
  45919. /**
  45920. * Initiates an occlusion query
  45921. * @param algorithmType defines the algorithm to use
  45922. * @param query defines the query to use
  45923. * @returns the current engine
  45924. * @see http://doc.babylonjs.com/features/occlusionquery
  45925. */
  45926. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45927. /**
  45928. * Ends an occlusion query
  45929. * @see http://doc.babylonjs.com/features/occlusionquery
  45930. * @param algorithmType defines the algorithm to use
  45931. * @returns the current engine
  45932. */
  45933. endOcclusionQuery(algorithmType: number): Engine;
  45934. /**
  45935. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45936. * Please note that only one query can be issued at a time
  45937. * @returns a time token used to track the time span
  45938. */
  45939. startTimeQuery(): Nullable<_TimeToken>;
  45940. /**
  45941. * Ends a time query
  45942. * @param token defines the token used to measure the time span
  45943. * @returns the time spent (in ns)
  45944. */
  45945. endTimeQuery(token: _TimeToken): int;
  45946. /** @hidden */
  45947. _currentNonTimestampToken: Nullable<_TimeToken>;
  45948. /** @hidden */
  45949. _createTimeQuery(): WebGLQuery;
  45950. /** @hidden */
  45951. _deleteTimeQuery(query: WebGLQuery): void;
  45952. /** @hidden */
  45953. _getGlAlgorithmType(algorithmType: number): number;
  45954. /** @hidden */
  45955. _getTimeQueryResult(query: WebGLQuery): any;
  45956. /** @hidden */
  45957. _getTimeQueryAvailability(query: WebGLQuery): any;
  45958. }
  45959. }
  45960. module "babylonjs/Meshes/abstractMesh" {
  45961. interface AbstractMesh {
  45962. /**
  45963. * Backing filed
  45964. * @hidden
  45965. */
  45966. __occlusionDataStorage: _OcclusionDataStorage;
  45967. /**
  45968. * Access property
  45969. * @hidden
  45970. */
  45971. _occlusionDataStorage: _OcclusionDataStorage;
  45972. /**
  45973. * 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.
  45974. * The default value is -1 which means don't break the query and wait till the result
  45975. * @see http://doc.babylonjs.com/features/occlusionquery
  45976. */
  45977. occlusionRetryCount: number;
  45978. /**
  45979. * 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:
  45980. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45981. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45982. * * 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.
  45983. * @see http://doc.babylonjs.com/features/occlusionquery
  45984. */
  45985. occlusionType: number;
  45986. /**
  45987. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45988. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45989. * * 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.
  45990. * @see http://doc.babylonjs.com/features/occlusionquery
  45991. */
  45992. occlusionQueryAlgorithmType: number;
  45993. /**
  45994. * 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
  45995. * @see http://doc.babylonjs.com/features/occlusionquery
  45996. */
  45997. isOccluded: boolean;
  45998. /**
  45999. * Flag to check the progress status of the query
  46000. * @see http://doc.babylonjs.com/features/occlusionquery
  46001. */
  46002. isOcclusionQueryInProgress: boolean;
  46003. }
  46004. }
  46005. }
  46006. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46007. import { Nullable } from "babylonjs/types";
  46008. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46009. /** @hidden */
  46010. export var _forceTransformFeedbackToBundle: boolean;
  46011. module "babylonjs/Engines/engine" {
  46012. interface Engine {
  46013. /**
  46014. * Creates a webGL transform feedback object
  46015. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46016. * @returns the webGL transform feedback object
  46017. */
  46018. createTransformFeedback(): WebGLTransformFeedback;
  46019. /**
  46020. * Delete a webGL transform feedback object
  46021. * @param value defines the webGL transform feedback object to delete
  46022. */
  46023. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46024. /**
  46025. * Bind a webGL transform feedback object to the webgl context
  46026. * @param value defines the webGL transform feedback object to bind
  46027. */
  46028. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46029. /**
  46030. * Begins a transform feedback operation
  46031. * @param usePoints defines if points or triangles must be used
  46032. */
  46033. beginTransformFeedback(usePoints: boolean): void;
  46034. /**
  46035. * Ends a transform feedback operation
  46036. */
  46037. endTransformFeedback(): void;
  46038. /**
  46039. * Specify the varyings to use with transform feedback
  46040. * @param program defines the associated webGL program
  46041. * @param value defines the list of strings representing the varying names
  46042. */
  46043. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46044. /**
  46045. * Bind a webGL buffer for a transform feedback operation
  46046. * @param value defines the webGL buffer to bind
  46047. */
  46048. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46049. }
  46050. }
  46051. }
  46052. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46053. import { Scene } from "babylonjs/scene";
  46054. import { Engine } from "babylonjs/Engines/engine";
  46055. import { Texture } from "babylonjs/Materials/Textures/texture";
  46056. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46057. import "babylonjs/Engines/Extensions/engine.multiRender";
  46058. /**
  46059. * Creation options of the multi render target texture.
  46060. */
  46061. export interface IMultiRenderTargetOptions {
  46062. /**
  46063. * Define if the texture needs to create mip maps after render.
  46064. */
  46065. generateMipMaps?: boolean;
  46066. /**
  46067. * Define the types of all the draw buffers we want to create
  46068. */
  46069. types?: number[];
  46070. /**
  46071. * Define the sampling modes of all the draw buffers we want to create
  46072. */
  46073. samplingModes?: number[];
  46074. /**
  46075. * Define if a depth buffer is required
  46076. */
  46077. generateDepthBuffer?: boolean;
  46078. /**
  46079. * Define if a stencil buffer is required
  46080. */
  46081. generateStencilBuffer?: boolean;
  46082. /**
  46083. * Define if a depth texture is required instead of a depth buffer
  46084. */
  46085. generateDepthTexture?: boolean;
  46086. /**
  46087. * Define the number of desired draw buffers
  46088. */
  46089. textureCount?: number;
  46090. /**
  46091. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46092. */
  46093. doNotChangeAspectRatio?: boolean;
  46094. /**
  46095. * Define the default type of the buffers we are creating
  46096. */
  46097. defaultType?: number;
  46098. }
  46099. /**
  46100. * A multi render target, like a render target provides the ability to render to a texture.
  46101. * Unlike the render target, it can render to several draw buffers in one draw.
  46102. * This is specially interesting in deferred rendering or for any effects requiring more than
  46103. * just one color from a single pass.
  46104. */
  46105. export class MultiRenderTarget extends RenderTargetTexture {
  46106. private _internalTextures;
  46107. private _textures;
  46108. private _multiRenderTargetOptions;
  46109. /**
  46110. * Get if draw buffers are currently supported by the used hardware and browser.
  46111. */
  46112. readonly isSupported: boolean;
  46113. /**
  46114. * Get the list of textures generated by the multi render target.
  46115. */
  46116. readonly textures: Texture[];
  46117. /**
  46118. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46119. */
  46120. readonly depthTexture: Texture;
  46121. /**
  46122. * Set the wrapping mode on U of all the textures we are rendering to.
  46123. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46124. */
  46125. wrapU: number;
  46126. /**
  46127. * Set the wrapping mode on V of all the textures we are rendering to.
  46128. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46129. */
  46130. wrapV: number;
  46131. /**
  46132. * Instantiate a new multi render target texture.
  46133. * A multi render target, like a render target provides the ability to render to a texture.
  46134. * Unlike the render target, it can render to several draw buffers in one draw.
  46135. * This is specially interesting in deferred rendering or for any effects requiring more than
  46136. * just one color from a single pass.
  46137. * @param name Define the name of the texture
  46138. * @param size Define the size of the buffers to render to
  46139. * @param count Define the number of target we are rendering into
  46140. * @param scene Define the scene the texture belongs to
  46141. * @param options Define the options used to create the multi render target
  46142. */
  46143. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46144. /** @hidden */
  46145. _rebuild(): void;
  46146. private _createInternalTextures;
  46147. private _createTextures;
  46148. /**
  46149. * Define the number of samples used if MSAA is enabled.
  46150. */
  46151. samples: number;
  46152. /**
  46153. * Resize all the textures in the multi render target.
  46154. * Be carrefull as it will recreate all the data in the new texture.
  46155. * @param size Define the new size
  46156. */
  46157. resize(size: any): void;
  46158. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46159. /**
  46160. * Dispose the render targets and their associated resources
  46161. */
  46162. dispose(): void;
  46163. /**
  46164. * Release all the underlying texture used as draw buffers.
  46165. */
  46166. releaseInternalTextures(): void;
  46167. }
  46168. }
  46169. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46170. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46171. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46172. import { Nullable } from "babylonjs/types";
  46173. module "babylonjs/Engines/thinEngine" {
  46174. interface ThinEngine {
  46175. /**
  46176. * Unbind a list of render target textures from the webGL context
  46177. * This is used only when drawBuffer extension or webGL2 are active
  46178. * @param textures defines the render target textures to unbind
  46179. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46180. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46181. */
  46182. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46183. /**
  46184. * Create a multi render target texture
  46185. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46186. * @param size defines the size of the texture
  46187. * @param options defines the creation options
  46188. * @returns the cube texture as an InternalTexture
  46189. */
  46190. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46191. /**
  46192. * Update the sample count for a given multiple render target texture
  46193. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46194. * @param textures defines the textures to update
  46195. * @param samples defines the sample count to set
  46196. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46197. */
  46198. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46199. }
  46200. }
  46201. }
  46202. declare module "babylonjs/Engines/Extensions/index" {
  46203. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46204. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46205. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46206. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46207. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46208. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46209. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46210. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46211. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46212. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46213. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46214. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46215. }
  46216. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46217. import { Nullable } from "babylonjs/types";
  46218. /**
  46219. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46220. */
  46221. export interface CubeMapInfo {
  46222. /**
  46223. * The pixel array for the front face.
  46224. * This is stored in format, left to right, up to down format.
  46225. */
  46226. front: Nullable<ArrayBufferView>;
  46227. /**
  46228. * The pixel array for the back face.
  46229. * This is stored in format, left to right, up to down format.
  46230. */
  46231. back: Nullable<ArrayBufferView>;
  46232. /**
  46233. * The pixel array for the left face.
  46234. * This is stored in format, left to right, up to down format.
  46235. */
  46236. left: Nullable<ArrayBufferView>;
  46237. /**
  46238. * The pixel array for the right face.
  46239. * This is stored in format, left to right, up to down format.
  46240. */
  46241. right: Nullable<ArrayBufferView>;
  46242. /**
  46243. * The pixel array for the up face.
  46244. * This is stored in format, left to right, up to down format.
  46245. */
  46246. up: Nullable<ArrayBufferView>;
  46247. /**
  46248. * The pixel array for the down face.
  46249. * This is stored in format, left to right, up to down format.
  46250. */
  46251. down: Nullable<ArrayBufferView>;
  46252. /**
  46253. * The size of the cubemap stored.
  46254. *
  46255. * Each faces will be size * size pixels.
  46256. */
  46257. size: number;
  46258. /**
  46259. * The format of the texture.
  46260. *
  46261. * RGBA, RGB.
  46262. */
  46263. format: number;
  46264. /**
  46265. * The type of the texture data.
  46266. *
  46267. * UNSIGNED_INT, FLOAT.
  46268. */
  46269. type: number;
  46270. /**
  46271. * Specifies whether the texture is in gamma space.
  46272. */
  46273. gammaSpace: boolean;
  46274. }
  46275. /**
  46276. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46277. */
  46278. export class PanoramaToCubeMapTools {
  46279. private static FACE_FRONT;
  46280. private static FACE_BACK;
  46281. private static FACE_RIGHT;
  46282. private static FACE_LEFT;
  46283. private static FACE_DOWN;
  46284. private static FACE_UP;
  46285. /**
  46286. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46287. *
  46288. * @param float32Array The source data.
  46289. * @param inputWidth The width of the input panorama.
  46290. * @param inputHeight The height of the input panorama.
  46291. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46292. * @return The cubemap data
  46293. */
  46294. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46295. private static CreateCubemapTexture;
  46296. private static CalcProjectionSpherical;
  46297. }
  46298. }
  46299. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46300. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46301. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46302. import { Nullable } from "babylonjs/types";
  46303. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46304. /**
  46305. * Helper class dealing with the extraction of spherical polynomial dataArray
  46306. * from a cube map.
  46307. */
  46308. export class CubeMapToSphericalPolynomialTools {
  46309. private static FileFaces;
  46310. /**
  46311. * Converts a texture to the according Spherical Polynomial data.
  46312. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46313. *
  46314. * @param texture The texture to extract the information from.
  46315. * @return The Spherical Polynomial data.
  46316. */
  46317. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46318. /**
  46319. * Converts a cubemap to the according Spherical Polynomial data.
  46320. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46321. *
  46322. * @param cubeInfo The Cube map to extract the information from.
  46323. * @return The Spherical Polynomial data.
  46324. */
  46325. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46326. }
  46327. }
  46328. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46329. import { Nullable } from "babylonjs/types";
  46330. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46331. module "babylonjs/Materials/Textures/baseTexture" {
  46332. interface BaseTexture {
  46333. /**
  46334. * Get the polynomial representation of the texture data.
  46335. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46336. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46337. */
  46338. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46339. }
  46340. }
  46341. }
  46342. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46343. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46344. /** @hidden */
  46345. export var rgbdEncodePixelShader: {
  46346. name: string;
  46347. shader: string;
  46348. };
  46349. }
  46350. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46351. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46352. /** @hidden */
  46353. export var rgbdDecodePixelShader: {
  46354. name: string;
  46355. shader: string;
  46356. };
  46357. }
  46358. declare module "babylonjs/Misc/environmentTextureTools" {
  46359. import { Nullable } from "babylonjs/types";
  46360. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46361. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46362. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46363. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46364. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46365. import "babylonjs/Shaders/rgbdEncode.fragment";
  46366. import "babylonjs/Shaders/rgbdDecode.fragment";
  46367. /**
  46368. * Raw texture data and descriptor sufficient for WebGL texture upload
  46369. */
  46370. export interface EnvironmentTextureInfo {
  46371. /**
  46372. * Version of the environment map
  46373. */
  46374. version: number;
  46375. /**
  46376. * Width of image
  46377. */
  46378. width: number;
  46379. /**
  46380. * Irradiance information stored in the file.
  46381. */
  46382. irradiance: any;
  46383. /**
  46384. * Specular information stored in the file.
  46385. */
  46386. specular: any;
  46387. }
  46388. /**
  46389. * Defines One Image in the file. It requires only the position in the file
  46390. * as well as the length.
  46391. */
  46392. interface BufferImageData {
  46393. /**
  46394. * Length of the image data.
  46395. */
  46396. length: number;
  46397. /**
  46398. * Position of the data from the null terminator delimiting the end of the JSON.
  46399. */
  46400. position: number;
  46401. }
  46402. /**
  46403. * Defines the specular data enclosed in the file.
  46404. * This corresponds to the version 1 of the data.
  46405. */
  46406. export interface EnvironmentTextureSpecularInfoV1 {
  46407. /**
  46408. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  46409. */
  46410. specularDataPosition?: number;
  46411. /**
  46412. * This contains all the images data needed to reconstruct the cubemap.
  46413. */
  46414. mipmaps: Array<BufferImageData>;
  46415. /**
  46416. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  46417. */
  46418. lodGenerationScale: number;
  46419. }
  46420. /**
  46421. * Sets of helpers addressing the serialization and deserialization of environment texture
  46422. * stored in a BabylonJS env file.
  46423. * Those files are usually stored as .env files.
  46424. */
  46425. export class EnvironmentTextureTools {
  46426. /**
  46427. * Magic number identifying the env file.
  46428. */
  46429. private static _MagicBytes;
  46430. /**
  46431. * Gets the environment info from an env file.
  46432. * @param data The array buffer containing the .env bytes.
  46433. * @returns the environment file info (the json header) if successfully parsed.
  46434. */
  46435. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  46436. /**
  46437. * Creates an environment texture from a loaded cube texture.
  46438. * @param texture defines the cube texture to convert in env file
  46439. * @return a promise containing the environment data if succesfull.
  46440. */
  46441. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  46442. /**
  46443. * Creates a JSON representation of the spherical data.
  46444. * @param texture defines the texture containing the polynomials
  46445. * @return the JSON representation of the spherical info
  46446. */
  46447. private static _CreateEnvTextureIrradiance;
  46448. /**
  46449. * Creates the ArrayBufferViews used for initializing environment texture image data.
  46450. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  46451. * @param info parameters that determine what views will be created for accessing the underlying buffer
  46452. * @return the views described by info providing access to the underlying buffer
  46453. */
  46454. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  46455. /**
  46456. * Uploads the texture info contained in the env file to the GPU.
  46457. * @param texture defines the internal texture to upload to
  46458. * @param arrayBuffer defines the buffer cotaining the data to load
  46459. * @param info defines the texture info retrieved through the GetEnvInfo method
  46460. * @returns a promise
  46461. */
  46462. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  46463. private static _OnImageReadyAsync;
  46464. /**
  46465. * Uploads the levels of image data to the GPU.
  46466. * @param texture defines the internal texture to upload to
  46467. * @param imageData defines the array buffer views of image data [mipmap][face]
  46468. * @returns a promise
  46469. */
  46470. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  46471. /**
  46472. * Uploads spherical polynomials information to the texture.
  46473. * @param texture defines the texture we are trying to upload the information to
  46474. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  46475. */
  46476. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  46477. /** @hidden */
  46478. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  46479. }
  46480. }
  46481. declare module "babylonjs/Maths/math.vertexFormat" {
  46482. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  46483. /**
  46484. * Contains position and normal vectors for a vertex
  46485. */
  46486. export class PositionNormalVertex {
  46487. /** the position of the vertex (defaut: 0,0,0) */
  46488. position: Vector3;
  46489. /** the normal of the vertex (defaut: 0,1,0) */
  46490. normal: Vector3;
  46491. /**
  46492. * Creates a PositionNormalVertex
  46493. * @param position the position of the vertex (defaut: 0,0,0)
  46494. * @param normal the normal of the vertex (defaut: 0,1,0)
  46495. */
  46496. constructor(
  46497. /** the position of the vertex (defaut: 0,0,0) */
  46498. position?: Vector3,
  46499. /** the normal of the vertex (defaut: 0,1,0) */
  46500. normal?: Vector3);
  46501. /**
  46502. * Clones the PositionNormalVertex
  46503. * @returns the cloned PositionNormalVertex
  46504. */
  46505. clone(): PositionNormalVertex;
  46506. }
  46507. /**
  46508. * Contains position, normal and uv vectors for a vertex
  46509. */
  46510. export class PositionNormalTextureVertex {
  46511. /** the position of the vertex (defaut: 0,0,0) */
  46512. position: Vector3;
  46513. /** the normal of the vertex (defaut: 0,1,0) */
  46514. normal: Vector3;
  46515. /** the uv of the vertex (default: 0,0) */
  46516. uv: Vector2;
  46517. /**
  46518. * Creates a PositionNormalTextureVertex
  46519. * @param position the position of the vertex (defaut: 0,0,0)
  46520. * @param normal the normal of the vertex (defaut: 0,1,0)
  46521. * @param uv the uv of the vertex (default: 0,0)
  46522. */
  46523. constructor(
  46524. /** the position of the vertex (defaut: 0,0,0) */
  46525. position?: Vector3,
  46526. /** the normal of the vertex (defaut: 0,1,0) */
  46527. normal?: Vector3,
  46528. /** the uv of the vertex (default: 0,0) */
  46529. uv?: Vector2);
  46530. /**
  46531. * Clones the PositionNormalTextureVertex
  46532. * @returns the cloned PositionNormalTextureVertex
  46533. */
  46534. clone(): PositionNormalTextureVertex;
  46535. }
  46536. }
  46537. declare module "babylonjs/Maths/math" {
  46538. export * from "babylonjs/Maths/math.axis";
  46539. export * from "babylonjs/Maths/math.color";
  46540. export * from "babylonjs/Maths/math.constants";
  46541. export * from "babylonjs/Maths/math.frustum";
  46542. export * from "babylonjs/Maths/math.path";
  46543. export * from "babylonjs/Maths/math.plane";
  46544. export * from "babylonjs/Maths/math.size";
  46545. export * from "babylonjs/Maths/math.vector";
  46546. export * from "babylonjs/Maths/math.vertexFormat";
  46547. export * from "babylonjs/Maths/math.viewport";
  46548. }
  46549. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  46550. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46551. /** @hidden */
  46552. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  46553. private _genericAttributeLocation;
  46554. private _varyingLocationCount;
  46555. private _varyingLocationMap;
  46556. private _replacements;
  46557. private _textureCount;
  46558. private _uniforms;
  46559. lineProcessor(line: string): string;
  46560. attributeProcessor(attribute: string): string;
  46561. varyingProcessor(varying: string, isFragment: boolean): string;
  46562. uniformProcessor(uniform: string): string;
  46563. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  46564. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  46565. }
  46566. }
  46567. declare module "babylonjs/Engines/nativeEngine" {
  46568. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  46569. import { Engine } from "babylonjs/Engines/engine";
  46570. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  46571. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46572. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46573. import { Effect } from "babylonjs/Materials/effect";
  46574. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46575. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  46576. import { Scene } from "babylonjs/scene";
  46577. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  46578. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  46579. /**
  46580. * Container for accessors for natively-stored mesh data buffers.
  46581. */
  46582. class NativeDataBuffer extends DataBuffer {
  46583. /**
  46584. * Accessor value used to identify/retrieve a natively-stored index buffer.
  46585. */
  46586. nativeIndexBuffer?: any;
  46587. /**
  46588. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  46589. */
  46590. nativeVertexBuffer?: any;
  46591. }
  46592. /** @hidden */
  46593. export class NativeEngine extends Engine {
  46594. private readonly _native;
  46595. getHardwareScalingLevel(): number;
  46596. constructor();
  46597. /**
  46598. * Can be used to override the current requestAnimationFrame requester.
  46599. * @hidden
  46600. */
  46601. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  46602. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46603. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  46604. createVertexBuffer(data: DataArray): NativeDataBuffer;
  46605. recordVertexArrayObject(vertexBuffers: {
  46606. [key: string]: VertexBuffer;
  46607. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  46608. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46609. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46610. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46611. /**
  46612. * Draw a list of indexed primitives
  46613. * @param fillMode defines the primitive to use
  46614. * @param indexStart defines the starting index
  46615. * @param indexCount defines the number of index to draw
  46616. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46617. */
  46618. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46619. /**
  46620. * Draw a list of unindexed primitives
  46621. * @param fillMode defines the primitive to use
  46622. * @param verticesStart defines the index of first vertex to draw
  46623. * @param verticesCount defines the count of vertices to draw
  46624. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46625. */
  46626. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46627. createPipelineContext(): IPipelineContext;
  46628. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  46629. /** @hidden */
  46630. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  46631. /** @hidden */
  46632. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  46633. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46634. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46635. protected _setProgram(program: WebGLProgram): void;
  46636. _releaseEffect(effect: Effect): void;
  46637. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  46638. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  46639. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  46640. bindSamplers(effect: Effect): void;
  46641. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  46642. getRenderWidth(useScreen?: boolean): number;
  46643. getRenderHeight(useScreen?: boolean): number;
  46644. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  46645. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46646. /**
  46647. * Set the z offset to apply to current rendering
  46648. * @param value defines the offset to apply
  46649. */
  46650. setZOffset(value: number): void;
  46651. /**
  46652. * Gets the current value of the zOffset
  46653. * @returns the current zOffset state
  46654. */
  46655. getZOffset(): number;
  46656. /**
  46657. * Enable or disable depth buffering
  46658. * @param enable defines the state to set
  46659. */
  46660. setDepthBuffer(enable: boolean): void;
  46661. /**
  46662. * Gets a boolean indicating if depth writing is enabled
  46663. * @returns the current depth writing state
  46664. */
  46665. getDepthWrite(): boolean;
  46666. /**
  46667. * Enable or disable depth writing
  46668. * @param enable defines the state to set
  46669. */
  46670. setDepthWrite(enable: boolean): void;
  46671. /**
  46672. * Enable or disable color writing
  46673. * @param enable defines the state to set
  46674. */
  46675. setColorWrite(enable: boolean): void;
  46676. /**
  46677. * Gets a boolean indicating if color writing is enabled
  46678. * @returns the current color writing state
  46679. */
  46680. getColorWrite(): boolean;
  46681. /**
  46682. * Sets alpha constants used by some alpha blending modes
  46683. * @param r defines the red component
  46684. * @param g defines the green component
  46685. * @param b defines the blue component
  46686. * @param a defines the alpha component
  46687. */
  46688. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  46689. /**
  46690. * Sets the current alpha mode
  46691. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  46692. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46693. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46694. */
  46695. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46696. /**
  46697. * Gets the current alpha mode
  46698. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46699. * @returns the current alpha mode
  46700. */
  46701. getAlphaMode(): number;
  46702. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46703. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46704. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46705. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46706. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46707. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46708. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46709. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46710. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46711. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46712. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46713. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46714. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46715. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46716. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46717. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46718. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46719. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46720. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46721. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46722. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  46723. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  46724. wipeCaches(bruteForce?: boolean): void;
  46725. _createTexture(): WebGLTexture;
  46726. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  46727. /**
  46728. * Usually called from BABYLON.Texture.ts.
  46729. * Passed information to create a WebGLTexture
  46730. * @param urlArg defines a value which contains one of the following:
  46731. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46732. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46733. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46734. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46735. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  46736. * @param scene needed for loading to the correct scene
  46737. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  46738. * @param onLoad optional callback to be called upon successful completion
  46739. * @param onError optional callback to be called upon failure
  46740. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  46741. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46742. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46743. * @param forcedExtension defines the extension to use to pick the right loader
  46744. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46745. */
  46746. 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;
  46747. /**
  46748. * Creates a cube texture
  46749. * @param rootUrl defines the url where the files to load is located
  46750. * @param scene defines the current scene
  46751. * @param files defines the list of files to load (1 per face)
  46752. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  46753. * @param onLoad defines an optional callback raised when the texture is loaded
  46754. * @param onError defines an optional callback raised if there is an issue to load the texture
  46755. * @param format defines the format of the data
  46756. * @param forcedExtension defines the extension to use to pick the right loader
  46757. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  46758. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  46759. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  46760. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  46761. * @returns the cube texture as an InternalTexture
  46762. */
  46763. 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;
  46764. private _getSamplingFilter;
  46765. private static _GetNativeTextureFormat;
  46766. createRenderTargetTexture(size: number | {
  46767. width: number;
  46768. height: number;
  46769. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  46770. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46771. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46772. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46773. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  46774. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  46775. /**
  46776. * Updates a dynamic vertex buffer.
  46777. * @param vertexBuffer the vertex buffer to update
  46778. * @param data the data used to update the vertex buffer
  46779. * @param byteOffset the byte offset of the data (optional)
  46780. * @param byteLength the byte length of the data (optional)
  46781. */
  46782. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  46783. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  46784. private _updateAnisotropicLevel;
  46785. private _getAddressMode;
  46786. /** @hidden */
  46787. _bindTexture(channel: number, texture: InternalTexture): void;
  46788. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  46789. releaseEffects(): void;
  46790. /** @hidden */
  46791. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46792. /** @hidden */
  46793. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46794. /** @hidden */
  46795. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46796. /** @hidden */
  46797. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46798. }
  46799. }
  46800. declare module "babylonjs/Engines/index" {
  46801. export * from "babylonjs/Engines/constants";
  46802. export * from "babylonjs/Engines/engineCapabilities";
  46803. export * from "babylonjs/Engines/instancingAttributeInfo";
  46804. export * from "babylonjs/Engines/thinEngine";
  46805. export * from "babylonjs/Engines/engine";
  46806. export * from "babylonjs/Engines/engineStore";
  46807. export * from "babylonjs/Engines/nullEngine";
  46808. export * from "babylonjs/Engines/Extensions/index";
  46809. export * from "babylonjs/Engines/IPipelineContext";
  46810. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46811. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46812. export * from "babylonjs/Engines/nativeEngine";
  46813. }
  46814. declare module "babylonjs/Events/clipboardEvents" {
  46815. /**
  46816. * Gather the list of clipboard event types as constants.
  46817. */
  46818. export class ClipboardEventTypes {
  46819. /**
  46820. * The clipboard event is fired when a copy command is active (pressed).
  46821. */
  46822. static readonly COPY: number;
  46823. /**
  46824. * The clipboard event is fired when a cut command is active (pressed).
  46825. */
  46826. static readonly CUT: number;
  46827. /**
  46828. * The clipboard event is fired when a paste command is active (pressed).
  46829. */
  46830. static readonly PASTE: number;
  46831. }
  46832. /**
  46833. * This class is used to store clipboard related info for the onClipboardObservable event.
  46834. */
  46835. export class ClipboardInfo {
  46836. /**
  46837. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46838. */
  46839. type: number;
  46840. /**
  46841. * Defines the related dom event
  46842. */
  46843. event: ClipboardEvent;
  46844. /**
  46845. *Creates an instance of ClipboardInfo.
  46846. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46847. * @param event Defines the related dom event
  46848. */
  46849. constructor(
  46850. /**
  46851. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46852. */
  46853. type: number,
  46854. /**
  46855. * Defines the related dom event
  46856. */
  46857. event: ClipboardEvent);
  46858. /**
  46859. * Get the clipboard event's type from the keycode.
  46860. * @param keyCode Defines the keyCode for the current keyboard event.
  46861. * @return {number}
  46862. */
  46863. static GetTypeFromCharacter(keyCode: number): number;
  46864. }
  46865. }
  46866. declare module "babylonjs/Events/index" {
  46867. export * from "babylonjs/Events/keyboardEvents";
  46868. export * from "babylonjs/Events/pointerEvents";
  46869. export * from "babylonjs/Events/clipboardEvents";
  46870. }
  46871. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  46872. import { Scene } from "babylonjs/scene";
  46873. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46874. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46875. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46876. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46877. /**
  46878. * Google Daydream controller
  46879. */
  46880. export class DaydreamController extends WebVRController {
  46881. /**
  46882. * Base Url for the controller model.
  46883. */
  46884. static MODEL_BASE_URL: string;
  46885. /**
  46886. * File name for the controller model.
  46887. */
  46888. static MODEL_FILENAME: string;
  46889. /**
  46890. * Gamepad Id prefix used to identify Daydream Controller.
  46891. */
  46892. static readonly GAMEPAD_ID_PREFIX: string;
  46893. /**
  46894. * Creates a new DaydreamController from a gamepad
  46895. * @param vrGamepad the gamepad that the controller should be created from
  46896. */
  46897. constructor(vrGamepad: any);
  46898. /**
  46899. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46900. * @param scene scene in which to add meshes
  46901. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46902. */
  46903. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46904. /**
  46905. * Called once for each button that changed state since the last frame
  46906. * @param buttonIdx Which button index changed
  46907. * @param state New state of the button
  46908. * @param changes Which properties on the state changed since last frame
  46909. */
  46910. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46911. }
  46912. }
  46913. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  46914. import { Scene } from "babylonjs/scene";
  46915. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46916. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46917. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46918. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46919. /**
  46920. * Gear VR Controller
  46921. */
  46922. export class GearVRController extends WebVRController {
  46923. /**
  46924. * Base Url for the controller model.
  46925. */
  46926. static MODEL_BASE_URL: string;
  46927. /**
  46928. * File name for the controller model.
  46929. */
  46930. static MODEL_FILENAME: string;
  46931. /**
  46932. * Gamepad Id prefix used to identify this controller.
  46933. */
  46934. static readonly GAMEPAD_ID_PREFIX: string;
  46935. private readonly _buttonIndexToObservableNameMap;
  46936. /**
  46937. * Creates a new GearVRController from a gamepad
  46938. * @param vrGamepad the gamepad that the controller should be created from
  46939. */
  46940. constructor(vrGamepad: any);
  46941. /**
  46942. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46943. * @param scene scene in which to add meshes
  46944. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46945. */
  46946. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46947. /**
  46948. * Called once for each button that changed state since the last frame
  46949. * @param buttonIdx Which button index changed
  46950. * @param state New state of the button
  46951. * @param changes Which properties on the state changed since last frame
  46952. */
  46953. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46954. }
  46955. }
  46956. declare module "babylonjs/Gamepads/Controllers/index" {
  46957. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  46958. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  46959. export * from "babylonjs/Gamepads/Controllers/genericController";
  46960. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  46961. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46962. export * from "babylonjs/Gamepads/Controllers/viveController";
  46963. export * from "babylonjs/Gamepads/Controllers/webVRController";
  46964. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  46965. }
  46966. declare module "babylonjs/Gamepads/index" {
  46967. export * from "babylonjs/Gamepads/Controllers/index";
  46968. export * from "babylonjs/Gamepads/gamepad";
  46969. export * from "babylonjs/Gamepads/gamepadManager";
  46970. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  46971. export * from "babylonjs/Gamepads/xboxGamepad";
  46972. export * from "babylonjs/Gamepads/dualShockGamepad";
  46973. }
  46974. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  46975. import { Scene } from "babylonjs/scene";
  46976. import { Vector4 } from "babylonjs/Maths/math.vector";
  46977. import { Color4 } from "babylonjs/Maths/math.color";
  46978. import { Mesh } from "babylonjs/Meshes/mesh";
  46979. import { Nullable } from "babylonjs/types";
  46980. /**
  46981. * Class containing static functions to help procedurally build meshes
  46982. */
  46983. export class PolyhedronBuilder {
  46984. /**
  46985. * Creates a polyhedron mesh
  46986. * * 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
  46987. * * The parameter `size` (positive float, default 1) sets the polygon size
  46988. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  46989. * * 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`
  46990. * * 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
  46991. * * 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)`)
  46992. * * 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
  46993. * * 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
  46994. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  46995. * * 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
  46996. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  46997. * @param name defines the name of the mesh
  46998. * @param options defines the options used to create the mesh
  46999. * @param scene defines the hosting scene
  47000. * @returns the polyhedron mesh
  47001. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47002. */
  47003. static CreatePolyhedron(name: string, options: {
  47004. type?: number;
  47005. size?: number;
  47006. sizeX?: number;
  47007. sizeY?: number;
  47008. sizeZ?: number;
  47009. custom?: any;
  47010. faceUV?: Vector4[];
  47011. faceColors?: Color4[];
  47012. flat?: boolean;
  47013. updatable?: boolean;
  47014. sideOrientation?: number;
  47015. frontUVs?: Vector4;
  47016. backUVs?: Vector4;
  47017. }, scene?: Nullable<Scene>): Mesh;
  47018. }
  47019. }
  47020. declare module "babylonjs/Gizmos/scaleGizmo" {
  47021. import { Observable } from "babylonjs/Misc/observable";
  47022. import { Nullable } from "babylonjs/types";
  47023. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47024. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47025. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47026. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47027. /**
  47028. * Gizmo that enables scaling a mesh along 3 axis
  47029. */
  47030. export class ScaleGizmo extends Gizmo {
  47031. /**
  47032. * Internal gizmo used for interactions on the x axis
  47033. */
  47034. xGizmo: AxisScaleGizmo;
  47035. /**
  47036. * Internal gizmo used for interactions on the y axis
  47037. */
  47038. yGizmo: AxisScaleGizmo;
  47039. /**
  47040. * Internal gizmo used for interactions on the z axis
  47041. */
  47042. zGizmo: AxisScaleGizmo;
  47043. /**
  47044. * Internal gizmo used to scale all axis equally
  47045. */
  47046. uniformScaleGizmo: AxisScaleGizmo;
  47047. private _meshAttached;
  47048. private _updateGizmoRotationToMatchAttachedMesh;
  47049. private _snapDistance;
  47050. private _scaleRatio;
  47051. private _uniformScalingMesh;
  47052. private _octahedron;
  47053. /** Fires an event when any of it's sub gizmos are dragged */
  47054. onDragStartObservable: Observable<unknown>;
  47055. /** Fires an event when any of it's sub gizmos are released from dragging */
  47056. onDragEndObservable: Observable<unknown>;
  47057. attachedMesh: Nullable<AbstractMesh>;
  47058. /**
  47059. * Creates a ScaleGizmo
  47060. * @param gizmoLayer The utility layer the gizmo will be added to
  47061. */
  47062. constructor(gizmoLayer?: UtilityLayerRenderer);
  47063. updateGizmoRotationToMatchAttachedMesh: boolean;
  47064. /**
  47065. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47066. */
  47067. snapDistance: number;
  47068. /**
  47069. * Ratio for the scale of the gizmo (Default: 1)
  47070. */
  47071. scaleRatio: number;
  47072. /**
  47073. * Disposes of the gizmo
  47074. */
  47075. dispose(): void;
  47076. }
  47077. }
  47078. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47079. import { Observable } from "babylonjs/Misc/observable";
  47080. import { Nullable } from "babylonjs/types";
  47081. import { Vector3 } from "babylonjs/Maths/math.vector";
  47082. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47083. import { Mesh } from "babylonjs/Meshes/mesh";
  47084. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47085. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47086. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47087. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47088. import { Color3 } from "babylonjs/Maths/math.color";
  47089. /**
  47090. * Single axis scale gizmo
  47091. */
  47092. export class AxisScaleGizmo extends Gizmo {
  47093. /**
  47094. * Drag behavior responsible for the gizmos dragging interactions
  47095. */
  47096. dragBehavior: PointerDragBehavior;
  47097. private _pointerObserver;
  47098. /**
  47099. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47100. */
  47101. snapDistance: number;
  47102. /**
  47103. * Event that fires each time the gizmo snaps to a new location.
  47104. * * snapDistance is the the change in distance
  47105. */
  47106. onSnapObservable: Observable<{
  47107. snapDistance: number;
  47108. }>;
  47109. /**
  47110. * If the scaling operation should be done on all axis (default: false)
  47111. */
  47112. uniformScaling: boolean;
  47113. private _isEnabled;
  47114. private _parent;
  47115. private _arrow;
  47116. private _coloredMaterial;
  47117. private _hoverMaterial;
  47118. /**
  47119. * Creates an AxisScaleGizmo
  47120. * @param gizmoLayer The utility layer the gizmo will be added to
  47121. * @param dragAxis The axis which the gizmo will be able to scale on
  47122. * @param color The color of the gizmo
  47123. */
  47124. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47125. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47126. /**
  47127. * If the gizmo is enabled
  47128. */
  47129. isEnabled: boolean;
  47130. /**
  47131. * Disposes of the gizmo
  47132. */
  47133. dispose(): void;
  47134. /**
  47135. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47136. * @param mesh The mesh to replace the default mesh of the gizmo
  47137. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47138. */
  47139. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47140. }
  47141. }
  47142. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47143. import { Observable } from "babylonjs/Misc/observable";
  47144. import { Nullable } from "babylonjs/types";
  47145. import { Vector3 } from "babylonjs/Maths/math.vector";
  47146. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47147. import { Mesh } from "babylonjs/Meshes/mesh";
  47148. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47149. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47150. import { Color3 } from "babylonjs/Maths/math.color";
  47151. import "babylonjs/Meshes/Builders/boxBuilder";
  47152. /**
  47153. * Bounding box gizmo
  47154. */
  47155. export class BoundingBoxGizmo extends Gizmo {
  47156. private _lineBoundingBox;
  47157. private _rotateSpheresParent;
  47158. private _scaleBoxesParent;
  47159. private _boundingDimensions;
  47160. private _renderObserver;
  47161. private _pointerObserver;
  47162. private _scaleDragSpeed;
  47163. private _tmpQuaternion;
  47164. private _tmpVector;
  47165. private _tmpRotationMatrix;
  47166. /**
  47167. * 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)
  47168. */
  47169. ignoreChildren: boolean;
  47170. /**
  47171. * 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)
  47172. */
  47173. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47174. /**
  47175. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47176. */
  47177. rotationSphereSize: number;
  47178. /**
  47179. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47180. */
  47181. scaleBoxSize: number;
  47182. /**
  47183. * 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)
  47184. */
  47185. fixedDragMeshScreenSize: boolean;
  47186. /**
  47187. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47188. */
  47189. fixedDragMeshScreenSizeDistanceFactor: number;
  47190. /**
  47191. * Fired when a rotation sphere or scale box is dragged
  47192. */
  47193. onDragStartObservable: Observable<{}>;
  47194. /**
  47195. * Fired when a scale box is dragged
  47196. */
  47197. onScaleBoxDragObservable: Observable<{}>;
  47198. /**
  47199. * Fired when a scale box drag is ended
  47200. */
  47201. onScaleBoxDragEndObservable: Observable<{}>;
  47202. /**
  47203. * Fired when a rotation sphere is dragged
  47204. */
  47205. onRotationSphereDragObservable: Observable<{}>;
  47206. /**
  47207. * Fired when a rotation sphere drag is ended
  47208. */
  47209. onRotationSphereDragEndObservable: Observable<{}>;
  47210. /**
  47211. * 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)
  47212. */
  47213. scalePivot: Nullable<Vector3>;
  47214. /**
  47215. * Mesh used as a pivot to rotate the attached mesh
  47216. */
  47217. private _anchorMesh;
  47218. private _existingMeshScale;
  47219. private _dragMesh;
  47220. private pointerDragBehavior;
  47221. private coloredMaterial;
  47222. private hoverColoredMaterial;
  47223. /**
  47224. * Sets the color of the bounding box gizmo
  47225. * @param color the color to set
  47226. */
  47227. setColor(color: Color3): void;
  47228. /**
  47229. * Creates an BoundingBoxGizmo
  47230. * @param gizmoLayer The utility layer the gizmo will be added to
  47231. * @param color The color of the gizmo
  47232. */
  47233. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47234. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47235. private _selectNode;
  47236. /**
  47237. * Updates the bounding box information for the Gizmo
  47238. */
  47239. updateBoundingBox(): void;
  47240. private _updateRotationSpheres;
  47241. private _updateScaleBoxes;
  47242. /**
  47243. * Enables rotation on the specified axis and disables rotation on the others
  47244. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47245. */
  47246. setEnabledRotationAxis(axis: string): void;
  47247. /**
  47248. * Enables/disables scaling
  47249. * @param enable if scaling should be enabled
  47250. */
  47251. setEnabledScaling(enable: boolean): void;
  47252. private _updateDummy;
  47253. /**
  47254. * Enables a pointer drag behavior on the bounding box of the gizmo
  47255. */
  47256. enableDragBehavior(): void;
  47257. /**
  47258. * Disposes of the gizmo
  47259. */
  47260. dispose(): void;
  47261. /**
  47262. * 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)
  47263. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47264. * @returns the bounding box mesh with the passed in mesh as a child
  47265. */
  47266. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47267. /**
  47268. * CustomMeshes are not supported by this gizmo
  47269. * @param mesh The mesh to replace the default mesh of the gizmo
  47270. */
  47271. setCustomMesh(mesh: Mesh): void;
  47272. }
  47273. }
  47274. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47275. import { Observable } from "babylonjs/Misc/observable";
  47276. import { Nullable } from "babylonjs/types";
  47277. import { Vector3 } from "babylonjs/Maths/math.vector";
  47278. import { Color3 } from "babylonjs/Maths/math.color";
  47279. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47280. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47281. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47282. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47283. import "babylonjs/Meshes/Builders/linesBuilder";
  47284. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47285. /**
  47286. * Single plane rotation gizmo
  47287. */
  47288. export class PlaneRotationGizmo extends Gizmo {
  47289. /**
  47290. * Drag behavior responsible for the gizmos dragging interactions
  47291. */
  47292. dragBehavior: PointerDragBehavior;
  47293. private _pointerObserver;
  47294. /**
  47295. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47296. */
  47297. snapDistance: number;
  47298. /**
  47299. * Event that fires each time the gizmo snaps to a new location.
  47300. * * snapDistance is the the change in distance
  47301. */
  47302. onSnapObservable: Observable<{
  47303. snapDistance: number;
  47304. }>;
  47305. private _isEnabled;
  47306. private _parent;
  47307. /**
  47308. * Creates a PlaneRotationGizmo
  47309. * @param gizmoLayer The utility layer the gizmo will be added to
  47310. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47311. * @param color The color of the gizmo
  47312. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47313. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47314. */
  47315. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47316. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47317. /**
  47318. * If the gizmo is enabled
  47319. */
  47320. isEnabled: boolean;
  47321. /**
  47322. * Disposes of the gizmo
  47323. */
  47324. dispose(): void;
  47325. }
  47326. }
  47327. declare module "babylonjs/Gizmos/rotationGizmo" {
  47328. import { Observable } from "babylonjs/Misc/observable";
  47329. import { Nullable } from "babylonjs/types";
  47330. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47331. import { Mesh } from "babylonjs/Meshes/mesh";
  47332. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47333. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47334. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47335. /**
  47336. * Gizmo that enables rotating a mesh along 3 axis
  47337. */
  47338. export class RotationGizmo extends Gizmo {
  47339. /**
  47340. * Internal gizmo used for interactions on the x axis
  47341. */
  47342. xGizmo: PlaneRotationGizmo;
  47343. /**
  47344. * Internal gizmo used for interactions on the y axis
  47345. */
  47346. yGizmo: PlaneRotationGizmo;
  47347. /**
  47348. * Internal gizmo used for interactions on the z axis
  47349. */
  47350. zGizmo: PlaneRotationGizmo;
  47351. /** Fires an event when any of it's sub gizmos are dragged */
  47352. onDragStartObservable: Observable<unknown>;
  47353. /** Fires an event when any of it's sub gizmos are released from dragging */
  47354. onDragEndObservable: Observable<unknown>;
  47355. private _meshAttached;
  47356. attachedMesh: Nullable<AbstractMesh>;
  47357. /**
  47358. * Creates a RotationGizmo
  47359. * @param gizmoLayer The utility layer the gizmo will be added to
  47360. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47361. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47362. */
  47363. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  47364. updateGizmoRotationToMatchAttachedMesh: boolean;
  47365. /**
  47366. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47367. */
  47368. snapDistance: number;
  47369. /**
  47370. * Ratio for the scale of the gizmo (Default: 1)
  47371. */
  47372. scaleRatio: number;
  47373. /**
  47374. * Disposes of the gizmo
  47375. */
  47376. dispose(): void;
  47377. /**
  47378. * CustomMeshes are not supported by this gizmo
  47379. * @param mesh The mesh to replace the default mesh of the gizmo
  47380. */
  47381. setCustomMesh(mesh: Mesh): void;
  47382. }
  47383. }
  47384. declare module "babylonjs/Gizmos/gizmoManager" {
  47385. import { Observable } from "babylonjs/Misc/observable";
  47386. import { Nullable } from "babylonjs/types";
  47387. import { Scene, IDisposable } from "babylonjs/scene";
  47388. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47389. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47390. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  47391. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47392. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47393. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47394. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  47395. /**
  47396. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  47397. */
  47398. export class GizmoManager implements IDisposable {
  47399. private scene;
  47400. /**
  47401. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  47402. */
  47403. gizmos: {
  47404. positionGizmo: Nullable<PositionGizmo>;
  47405. rotationGizmo: Nullable<RotationGizmo>;
  47406. scaleGizmo: Nullable<ScaleGizmo>;
  47407. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  47408. };
  47409. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  47410. clearGizmoOnEmptyPointerEvent: boolean;
  47411. /** Fires an event when the manager is attached to a mesh */
  47412. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  47413. private _gizmosEnabled;
  47414. private _pointerObserver;
  47415. private _attachedMesh;
  47416. private _boundingBoxColor;
  47417. private _defaultUtilityLayer;
  47418. private _defaultKeepDepthUtilityLayer;
  47419. /**
  47420. * When bounding box gizmo is enabled, this can be used to track drag/end events
  47421. */
  47422. boundingBoxDragBehavior: SixDofDragBehavior;
  47423. /**
  47424. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  47425. */
  47426. attachableMeshes: Nullable<Array<AbstractMesh>>;
  47427. /**
  47428. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  47429. */
  47430. usePointerToAttachGizmos: boolean;
  47431. /**
  47432. * Utility layer that the bounding box gizmo belongs to
  47433. */
  47434. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  47435. /**
  47436. * Utility layer that all gizmos besides bounding box belong to
  47437. */
  47438. readonly utilityLayer: UtilityLayerRenderer;
  47439. /**
  47440. * Instatiates a gizmo manager
  47441. * @param scene the scene to overlay the gizmos on top of
  47442. */
  47443. constructor(scene: Scene);
  47444. /**
  47445. * Attaches a set of gizmos to the specified mesh
  47446. * @param mesh The mesh the gizmo's should be attached to
  47447. */
  47448. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  47449. /**
  47450. * If the position gizmo is enabled
  47451. */
  47452. positionGizmoEnabled: boolean;
  47453. /**
  47454. * If the rotation gizmo is enabled
  47455. */
  47456. rotationGizmoEnabled: boolean;
  47457. /**
  47458. * If the scale gizmo is enabled
  47459. */
  47460. scaleGizmoEnabled: boolean;
  47461. /**
  47462. * If the boundingBox gizmo is enabled
  47463. */
  47464. boundingBoxGizmoEnabled: boolean;
  47465. /**
  47466. * Disposes of the gizmo manager
  47467. */
  47468. dispose(): void;
  47469. }
  47470. }
  47471. declare module "babylonjs/Lights/directionalLight" {
  47472. import { Camera } from "babylonjs/Cameras/camera";
  47473. import { Scene } from "babylonjs/scene";
  47474. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47475. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47476. import { Light } from "babylonjs/Lights/light";
  47477. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47478. import { Effect } from "babylonjs/Materials/effect";
  47479. /**
  47480. * A directional light is defined by a direction (what a surprise!).
  47481. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  47482. * 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.
  47483. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47484. */
  47485. export class DirectionalLight extends ShadowLight {
  47486. private _shadowFrustumSize;
  47487. /**
  47488. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  47489. */
  47490. /**
  47491. * Specifies a fix frustum size for the shadow generation.
  47492. */
  47493. shadowFrustumSize: number;
  47494. private _shadowOrthoScale;
  47495. /**
  47496. * Gets the shadow projection scale against the optimal computed one.
  47497. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47498. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47499. */
  47500. /**
  47501. * Sets the shadow projection scale against the optimal computed one.
  47502. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47503. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47504. */
  47505. shadowOrthoScale: number;
  47506. /**
  47507. * Automatically compute the projection matrix to best fit (including all the casters)
  47508. * on each frame.
  47509. */
  47510. autoUpdateExtends: boolean;
  47511. private _orthoLeft;
  47512. private _orthoRight;
  47513. private _orthoTop;
  47514. private _orthoBottom;
  47515. /**
  47516. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  47517. * The directional light is emitted from everywhere in the given direction.
  47518. * It can cast shadows.
  47519. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47520. * @param name The friendly name of the light
  47521. * @param direction The direction of the light
  47522. * @param scene The scene the light belongs to
  47523. */
  47524. constructor(name: string, direction: Vector3, scene: Scene);
  47525. /**
  47526. * Returns the string "DirectionalLight".
  47527. * @return The class name
  47528. */
  47529. getClassName(): string;
  47530. /**
  47531. * Returns the integer 1.
  47532. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47533. */
  47534. getTypeID(): number;
  47535. /**
  47536. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  47537. * Returns the DirectionalLight Shadow projection matrix.
  47538. */
  47539. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47540. /**
  47541. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  47542. * Returns the DirectionalLight Shadow projection matrix.
  47543. */
  47544. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  47545. /**
  47546. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  47547. * Returns the DirectionalLight Shadow projection matrix.
  47548. */
  47549. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47550. protected _buildUniformLayout(): void;
  47551. /**
  47552. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  47553. * @param effect The effect to update
  47554. * @param lightIndex The index of the light in the effect to update
  47555. * @returns The directional light
  47556. */
  47557. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  47558. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  47559. /**
  47560. * Gets the minZ used for shadow according to both the scene and the light.
  47561. *
  47562. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47563. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47564. * @param activeCamera The camera we are returning the min for
  47565. * @returns the depth min z
  47566. */
  47567. getDepthMinZ(activeCamera: Camera): number;
  47568. /**
  47569. * Gets the maxZ used for shadow according to both the scene and the light.
  47570. *
  47571. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47572. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47573. * @param activeCamera The camera we are returning the max for
  47574. * @returns the depth max z
  47575. */
  47576. getDepthMaxZ(activeCamera: Camera): number;
  47577. /**
  47578. * Prepares the list of defines specific to the light type.
  47579. * @param defines the list of defines
  47580. * @param lightIndex defines the index of the light for the effect
  47581. */
  47582. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47583. }
  47584. }
  47585. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  47586. import { Mesh } from "babylonjs/Meshes/mesh";
  47587. /**
  47588. * Class containing static functions to help procedurally build meshes
  47589. */
  47590. export class HemisphereBuilder {
  47591. /**
  47592. * Creates a hemisphere mesh
  47593. * @param name defines the name of the mesh
  47594. * @param options defines the options used to create the mesh
  47595. * @param scene defines the hosting scene
  47596. * @returns the hemisphere mesh
  47597. */
  47598. static CreateHemisphere(name: string, options: {
  47599. segments?: number;
  47600. diameter?: number;
  47601. sideOrientation?: number;
  47602. }, scene: any): Mesh;
  47603. }
  47604. }
  47605. declare module "babylonjs/Lights/spotLight" {
  47606. import { Nullable } from "babylonjs/types";
  47607. import { Scene } from "babylonjs/scene";
  47608. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47609. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47610. import { Effect } from "babylonjs/Materials/effect";
  47611. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47612. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47613. /**
  47614. * A spot light is defined by a position, a direction, an angle, and an exponent.
  47615. * These values define a cone of light starting from the position, emitting toward the direction.
  47616. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  47617. * and the exponent defines the speed of the decay of the light with distance (reach).
  47618. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47619. */
  47620. export class SpotLight extends ShadowLight {
  47621. private _angle;
  47622. private _innerAngle;
  47623. private _cosHalfAngle;
  47624. private _lightAngleScale;
  47625. private _lightAngleOffset;
  47626. /**
  47627. * Gets the cone angle of the spot light in Radians.
  47628. */
  47629. /**
  47630. * Sets the cone angle of the spot light in Radians.
  47631. */
  47632. angle: number;
  47633. /**
  47634. * Only used in gltf falloff mode, this defines the angle where
  47635. * the directional falloff will start before cutting at angle which could be seen
  47636. * as outer angle.
  47637. */
  47638. /**
  47639. * Only used in gltf falloff mode, this defines the angle where
  47640. * the directional falloff will start before cutting at angle which could be seen
  47641. * as outer angle.
  47642. */
  47643. innerAngle: number;
  47644. private _shadowAngleScale;
  47645. /**
  47646. * Allows scaling the angle of the light for shadow generation only.
  47647. */
  47648. /**
  47649. * Allows scaling the angle of the light for shadow generation only.
  47650. */
  47651. shadowAngleScale: number;
  47652. /**
  47653. * The light decay speed with the distance from the emission spot.
  47654. */
  47655. exponent: number;
  47656. private _projectionTextureMatrix;
  47657. /**
  47658. * Allows reading the projecton texture
  47659. */
  47660. readonly projectionTextureMatrix: Matrix;
  47661. protected _projectionTextureLightNear: number;
  47662. /**
  47663. * Gets the near clip of the Spotlight for texture projection.
  47664. */
  47665. /**
  47666. * Sets the near clip of the Spotlight for texture projection.
  47667. */
  47668. projectionTextureLightNear: number;
  47669. protected _projectionTextureLightFar: number;
  47670. /**
  47671. * Gets the far clip of the Spotlight for texture projection.
  47672. */
  47673. /**
  47674. * Sets the far clip of the Spotlight for texture projection.
  47675. */
  47676. projectionTextureLightFar: number;
  47677. protected _projectionTextureUpDirection: Vector3;
  47678. /**
  47679. * Gets the Up vector of the Spotlight for texture projection.
  47680. */
  47681. /**
  47682. * Sets the Up vector of the Spotlight for texture projection.
  47683. */
  47684. projectionTextureUpDirection: Vector3;
  47685. private _projectionTexture;
  47686. /**
  47687. * Gets the projection texture of the light.
  47688. */
  47689. /**
  47690. * Sets the projection texture of the light.
  47691. */
  47692. projectionTexture: Nullable<BaseTexture>;
  47693. private _projectionTextureViewLightDirty;
  47694. private _projectionTextureProjectionLightDirty;
  47695. private _projectionTextureDirty;
  47696. private _projectionTextureViewTargetVector;
  47697. private _projectionTextureViewLightMatrix;
  47698. private _projectionTextureProjectionLightMatrix;
  47699. private _projectionTextureScalingMatrix;
  47700. /**
  47701. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  47702. * It can cast shadows.
  47703. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47704. * @param name The light friendly name
  47705. * @param position The position of the spot light in the scene
  47706. * @param direction The direction of the light in the scene
  47707. * @param angle The cone angle of the light in Radians
  47708. * @param exponent The light decay speed with the distance from the emission spot
  47709. * @param scene The scene the lights belongs to
  47710. */
  47711. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  47712. /**
  47713. * Returns the string "SpotLight".
  47714. * @returns the class name
  47715. */
  47716. getClassName(): string;
  47717. /**
  47718. * Returns the integer 2.
  47719. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47720. */
  47721. getTypeID(): number;
  47722. /**
  47723. * Overrides the direction setter to recompute the projection texture view light Matrix.
  47724. */
  47725. protected _setDirection(value: Vector3): void;
  47726. /**
  47727. * Overrides the position setter to recompute the projection texture view light Matrix.
  47728. */
  47729. protected _setPosition(value: Vector3): void;
  47730. /**
  47731. * 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.
  47732. * Returns the SpotLight.
  47733. */
  47734. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47735. protected _computeProjectionTextureViewLightMatrix(): void;
  47736. protected _computeProjectionTextureProjectionLightMatrix(): void;
  47737. /**
  47738. * Main function for light texture projection matrix computing.
  47739. */
  47740. protected _computeProjectionTextureMatrix(): void;
  47741. protected _buildUniformLayout(): void;
  47742. private _computeAngleValues;
  47743. /**
  47744. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  47745. * @param effect The effect to update
  47746. * @param lightIndex The index of the light in the effect to update
  47747. * @returns The spot light
  47748. */
  47749. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  47750. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  47751. /**
  47752. * Disposes the light and the associated resources.
  47753. */
  47754. dispose(): void;
  47755. /**
  47756. * Prepares the list of defines specific to the light type.
  47757. * @param defines the list of defines
  47758. * @param lightIndex defines the index of the light for the effect
  47759. */
  47760. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47761. }
  47762. }
  47763. declare module "babylonjs/Gizmos/lightGizmo" {
  47764. import { Nullable } from "babylonjs/types";
  47765. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47766. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47767. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  47768. import { Light } from "babylonjs/Lights/light";
  47769. /**
  47770. * Gizmo that enables viewing a light
  47771. */
  47772. export class LightGizmo extends Gizmo {
  47773. private _lightMesh;
  47774. private _material;
  47775. private cachedPosition;
  47776. private cachedForward;
  47777. /**
  47778. * Creates a LightGizmo
  47779. * @param gizmoLayer The utility layer the gizmo will be added to
  47780. */
  47781. constructor(gizmoLayer?: UtilityLayerRenderer);
  47782. private _light;
  47783. /**
  47784. * The light that the gizmo is attached to
  47785. */
  47786. light: Nullable<Light>;
  47787. /**
  47788. * Gets the material used to render the light gizmo
  47789. */
  47790. readonly material: StandardMaterial;
  47791. /**
  47792. * @hidden
  47793. * Updates the gizmo to match the attached mesh's position/rotation
  47794. */
  47795. protected _update(): void;
  47796. private static _Scale;
  47797. /**
  47798. * Creates the lines for a light mesh
  47799. */
  47800. private static _createLightLines;
  47801. /**
  47802. * Disposes of the light gizmo
  47803. */
  47804. dispose(): void;
  47805. private static _CreateHemisphericLightMesh;
  47806. private static _CreatePointLightMesh;
  47807. private static _CreateSpotLightMesh;
  47808. private static _CreateDirectionalLightMesh;
  47809. }
  47810. }
  47811. declare module "babylonjs/Gizmos/index" {
  47812. export * from "babylonjs/Gizmos/axisDragGizmo";
  47813. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47814. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47815. export * from "babylonjs/Gizmos/gizmo";
  47816. export * from "babylonjs/Gizmos/gizmoManager";
  47817. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47818. export * from "babylonjs/Gizmos/positionGizmo";
  47819. export * from "babylonjs/Gizmos/rotationGizmo";
  47820. export * from "babylonjs/Gizmos/scaleGizmo";
  47821. export * from "babylonjs/Gizmos/lightGizmo";
  47822. export * from "babylonjs/Gizmos/planeDragGizmo";
  47823. }
  47824. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47825. /** @hidden */
  47826. export var backgroundFragmentDeclaration: {
  47827. name: string;
  47828. shader: string;
  47829. };
  47830. }
  47831. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47832. /** @hidden */
  47833. export var backgroundUboDeclaration: {
  47834. name: string;
  47835. shader: string;
  47836. };
  47837. }
  47838. declare module "babylonjs/Shaders/background.fragment" {
  47839. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47840. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47841. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47842. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47843. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47844. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47845. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47846. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47847. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47848. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47849. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47850. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47851. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47852. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47853. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47854. /** @hidden */
  47855. export var backgroundPixelShader: {
  47856. name: string;
  47857. shader: string;
  47858. };
  47859. }
  47860. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  47861. /** @hidden */
  47862. export var backgroundVertexDeclaration: {
  47863. name: string;
  47864. shader: string;
  47865. };
  47866. }
  47867. declare module "babylonjs/Shaders/background.vertex" {
  47868. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  47869. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47870. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47871. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47872. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47873. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47874. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47875. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47876. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47877. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47878. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47879. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47880. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47881. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47882. /** @hidden */
  47883. export var backgroundVertexShader: {
  47884. name: string;
  47885. shader: string;
  47886. };
  47887. }
  47888. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  47889. import { Nullable, int, float } from "babylonjs/types";
  47890. import { Scene } from "babylonjs/scene";
  47891. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47892. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47893. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47894. import { Mesh } from "babylonjs/Meshes/mesh";
  47895. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47896. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  47897. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  47898. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47899. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  47900. import { Color3 } from "babylonjs/Maths/math.color";
  47901. import "babylonjs/Shaders/background.fragment";
  47902. import "babylonjs/Shaders/background.vertex";
  47903. /**
  47904. * Background material used to create an efficient environement around your scene.
  47905. */
  47906. export class BackgroundMaterial extends PushMaterial {
  47907. /**
  47908. * Standard reflectance value at parallel view angle.
  47909. */
  47910. static StandardReflectance0: number;
  47911. /**
  47912. * Standard reflectance value at grazing angle.
  47913. */
  47914. static StandardReflectance90: number;
  47915. protected _primaryColor: Color3;
  47916. /**
  47917. * Key light Color (multiply against the environement texture)
  47918. */
  47919. primaryColor: Color3;
  47920. protected __perceptualColor: Nullable<Color3>;
  47921. /**
  47922. * Experimental Internal Use Only.
  47923. *
  47924. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  47925. * This acts as a helper to set the primary color to a more "human friendly" value.
  47926. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  47927. * output color as close as possible from the chosen value.
  47928. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  47929. * part of lighting setup.)
  47930. */
  47931. _perceptualColor: Nullable<Color3>;
  47932. protected _primaryColorShadowLevel: float;
  47933. /**
  47934. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  47935. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  47936. */
  47937. primaryColorShadowLevel: float;
  47938. protected _primaryColorHighlightLevel: float;
  47939. /**
  47940. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  47941. * The primary color is used at the level chosen to define what the white area would look.
  47942. */
  47943. primaryColorHighlightLevel: float;
  47944. protected _reflectionTexture: Nullable<BaseTexture>;
  47945. /**
  47946. * Reflection Texture used in the material.
  47947. * Should be author in a specific way for the best result (refer to the documentation).
  47948. */
  47949. reflectionTexture: Nullable<BaseTexture>;
  47950. protected _reflectionBlur: float;
  47951. /**
  47952. * Reflection Texture level of blur.
  47953. *
  47954. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  47955. * texture twice.
  47956. */
  47957. reflectionBlur: float;
  47958. protected _diffuseTexture: Nullable<BaseTexture>;
  47959. /**
  47960. * Diffuse Texture used in the material.
  47961. * Should be author in a specific way for the best result (refer to the documentation).
  47962. */
  47963. diffuseTexture: Nullable<BaseTexture>;
  47964. protected _shadowLights: Nullable<IShadowLight[]>;
  47965. /**
  47966. * Specify the list of lights casting shadow on the material.
  47967. * All scene shadow lights will be included if null.
  47968. */
  47969. shadowLights: Nullable<IShadowLight[]>;
  47970. protected _shadowLevel: float;
  47971. /**
  47972. * Helps adjusting the shadow to a softer level if required.
  47973. * 0 means black shadows and 1 means no shadows.
  47974. */
  47975. shadowLevel: float;
  47976. protected _sceneCenter: Vector3;
  47977. /**
  47978. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  47979. * It is usually zero but might be interesting to modify according to your setup.
  47980. */
  47981. sceneCenter: Vector3;
  47982. protected _opacityFresnel: boolean;
  47983. /**
  47984. * This helps specifying that the material is falling off to the sky box at grazing angle.
  47985. * This helps ensuring a nice transition when the camera goes under the ground.
  47986. */
  47987. opacityFresnel: boolean;
  47988. protected _reflectionFresnel: boolean;
  47989. /**
  47990. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  47991. * This helps adding a mirror texture on the ground.
  47992. */
  47993. reflectionFresnel: boolean;
  47994. protected _reflectionFalloffDistance: number;
  47995. /**
  47996. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  47997. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  47998. */
  47999. reflectionFalloffDistance: number;
  48000. protected _reflectionAmount: number;
  48001. /**
  48002. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48003. */
  48004. reflectionAmount: number;
  48005. protected _reflectionReflectance0: number;
  48006. /**
  48007. * This specifies the weight of the reflection at grazing angle.
  48008. */
  48009. reflectionReflectance0: number;
  48010. protected _reflectionReflectance90: number;
  48011. /**
  48012. * This specifies the weight of the reflection at a perpendicular point of view.
  48013. */
  48014. reflectionReflectance90: number;
  48015. /**
  48016. * Sets the reflection reflectance fresnel values according to the default standard
  48017. * empirically know to work well :-)
  48018. */
  48019. reflectionStandardFresnelWeight: number;
  48020. protected _useRGBColor: boolean;
  48021. /**
  48022. * Helps to directly use the maps channels instead of their level.
  48023. */
  48024. useRGBColor: boolean;
  48025. protected _enableNoise: boolean;
  48026. /**
  48027. * This helps reducing the banding effect that could occur on the background.
  48028. */
  48029. enableNoise: boolean;
  48030. /**
  48031. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48032. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48033. * Recommended to be keep at 1.0 except for special cases.
  48034. */
  48035. fovMultiplier: number;
  48036. private _fovMultiplier;
  48037. /**
  48038. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48039. */
  48040. useEquirectangularFOV: boolean;
  48041. private _maxSimultaneousLights;
  48042. /**
  48043. * Number of Simultaneous lights allowed on the material.
  48044. */
  48045. maxSimultaneousLights: int;
  48046. /**
  48047. * Default configuration related to image processing available in the Background Material.
  48048. */
  48049. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48050. /**
  48051. * Keep track of the image processing observer to allow dispose and replace.
  48052. */
  48053. private _imageProcessingObserver;
  48054. /**
  48055. * Attaches a new image processing configuration to the PBR Material.
  48056. * @param configuration (if null the scene configuration will be use)
  48057. */
  48058. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48059. /**
  48060. * Gets the image processing configuration used either in this material.
  48061. */
  48062. /**
  48063. * Sets the Default image processing configuration used either in the this material.
  48064. *
  48065. * If sets to null, the scene one is in use.
  48066. */
  48067. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48068. /**
  48069. * Gets wether the color curves effect is enabled.
  48070. */
  48071. /**
  48072. * Sets wether the color curves effect is enabled.
  48073. */
  48074. cameraColorCurvesEnabled: boolean;
  48075. /**
  48076. * Gets wether the color grading effect is enabled.
  48077. */
  48078. /**
  48079. * Gets wether the color grading effect is enabled.
  48080. */
  48081. cameraColorGradingEnabled: boolean;
  48082. /**
  48083. * Gets wether tonemapping is enabled or not.
  48084. */
  48085. /**
  48086. * Sets wether tonemapping is enabled or not
  48087. */
  48088. cameraToneMappingEnabled: boolean;
  48089. /**
  48090. * The camera exposure used on this material.
  48091. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48092. * This corresponds to a photographic exposure.
  48093. */
  48094. /**
  48095. * The camera exposure used on this material.
  48096. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48097. * This corresponds to a photographic exposure.
  48098. */
  48099. cameraExposure: float;
  48100. /**
  48101. * Gets The camera contrast used on this material.
  48102. */
  48103. /**
  48104. * Sets The camera contrast used on this material.
  48105. */
  48106. cameraContrast: float;
  48107. /**
  48108. * Gets the Color Grading 2D Lookup Texture.
  48109. */
  48110. /**
  48111. * Sets the Color Grading 2D Lookup Texture.
  48112. */
  48113. cameraColorGradingTexture: Nullable<BaseTexture>;
  48114. /**
  48115. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48116. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48117. * 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;
  48118. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48119. */
  48120. /**
  48121. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48122. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48123. * 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;
  48124. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48125. */
  48126. cameraColorCurves: Nullable<ColorCurves>;
  48127. /**
  48128. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48129. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48130. */
  48131. switchToBGR: boolean;
  48132. private _renderTargets;
  48133. private _reflectionControls;
  48134. private _white;
  48135. private _primaryShadowColor;
  48136. private _primaryHighlightColor;
  48137. /**
  48138. * Instantiates a Background Material in the given scene
  48139. * @param name The friendly name of the material
  48140. * @param scene The scene to add the material to
  48141. */
  48142. constructor(name: string, scene: Scene);
  48143. /**
  48144. * Gets a boolean indicating that current material needs to register RTT
  48145. */
  48146. readonly hasRenderTargetTextures: boolean;
  48147. /**
  48148. * The entire material has been created in order to prevent overdraw.
  48149. * @returns false
  48150. */
  48151. needAlphaTesting(): boolean;
  48152. /**
  48153. * The entire material has been created in order to prevent overdraw.
  48154. * @returns true if blending is enable
  48155. */
  48156. needAlphaBlending(): boolean;
  48157. /**
  48158. * Checks wether the material is ready to be rendered for a given mesh.
  48159. * @param mesh The mesh to render
  48160. * @param subMesh The submesh to check against
  48161. * @param useInstances Specify wether or not the material is used with instances
  48162. * @returns true if all the dependencies are ready (Textures, Effects...)
  48163. */
  48164. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48165. /**
  48166. * Compute the primary color according to the chosen perceptual color.
  48167. */
  48168. private _computePrimaryColorFromPerceptualColor;
  48169. /**
  48170. * Compute the highlights and shadow colors according to their chosen levels.
  48171. */
  48172. private _computePrimaryColors;
  48173. /**
  48174. * Build the uniform buffer used in the material.
  48175. */
  48176. buildUniformLayout(): void;
  48177. /**
  48178. * Unbind the material.
  48179. */
  48180. unbind(): void;
  48181. /**
  48182. * Bind only the world matrix to the material.
  48183. * @param world The world matrix to bind.
  48184. */
  48185. bindOnlyWorldMatrix(world: Matrix): void;
  48186. /**
  48187. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48188. * @param world The world matrix to bind.
  48189. * @param subMesh The submesh to bind for.
  48190. */
  48191. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48192. /**
  48193. * Checks to see if a texture is used in the material.
  48194. * @param texture - Base texture to use.
  48195. * @returns - Boolean specifying if a texture is used in the material.
  48196. */
  48197. hasTexture(texture: BaseTexture): boolean;
  48198. /**
  48199. * Dispose the material.
  48200. * @param forceDisposeEffect Force disposal of the associated effect.
  48201. * @param forceDisposeTextures Force disposal of the associated textures.
  48202. */
  48203. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48204. /**
  48205. * Clones the material.
  48206. * @param name The cloned name.
  48207. * @returns The cloned material.
  48208. */
  48209. clone(name: string): BackgroundMaterial;
  48210. /**
  48211. * Serializes the current material to its JSON representation.
  48212. * @returns The JSON representation.
  48213. */
  48214. serialize(): any;
  48215. /**
  48216. * Gets the class name of the material
  48217. * @returns "BackgroundMaterial"
  48218. */
  48219. getClassName(): string;
  48220. /**
  48221. * Parse a JSON input to create back a background material.
  48222. * @param source The JSON data to parse
  48223. * @param scene The scene to create the parsed material in
  48224. * @param rootUrl The root url of the assets the material depends upon
  48225. * @returns the instantiated BackgroundMaterial.
  48226. */
  48227. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48228. }
  48229. }
  48230. declare module "babylonjs/Helpers/environmentHelper" {
  48231. import { Observable } from "babylonjs/Misc/observable";
  48232. import { Nullable } from "babylonjs/types";
  48233. import { Scene } from "babylonjs/scene";
  48234. import { Vector3 } from "babylonjs/Maths/math.vector";
  48235. import { Color3 } from "babylonjs/Maths/math.color";
  48236. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48237. import { Mesh } from "babylonjs/Meshes/mesh";
  48238. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48239. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48240. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48241. import "babylonjs/Meshes/Builders/planeBuilder";
  48242. import "babylonjs/Meshes/Builders/boxBuilder";
  48243. /**
  48244. * Represents the different options available during the creation of
  48245. * a Environment helper.
  48246. *
  48247. * This can control the default ground, skybox and image processing setup of your scene.
  48248. */
  48249. export interface IEnvironmentHelperOptions {
  48250. /**
  48251. * Specifies wether or not to create a ground.
  48252. * True by default.
  48253. */
  48254. createGround: boolean;
  48255. /**
  48256. * Specifies the ground size.
  48257. * 15 by default.
  48258. */
  48259. groundSize: number;
  48260. /**
  48261. * The texture used on the ground for the main color.
  48262. * Comes from the BabylonJS CDN by default.
  48263. *
  48264. * Remarks: Can be either a texture or a url.
  48265. */
  48266. groundTexture: string | BaseTexture;
  48267. /**
  48268. * The color mixed in the ground texture by default.
  48269. * BabylonJS clearColor by default.
  48270. */
  48271. groundColor: Color3;
  48272. /**
  48273. * Specifies the ground opacity.
  48274. * 1 by default.
  48275. */
  48276. groundOpacity: number;
  48277. /**
  48278. * Enables the ground to receive shadows.
  48279. * True by default.
  48280. */
  48281. enableGroundShadow: boolean;
  48282. /**
  48283. * Helps preventing the shadow to be fully black on the ground.
  48284. * 0.5 by default.
  48285. */
  48286. groundShadowLevel: number;
  48287. /**
  48288. * Creates a mirror texture attach to the ground.
  48289. * false by default.
  48290. */
  48291. enableGroundMirror: boolean;
  48292. /**
  48293. * Specifies the ground mirror size ratio.
  48294. * 0.3 by default as the default kernel is 64.
  48295. */
  48296. groundMirrorSizeRatio: number;
  48297. /**
  48298. * Specifies the ground mirror blur kernel size.
  48299. * 64 by default.
  48300. */
  48301. groundMirrorBlurKernel: number;
  48302. /**
  48303. * Specifies the ground mirror visibility amount.
  48304. * 1 by default
  48305. */
  48306. groundMirrorAmount: number;
  48307. /**
  48308. * Specifies the ground mirror reflectance weight.
  48309. * This uses the standard weight of the background material to setup the fresnel effect
  48310. * of the mirror.
  48311. * 1 by default.
  48312. */
  48313. groundMirrorFresnelWeight: number;
  48314. /**
  48315. * Specifies the ground mirror Falloff distance.
  48316. * This can helps reducing the size of the reflection.
  48317. * 0 by Default.
  48318. */
  48319. groundMirrorFallOffDistance: number;
  48320. /**
  48321. * Specifies the ground mirror texture type.
  48322. * Unsigned Int by Default.
  48323. */
  48324. groundMirrorTextureType: number;
  48325. /**
  48326. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48327. * the shown objects.
  48328. */
  48329. groundYBias: number;
  48330. /**
  48331. * Specifies wether or not to create a skybox.
  48332. * True by default.
  48333. */
  48334. createSkybox: boolean;
  48335. /**
  48336. * Specifies the skybox size.
  48337. * 20 by default.
  48338. */
  48339. skyboxSize: number;
  48340. /**
  48341. * The texture used on the skybox for the main color.
  48342. * Comes from the BabylonJS CDN by default.
  48343. *
  48344. * Remarks: Can be either a texture or a url.
  48345. */
  48346. skyboxTexture: string | BaseTexture;
  48347. /**
  48348. * The color mixed in the skybox texture by default.
  48349. * BabylonJS clearColor by default.
  48350. */
  48351. skyboxColor: Color3;
  48352. /**
  48353. * The background rotation around the Y axis of the scene.
  48354. * This helps aligning the key lights of your scene with the background.
  48355. * 0 by default.
  48356. */
  48357. backgroundYRotation: number;
  48358. /**
  48359. * Compute automatically the size of the elements to best fit with the scene.
  48360. */
  48361. sizeAuto: boolean;
  48362. /**
  48363. * Default position of the rootMesh if autoSize is not true.
  48364. */
  48365. rootPosition: Vector3;
  48366. /**
  48367. * Sets up the image processing in the scene.
  48368. * true by default.
  48369. */
  48370. setupImageProcessing: boolean;
  48371. /**
  48372. * The texture used as your environment texture in the scene.
  48373. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  48374. *
  48375. * Remarks: Can be either a texture or a url.
  48376. */
  48377. environmentTexture: string | BaseTexture;
  48378. /**
  48379. * The value of the exposure to apply to the scene.
  48380. * 0.6 by default if setupImageProcessing is true.
  48381. */
  48382. cameraExposure: number;
  48383. /**
  48384. * The value of the contrast to apply to the scene.
  48385. * 1.6 by default if setupImageProcessing is true.
  48386. */
  48387. cameraContrast: number;
  48388. /**
  48389. * Specifies wether or not tonemapping should be enabled in the scene.
  48390. * true by default if setupImageProcessing is true.
  48391. */
  48392. toneMappingEnabled: boolean;
  48393. }
  48394. /**
  48395. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  48396. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  48397. * It also helps with the default setup of your imageProcessing configuration.
  48398. */
  48399. export class EnvironmentHelper {
  48400. /**
  48401. * Default ground texture URL.
  48402. */
  48403. private static _groundTextureCDNUrl;
  48404. /**
  48405. * Default skybox texture URL.
  48406. */
  48407. private static _skyboxTextureCDNUrl;
  48408. /**
  48409. * Default environment texture URL.
  48410. */
  48411. private static _environmentTextureCDNUrl;
  48412. /**
  48413. * Creates the default options for the helper.
  48414. */
  48415. private static _getDefaultOptions;
  48416. private _rootMesh;
  48417. /**
  48418. * Gets the root mesh created by the helper.
  48419. */
  48420. readonly rootMesh: Mesh;
  48421. private _skybox;
  48422. /**
  48423. * Gets the skybox created by the helper.
  48424. */
  48425. readonly skybox: Nullable<Mesh>;
  48426. private _skyboxTexture;
  48427. /**
  48428. * Gets the skybox texture created by the helper.
  48429. */
  48430. readonly skyboxTexture: Nullable<BaseTexture>;
  48431. private _skyboxMaterial;
  48432. /**
  48433. * Gets the skybox material created by the helper.
  48434. */
  48435. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  48436. private _ground;
  48437. /**
  48438. * Gets the ground mesh created by the helper.
  48439. */
  48440. readonly ground: Nullable<Mesh>;
  48441. private _groundTexture;
  48442. /**
  48443. * Gets the ground texture created by the helper.
  48444. */
  48445. readonly groundTexture: Nullable<BaseTexture>;
  48446. private _groundMirror;
  48447. /**
  48448. * Gets the ground mirror created by the helper.
  48449. */
  48450. readonly groundMirror: Nullable<MirrorTexture>;
  48451. /**
  48452. * Gets the ground mirror render list to helps pushing the meshes
  48453. * you wish in the ground reflection.
  48454. */
  48455. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  48456. private _groundMaterial;
  48457. /**
  48458. * Gets the ground material created by the helper.
  48459. */
  48460. readonly groundMaterial: Nullable<BackgroundMaterial>;
  48461. /**
  48462. * Stores the creation options.
  48463. */
  48464. private readonly _scene;
  48465. private _options;
  48466. /**
  48467. * This observable will be notified with any error during the creation of the environment,
  48468. * mainly texture creation errors.
  48469. */
  48470. onErrorObservable: Observable<{
  48471. message?: string;
  48472. exception?: any;
  48473. }>;
  48474. /**
  48475. * constructor
  48476. * @param options Defines the options we want to customize the helper
  48477. * @param scene The scene to add the material to
  48478. */
  48479. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  48480. /**
  48481. * Updates the background according to the new options
  48482. * @param options
  48483. */
  48484. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  48485. /**
  48486. * Sets the primary color of all the available elements.
  48487. * @param color the main color to affect to the ground and the background
  48488. */
  48489. setMainColor(color: Color3): void;
  48490. /**
  48491. * Setup the image processing according to the specified options.
  48492. */
  48493. private _setupImageProcessing;
  48494. /**
  48495. * Setup the environment texture according to the specified options.
  48496. */
  48497. private _setupEnvironmentTexture;
  48498. /**
  48499. * Setup the background according to the specified options.
  48500. */
  48501. private _setupBackground;
  48502. /**
  48503. * Get the scene sizes according to the setup.
  48504. */
  48505. private _getSceneSize;
  48506. /**
  48507. * Setup the ground according to the specified options.
  48508. */
  48509. private _setupGround;
  48510. /**
  48511. * Setup the ground material according to the specified options.
  48512. */
  48513. private _setupGroundMaterial;
  48514. /**
  48515. * Setup the ground diffuse texture according to the specified options.
  48516. */
  48517. private _setupGroundDiffuseTexture;
  48518. /**
  48519. * Setup the ground mirror texture according to the specified options.
  48520. */
  48521. private _setupGroundMirrorTexture;
  48522. /**
  48523. * Setup the ground to receive the mirror texture.
  48524. */
  48525. private _setupMirrorInGroundMaterial;
  48526. /**
  48527. * Setup the skybox according to the specified options.
  48528. */
  48529. private _setupSkybox;
  48530. /**
  48531. * Setup the skybox material according to the specified options.
  48532. */
  48533. private _setupSkyboxMaterial;
  48534. /**
  48535. * Setup the skybox reflection texture according to the specified options.
  48536. */
  48537. private _setupSkyboxReflectionTexture;
  48538. private _errorHandler;
  48539. /**
  48540. * Dispose all the elements created by the Helper.
  48541. */
  48542. dispose(): void;
  48543. }
  48544. }
  48545. declare module "babylonjs/Helpers/photoDome" {
  48546. import { Observable } from "babylonjs/Misc/observable";
  48547. import { Nullable } from "babylonjs/types";
  48548. import { Scene } from "babylonjs/scene";
  48549. import { TransformNode } from "babylonjs/Meshes/transformNode";
  48550. import { Mesh } from "babylonjs/Meshes/mesh";
  48551. import { Texture } from "babylonjs/Materials/Textures/texture";
  48552. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48553. import "babylonjs/Meshes/Builders/sphereBuilder";
  48554. /**
  48555. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  48556. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  48557. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  48558. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  48559. */
  48560. export class PhotoDome extends TransformNode {
  48561. /**
  48562. * Define the image as a Monoscopic panoramic 360 image.
  48563. */
  48564. static readonly MODE_MONOSCOPIC: number;
  48565. /**
  48566. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48567. */
  48568. static readonly MODE_TOPBOTTOM: number;
  48569. /**
  48570. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48571. */
  48572. static readonly MODE_SIDEBYSIDE: number;
  48573. private _useDirectMapping;
  48574. /**
  48575. * The texture being displayed on the sphere
  48576. */
  48577. protected _photoTexture: Texture;
  48578. /**
  48579. * Gets or sets the texture being displayed on the sphere
  48580. */
  48581. photoTexture: Texture;
  48582. /**
  48583. * Observable raised when an error occured while loading the 360 image
  48584. */
  48585. onLoadErrorObservable: Observable<string>;
  48586. /**
  48587. * The skybox material
  48588. */
  48589. protected _material: BackgroundMaterial;
  48590. /**
  48591. * The surface used for the skybox
  48592. */
  48593. protected _mesh: Mesh;
  48594. /**
  48595. * Gets the mesh used for the skybox.
  48596. */
  48597. readonly mesh: Mesh;
  48598. /**
  48599. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48600. * Also see the options.resolution property.
  48601. */
  48602. fovMultiplier: number;
  48603. private _imageMode;
  48604. /**
  48605. * Gets or set the current video mode for the video. It can be:
  48606. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  48607. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48608. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48609. */
  48610. imageMode: number;
  48611. /**
  48612. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  48613. * @param name Element's name, child elements will append suffixes for their own names.
  48614. * @param urlsOfPhoto defines the url of the photo to display
  48615. * @param options defines an object containing optional or exposed sub element properties
  48616. * @param onError defines a callback called when an error occured while loading the texture
  48617. */
  48618. constructor(name: string, urlOfPhoto: string, options: {
  48619. resolution?: number;
  48620. size?: number;
  48621. useDirectMapping?: boolean;
  48622. faceForward?: boolean;
  48623. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  48624. private _onBeforeCameraRenderObserver;
  48625. private _changeImageMode;
  48626. /**
  48627. * Releases resources associated with this node.
  48628. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  48629. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  48630. */
  48631. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  48632. }
  48633. }
  48634. declare module "babylonjs/Misc/rgbdTextureTools" {
  48635. import "babylonjs/Shaders/rgbdDecode.fragment";
  48636. import "babylonjs/Engines/Extensions/engine.renderTarget";
  48637. import { Texture } from "babylonjs/Materials/Textures/texture";
  48638. /**
  48639. * Class used to host RGBD texture specific utilities
  48640. */
  48641. export class RGBDTextureTools {
  48642. /**
  48643. * Expand the RGBD Texture from RGBD to Half Float if possible.
  48644. * @param texture the texture to expand.
  48645. */
  48646. static ExpandRGBDTexture(texture: Texture): void;
  48647. }
  48648. }
  48649. declare module "babylonjs/Misc/brdfTextureTools" {
  48650. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48651. import { Scene } from "babylonjs/scene";
  48652. /**
  48653. * Class used to host texture specific utilities
  48654. */
  48655. export class BRDFTextureTools {
  48656. /**
  48657. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  48658. * @param scene defines the hosting scene
  48659. * @returns the environment BRDF texture
  48660. */
  48661. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  48662. private static _environmentBRDFBase64Texture;
  48663. }
  48664. }
  48665. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  48666. import { Nullable } from "babylonjs/types";
  48667. import { Color3 } from "babylonjs/Maths/math.color";
  48668. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48669. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48670. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48671. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  48672. import { Engine } from "babylonjs/Engines/engine";
  48673. import { Scene } from "babylonjs/scene";
  48674. /**
  48675. * @hidden
  48676. */
  48677. export interface IMaterialClearCoatDefines {
  48678. CLEARCOAT: boolean;
  48679. CLEARCOAT_DEFAULTIOR: boolean;
  48680. CLEARCOAT_TEXTURE: boolean;
  48681. CLEARCOAT_TEXTUREDIRECTUV: number;
  48682. CLEARCOAT_BUMP: boolean;
  48683. CLEARCOAT_BUMPDIRECTUV: number;
  48684. CLEARCOAT_TINT: boolean;
  48685. CLEARCOAT_TINT_TEXTURE: boolean;
  48686. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48687. /** @hidden */
  48688. _areTexturesDirty: boolean;
  48689. }
  48690. /**
  48691. * Define the code related to the clear coat parameters of the pbr material.
  48692. */
  48693. export class PBRClearCoatConfiguration {
  48694. /**
  48695. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  48696. * The default fits with a polyurethane material.
  48697. */
  48698. private static readonly _DefaultIndexOfRefraction;
  48699. private _isEnabled;
  48700. /**
  48701. * Defines if the clear coat is enabled in the material.
  48702. */
  48703. isEnabled: boolean;
  48704. /**
  48705. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  48706. */
  48707. intensity: number;
  48708. /**
  48709. * Defines the clear coat layer roughness.
  48710. */
  48711. roughness: number;
  48712. private _indexOfRefraction;
  48713. /**
  48714. * Defines the index of refraction of the clear coat.
  48715. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  48716. * The default fits with a polyurethane material.
  48717. * Changing the default value is more performance intensive.
  48718. */
  48719. indexOfRefraction: number;
  48720. private _texture;
  48721. /**
  48722. * Stores the clear coat values in a texture.
  48723. */
  48724. texture: Nullable<BaseTexture>;
  48725. private _bumpTexture;
  48726. /**
  48727. * Define the clear coat specific bump texture.
  48728. */
  48729. bumpTexture: Nullable<BaseTexture>;
  48730. private _isTintEnabled;
  48731. /**
  48732. * Defines if the clear coat tint is enabled in the material.
  48733. */
  48734. isTintEnabled: boolean;
  48735. /**
  48736. * Defines the clear coat tint of the material.
  48737. * This is only use if tint is enabled
  48738. */
  48739. tintColor: Color3;
  48740. /**
  48741. * Defines the distance at which the tint color should be found in the
  48742. * clear coat media.
  48743. * This is only use if tint is enabled
  48744. */
  48745. tintColorAtDistance: number;
  48746. /**
  48747. * Defines the clear coat layer thickness.
  48748. * This is only use if tint is enabled
  48749. */
  48750. tintThickness: number;
  48751. private _tintTexture;
  48752. /**
  48753. * Stores the clear tint values in a texture.
  48754. * rgb is tint
  48755. * a is a thickness factor
  48756. */
  48757. tintTexture: Nullable<BaseTexture>;
  48758. /** @hidden */
  48759. private _internalMarkAllSubMeshesAsTexturesDirty;
  48760. /** @hidden */
  48761. _markAllSubMeshesAsTexturesDirty(): void;
  48762. /**
  48763. * Instantiate a new istance of clear coat configuration.
  48764. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48765. */
  48766. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48767. /**
  48768. * Gets wehter the submesh is ready to be used or not.
  48769. * @param defines the list of "defines" to update.
  48770. * @param scene defines the scene the material belongs to.
  48771. * @param engine defines the engine the material belongs to.
  48772. * @param disableBumpMap defines wether the material disables bump or not.
  48773. * @returns - boolean indicating that the submesh is ready or not.
  48774. */
  48775. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  48776. /**
  48777. * Checks to see if a texture is used in the material.
  48778. * @param defines the list of "defines" to update.
  48779. * @param scene defines the scene to the material belongs to.
  48780. */
  48781. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  48782. /**
  48783. * Binds the material data.
  48784. * @param uniformBuffer defines the Uniform buffer to fill in.
  48785. * @param scene defines the scene the material belongs to.
  48786. * @param engine defines the engine the material belongs to.
  48787. * @param disableBumpMap defines wether the material disables bump or not.
  48788. * @param isFrozen defines wether the material is frozen or not.
  48789. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48790. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48791. */
  48792. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  48793. /**
  48794. * Checks to see if a texture is used in the material.
  48795. * @param texture - Base texture to use.
  48796. * @returns - Boolean specifying if a texture is used in the material.
  48797. */
  48798. hasTexture(texture: BaseTexture): boolean;
  48799. /**
  48800. * Returns an array of the actively used textures.
  48801. * @param activeTextures Array of BaseTextures
  48802. */
  48803. getActiveTextures(activeTextures: BaseTexture[]): void;
  48804. /**
  48805. * Returns the animatable textures.
  48806. * @param animatables Array of animatable textures.
  48807. */
  48808. getAnimatables(animatables: IAnimatable[]): void;
  48809. /**
  48810. * Disposes the resources of the material.
  48811. * @param forceDisposeTextures - Forces the disposal of all textures.
  48812. */
  48813. dispose(forceDisposeTextures?: boolean): void;
  48814. /**
  48815. * Get the current class name of the texture useful for serialization or dynamic coding.
  48816. * @returns "PBRClearCoatConfiguration"
  48817. */
  48818. getClassName(): string;
  48819. /**
  48820. * Add fallbacks to the effect fallbacks list.
  48821. * @param defines defines the Base texture to use.
  48822. * @param fallbacks defines the current fallback list.
  48823. * @param currentRank defines the current fallback rank.
  48824. * @returns the new fallback rank.
  48825. */
  48826. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48827. /**
  48828. * Add the required uniforms to the current list.
  48829. * @param uniforms defines the current uniform list.
  48830. */
  48831. static AddUniforms(uniforms: string[]): void;
  48832. /**
  48833. * Add the required samplers to the current list.
  48834. * @param samplers defines the current sampler list.
  48835. */
  48836. static AddSamplers(samplers: string[]): void;
  48837. /**
  48838. * Add the required uniforms to the current buffer.
  48839. * @param uniformBuffer defines the current uniform buffer.
  48840. */
  48841. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48842. /**
  48843. * Makes a duplicate of the current configuration into another one.
  48844. * @param clearCoatConfiguration define the config where to copy the info
  48845. */
  48846. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48847. /**
  48848. * Serializes this clear coat configuration.
  48849. * @returns - An object with the serialized config.
  48850. */
  48851. serialize(): any;
  48852. /**
  48853. * Parses a anisotropy Configuration from a serialized object.
  48854. * @param source - Serialized object.
  48855. * @param scene Defines the scene we are parsing for
  48856. * @param rootUrl Defines the rootUrl to load from
  48857. */
  48858. parse(source: any, scene: Scene, rootUrl: string): void;
  48859. }
  48860. }
  48861. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48862. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48863. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48864. import { Vector2 } from "babylonjs/Maths/math.vector";
  48865. import { Scene } from "babylonjs/scene";
  48866. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48867. import { Nullable } from "babylonjs/types";
  48868. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48869. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  48870. /**
  48871. * @hidden
  48872. */
  48873. export interface IMaterialAnisotropicDefines {
  48874. ANISOTROPIC: boolean;
  48875. ANISOTROPIC_TEXTURE: boolean;
  48876. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48877. MAINUV1: boolean;
  48878. _areTexturesDirty: boolean;
  48879. _needUVs: boolean;
  48880. }
  48881. /**
  48882. * Define the code related to the anisotropic parameters of the pbr material.
  48883. */
  48884. export class PBRAnisotropicConfiguration {
  48885. private _isEnabled;
  48886. /**
  48887. * Defines if the anisotropy is enabled in the material.
  48888. */
  48889. isEnabled: boolean;
  48890. /**
  48891. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48892. */
  48893. intensity: number;
  48894. /**
  48895. * Defines if the effect is along the tangents, bitangents or in between.
  48896. * By default, the effect is "strectching" the highlights along the tangents.
  48897. */
  48898. direction: Vector2;
  48899. private _texture;
  48900. /**
  48901. * Stores the anisotropy values in a texture.
  48902. * rg is direction (like normal from -1 to 1)
  48903. * b is a intensity
  48904. */
  48905. texture: Nullable<BaseTexture>;
  48906. /** @hidden */
  48907. private _internalMarkAllSubMeshesAsTexturesDirty;
  48908. /** @hidden */
  48909. _markAllSubMeshesAsTexturesDirty(): void;
  48910. /**
  48911. * Instantiate a new istance of anisotropy configuration.
  48912. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48913. */
  48914. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48915. /**
  48916. * Specifies that the submesh is ready to be used.
  48917. * @param defines the list of "defines" to update.
  48918. * @param scene defines the scene the material belongs to.
  48919. * @returns - boolean indicating that the submesh is ready or not.
  48920. */
  48921. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  48922. /**
  48923. * Checks to see if a texture is used in the material.
  48924. * @param defines the list of "defines" to update.
  48925. * @param mesh the mesh we are preparing the defines for.
  48926. * @param scene defines the scene the material belongs to.
  48927. */
  48928. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  48929. /**
  48930. * Binds the material data.
  48931. * @param uniformBuffer defines the Uniform buffer to fill in.
  48932. * @param scene defines the scene the material belongs to.
  48933. * @param isFrozen defines wether the material is frozen or not.
  48934. */
  48935. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48936. /**
  48937. * Checks to see if a texture is used in the material.
  48938. * @param texture - Base texture to use.
  48939. * @returns - Boolean specifying if a texture is used in the material.
  48940. */
  48941. hasTexture(texture: BaseTexture): boolean;
  48942. /**
  48943. * Returns an array of the actively used textures.
  48944. * @param activeTextures Array of BaseTextures
  48945. */
  48946. getActiveTextures(activeTextures: BaseTexture[]): void;
  48947. /**
  48948. * Returns the animatable textures.
  48949. * @param animatables Array of animatable textures.
  48950. */
  48951. getAnimatables(animatables: IAnimatable[]): void;
  48952. /**
  48953. * Disposes the resources of the material.
  48954. * @param forceDisposeTextures - Forces the disposal of all textures.
  48955. */
  48956. dispose(forceDisposeTextures?: boolean): void;
  48957. /**
  48958. * Get the current class name of the texture useful for serialization or dynamic coding.
  48959. * @returns "PBRAnisotropicConfiguration"
  48960. */
  48961. getClassName(): string;
  48962. /**
  48963. * Add fallbacks to the effect fallbacks list.
  48964. * @param defines defines the Base texture to use.
  48965. * @param fallbacks defines the current fallback list.
  48966. * @param currentRank defines the current fallback rank.
  48967. * @returns the new fallback rank.
  48968. */
  48969. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48970. /**
  48971. * Add the required uniforms to the current list.
  48972. * @param uniforms defines the current uniform list.
  48973. */
  48974. static AddUniforms(uniforms: string[]): void;
  48975. /**
  48976. * Add the required uniforms to the current buffer.
  48977. * @param uniformBuffer defines the current uniform buffer.
  48978. */
  48979. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48980. /**
  48981. * Add the required samplers to the current list.
  48982. * @param samplers defines the current sampler list.
  48983. */
  48984. static AddSamplers(samplers: string[]): void;
  48985. /**
  48986. * Makes a duplicate of the current configuration into another one.
  48987. * @param anisotropicConfiguration define the config where to copy the info
  48988. */
  48989. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  48990. /**
  48991. * Serializes this anisotropy configuration.
  48992. * @returns - An object with the serialized config.
  48993. */
  48994. serialize(): any;
  48995. /**
  48996. * Parses a anisotropy Configuration from a serialized object.
  48997. * @param source - Serialized object.
  48998. * @param scene Defines the scene we are parsing for
  48999. * @param rootUrl Defines the rootUrl to load from
  49000. */
  49001. parse(source: any, scene: Scene, rootUrl: string): void;
  49002. }
  49003. }
  49004. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49005. import { Scene } from "babylonjs/scene";
  49006. /**
  49007. * @hidden
  49008. */
  49009. export interface IMaterialBRDFDefines {
  49010. BRDF_V_HEIGHT_CORRELATED: boolean;
  49011. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49012. SPHERICAL_HARMONICS: boolean;
  49013. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49014. /** @hidden */
  49015. _areMiscDirty: boolean;
  49016. }
  49017. /**
  49018. * Define the code related to the BRDF parameters of the pbr material.
  49019. */
  49020. export class PBRBRDFConfiguration {
  49021. /**
  49022. * Default value used for the energy conservation.
  49023. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49024. */
  49025. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49026. /**
  49027. * Default value used for the Smith Visibility Height Correlated mode.
  49028. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49029. */
  49030. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49031. /**
  49032. * Default value used for the IBL diffuse part.
  49033. * This can help switching back to the polynomials mode globally which is a tiny bit
  49034. * less GPU intensive at the drawback of a lower quality.
  49035. */
  49036. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49037. /**
  49038. * Default value used for activating energy conservation for the specular workflow.
  49039. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49040. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49041. */
  49042. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49043. private _useEnergyConservation;
  49044. /**
  49045. * Defines if the material uses energy conservation.
  49046. */
  49047. useEnergyConservation: boolean;
  49048. private _useSmithVisibilityHeightCorrelated;
  49049. /**
  49050. * LEGACY Mode set to false
  49051. * Defines if the material uses height smith correlated visibility term.
  49052. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49053. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49054. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49055. * Not relying on height correlated will also disable energy conservation.
  49056. */
  49057. useSmithVisibilityHeightCorrelated: boolean;
  49058. private _useSphericalHarmonics;
  49059. /**
  49060. * LEGACY Mode set to false
  49061. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49062. * diffuse part of the IBL.
  49063. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49064. * to the ground truth.
  49065. */
  49066. useSphericalHarmonics: boolean;
  49067. private _useSpecularGlossinessInputEnergyConservation;
  49068. /**
  49069. * Defines if the material uses energy conservation, when the specular workflow is active.
  49070. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49071. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49072. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49073. */
  49074. useSpecularGlossinessInputEnergyConservation: boolean;
  49075. /** @hidden */
  49076. private _internalMarkAllSubMeshesAsMiscDirty;
  49077. /** @hidden */
  49078. _markAllSubMeshesAsMiscDirty(): void;
  49079. /**
  49080. * Instantiate a new istance of clear coat configuration.
  49081. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49082. */
  49083. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49084. /**
  49085. * Checks to see if a texture is used in the material.
  49086. * @param defines the list of "defines" to update.
  49087. */
  49088. prepareDefines(defines: IMaterialBRDFDefines): void;
  49089. /**
  49090. * Get the current class name of the texture useful for serialization or dynamic coding.
  49091. * @returns "PBRClearCoatConfiguration"
  49092. */
  49093. getClassName(): string;
  49094. /**
  49095. * Makes a duplicate of the current configuration into another one.
  49096. * @param brdfConfiguration define the config where to copy the info
  49097. */
  49098. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49099. /**
  49100. * Serializes this BRDF configuration.
  49101. * @returns - An object with the serialized config.
  49102. */
  49103. serialize(): any;
  49104. /**
  49105. * Parses a anisotropy Configuration from a serialized object.
  49106. * @param source - Serialized object.
  49107. * @param scene Defines the scene we are parsing for
  49108. * @param rootUrl Defines the rootUrl to load from
  49109. */
  49110. parse(source: any, scene: Scene, rootUrl: string): void;
  49111. }
  49112. }
  49113. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49114. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49115. import { Color3 } from "babylonjs/Maths/math.color";
  49116. import { Scene } from "babylonjs/scene";
  49117. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49118. import { Nullable } from "babylonjs/types";
  49119. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49120. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49121. /**
  49122. * @hidden
  49123. */
  49124. export interface IMaterialSheenDefines {
  49125. SHEEN: boolean;
  49126. SHEEN_TEXTURE: boolean;
  49127. SHEEN_TEXTUREDIRECTUV: number;
  49128. SHEEN_LINKWITHALBEDO: boolean;
  49129. /** @hidden */
  49130. _areTexturesDirty: boolean;
  49131. }
  49132. /**
  49133. * Define the code related to the Sheen parameters of the pbr material.
  49134. */
  49135. export class PBRSheenConfiguration {
  49136. private _isEnabled;
  49137. /**
  49138. * Defines if the material uses sheen.
  49139. */
  49140. isEnabled: boolean;
  49141. private _linkSheenWithAlbedo;
  49142. /**
  49143. * Defines if the sheen is linked to the sheen color.
  49144. */
  49145. linkSheenWithAlbedo: boolean;
  49146. /**
  49147. * Defines the sheen intensity.
  49148. */
  49149. intensity: number;
  49150. /**
  49151. * Defines the sheen color.
  49152. */
  49153. color: Color3;
  49154. private _texture;
  49155. /**
  49156. * Stores the sheen tint values in a texture.
  49157. * rgb is tint
  49158. * a is a intensity
  49159. */
  49160. texture: Nullable<BaseTexture>;
  49161. /** @hidden */
  49162. private _internalMarkAllSubMeshesAsTexturesDirty;
  49163. /** @hidden */
  49164. _markAllSubMeshesAsTexturesDirty(): void;
  49165. /**
  49166. * Instantiate a new istance of clear coat configuration.
  49167. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49168. */
  49169. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49170. /**
  49171. * Specifies that the submesh is ready to be used.
  49172. * @param defines the list of "defines" to update.
  49173. * @param scene defines the scene the material belongs to.
  49174. * @returns - boolean indicating that the submesh is ready or not.
  49175. */
  49176. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49177. /**
  49178. * Checks to see if a texture is used in the material.
  49179. * @param defines the list of "defines" to update.
  49180. * @param scene defines the scene the material belongs to.
  49181. */
  49182. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49183. /**
  49184. * Binds the material data.
  49185. * @param uniformBuffer defines the Uniform buffer to fill in.
  49186. * @param scene defines the scene the material belongs to.
  49187. * @param isFrozen defines wether the material is frozen or not.
  49188. */
  49189. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49190. /**
  49191. * Checks to see if a texture is used in the material.
  49192. * @param texture - Base texture to use.
  49193. * @returns - Boolean specifying if a texture is used in the material.
  49194. */
  49195. hasTexture(texture: BaseTexture): boolean;
  49196. /**
  49197. * Returns an array of the actively used textures.
  49198. * @param activeTextures Array of BaseTextures
  49199. */
  49200. getActiveTextures(activeTextures: BaseTexture[]): void;
  49201. /**
  49202. * Returns the animatable textures.
  49203. * @param animatables Array of animatable textures.
  49204. */
  49205. getAnimatables(animatables: IAnimatable[]): void;
  49206. /**
  49207. * Disposes the resources of the material.
  49208. * @param forceDisposeTextures - Forces the disposal of all textures.
  49209. */
  49210. dispose(forceDisposeTextures?: boolean): void;
  49211. /**
  49212. * Get the current class name of the texture useful for serialization or dynamic coding.
  49213. * @returns "PBRSheenConfiguration"
  49214. */
  49215. getClassName(): string;
  49216. /**
  49217. * Add fallbacks to the effect fallbacks list.
  49218. * @param defines defines the Base texture to use.
  49219. * @param fallbacks defines the current fallback list.
  49220. * @param currentRank defines the current fallback rank.
  49221. * @returns the new fallback rank.
  49222. */
  49223. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49224. /**
  49225. * Add the required uniforms to the current list.
  49226. * @param uniforms defines the current uniform list.
  49227. */
  49228. static AddUniforms(uniforms: string[]): void;
  49229. /**
  49230. * Add the required uniforms to the current buffer.
  49231. * @param uniformBuffer defines the current uniform buffer.
  49232. */
  49233. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49234. /**
  49235. * Add the required samplers to the current list.
  49236. * @param samplers defines the current sampler list.
  49237. */
  49238. static AddSamplers(samplers: string[]): void;
  49239. /**
  49240. * Makes a duplicate of the current configuration into another one.
  49241. * @param sheenConfiguration define the config where to copy the info
  49242. */
  49243. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49244. /**
  49245. * Serializes this BRDF configuration.
  49246. * @returns - An object with the serialized config.
  49247. */
  49248. serialize(): any;
  49249. /**
  49250. * Parses a anisotropy Configuration from a serialized object.
  49251. * @param source - Serialized object.
  49252. * @param scene Defines the scene we are parsing for
  49253. * @param rootUrl Defines the rootUrl to load from
  49254. */
  49255. parse(source: any, scene: Scene, rootUrl: string): void;
  49256. }
  49257. }
  49258. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49259. import { Nullable } from "babylonjs/types";
  49260. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49261. import { Color3 } from "babylonjs/Maths/math.color";
  49262. import { SmartArray } from "babylonjs/Misc/smartArray";
  49263. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49264. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49265. import { Effect } from "babylonjs/Materials/effect";
  49266. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49267. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49268. import { Engine } from "babylonjs/Engines/engine";
  49269. import { Scene } from "babylonjs/scene";
  49270. /**
  49271. * @hidden
  49272. */
  49273. export interface IMaterialSubSurfaceDefines {
  49274. SUBSURFACE: boolean;
  49275. SS_REFRACTION: boolean;
  49276. SS_TRANSLUCENCY: boolean;
  49277. SS_SCATERRING: boolean;
  49278. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49279. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49280. SS_REFRACTIONMAP_3D: boolean;
  49281. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49282. SS_LODINREFRACTIONALPHA: boolean;
  49283. SS_GAMMAREFRACTION: boolean;
  49284. SS_RGBDREFRACTION: boolean;
  49285. SS_LINEARSPECULARREFRACTION: boolean;
  49286. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49287. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49288. /** @hidden */
  49289. _areTexturesDirty: boolean;
  49290. }
  49291. /**
  49292. * Define the code related to the sub surface parameters of the pbr material.
  49293. */
  49294. export class PBRSubSurfaceConfiguration {
  49295. private _isRefractionEnabled;
  49296. /**
  49297. * Defines if the refraction is enabled in the material.
  49298. */
  49299. isRefractionEnabled: boolean;
  49300. private _isTranslucencyEnabled;
  49301. /**
  49302. * Defines if the translucency is enabled in the material.
  49303. */
  49304. isTranslucencyEnabled: boolean;
  49305. private _isScatteringEnabled;
  49306. /**
  49307. * Defines the refraction intensity of the material.
  49308. * The refraction when enabled replaces the Diffuse part of the material.
  49309. * The intensity helps transitionning between diffuse and refraction.
  49310. */
  49311. refractionIntensity: number;
  49312. /**
  49313. * Defines the translucency intensity of the material.
  49314. * When translucency has been enabled, this defines how much of the "translucency"
  49315. * is addded to the diffuse part of the material.
  49316. */
  49317. translucencyIntensity: number;
  49318. /**
  49319. * Defines the scattering intensity of the material.
  49320. * When scattering has been enabled, this defines how much of the "scattered light"
  49321. * is addded to the diffuse part of the material.
  49322. */
  49323. scatteringIntensity: number;
  49324. private _thicknessTexture;
  49325. /**
  49326. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49327. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49328. * 0 would mean minimumThickness
  49329. * 1 would mean maximumThickness
  49330. * The other channels might be use as a mask to vary the different effects intensity.
  49331. */
  49332. thicknessTexture: Nullable<BaseTexture>;
  49333. private _refractionTexture;
  49334. /**
  49335. * Defines the texture to use for refraction.
  49336. */
  49337. refractionTexture: Nullable<BaseTexture>;
  49338. private _indexOfRefraction;
  49339. /**
  49340. * Defines the index of refraction used in the material.
  49341. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  49342. */
  49343. indexOfRefraction: number;
  49344. private _invertRefractionY;
  49345. /**
  49346. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49347. */
  49348. invertRefractionY: boolean;
  49349. private _linkRefractionWithTransparency;
  49350. /**
  49351. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49352. * Materials half opaque for instance using refraction could benefit from this control.
  49353. */
  49354. linkRefractionWithTransparency: boolean;
  49355. /**
  49356. * Defines the minimum thickness stored in the thickness map.
  49357. * If no thickness map is defined, this value will be used to simulate thickness.
  49358. */
  49359. minimumThickness: number;
  49360. /**
  49361. * Defines the maximum thickness stored in the thickness map.
  49362. */
  49363. maximumThickness: number;
  49364. /**
  49365. * Defines the volume tint of the material.
  49366. * This is used for both translucency and scattering.
  49367. */
  49368. tintColor: Color3;
  49369. /**
  49370. * Defines the distance at which the tint color should be found in the media.
  49371. * This is used for refraction only.
  49372. */
  49373. tintColorAtDistance: number;
  49374. /**
  49375. * Defines how far each channel transmit through the media.
  49376. * It is defined as a color to simplify it selection.
  49377. */
  49378. diffusionDistance: Color3;
  49379. private _useMaskFromThicknessTexture;
  49380. /**
  49381. * Stores the intensity of the different subsurface effects in the thickness texture.
  49382. * * the green channel is the translucency intensity.
  49383. * * the blue channel is the scattering intensity.
  49384. * * the alpha channel is the refraction intensity.
  49385. */
  49386. useMaskFromThicknessTexture: boolean;
  49387. /** @hidden */
  49388. private _internalMarkAllSubMeshesAsTexturesDirty;
  49389. /** @hidden */
  49390. _markAllSubMeshesAsTexturesDirty(): void;
  49391. /**
  49392. * Instantiate a new istance of sub surface configuration.
  49393. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49394. */
  49395. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49396. /**
  49397. * Gets wehter the submesh is ready to be used or not.
  49398. * @param defines the list of "defines" to update.
  49399. * @param scene defines the scene the material belongs to.
  49400. * @returns - boolean indicating that the submesh is ready or not.
  49401. */
  49402. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  49403. /**
  49404. * Checks to see if a texture is used in the material.
  49405. * @param defines the list of "defines" to update.
  49406. * @param scene defines the scene to the material belongs to.
  49407. */
  49408. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  49409. /**
  49410. * Binds the material data.
  49411. * @param uniformBuffer defines the Uniform buffer to fill in.
  49412. * @param scene defines the scene the material belongs to.
  49413. * @param engine defines the engine the material belongs to.
  49414. * @param isFrozen defines wether the material is frozen or not.
  49415. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  49416. */
  49417. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  49418. /**
  49419. * Unbinds the material from the mesh.
  49420. * @param activeEffect defines the effect that should be unbound from.
  49421. * @returns true if unbound, otherwise false
  49422. */
  49423. unbind(activeEffect: Effect): boolean;
  49424. /**
  49425. * Returns the texture used for refraction or null if none is used.
  49426. * @param scene defines the scene the material belongs to.
  49427. * @returns - Refraction texture if present. If no refraction texture and refraction
  49428. * is linked with transparency, returns environment texture. Otherwise, returns null.
  49429. */
  49430. private _getRefractionTexture;
  49431. /**
  49432. * Returns true if alpha blending should be disabled.
  49433. */
  49434. readonly disableAlphaBlending: boolean;
  49435. /**
  49436. * Fills the list of render target textures.
  49437. * @param renderTargets the list of render targets to update
  49438. */
  49439. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  49440. /**
  49441. * Checks to see if a texture is used in the material.
  49442. * @param texture - Base texture to use.
  49443. * @returns - Boolean specifying if a texture is used in the material.
  49444. */
  49445. hasTexture(texture: BaseTexture): boolean;
  49446. /**
  49447. * Gets a boolean indicating that current material needs to register RTT
  49448. * @returns true if this uses a render target otherwise false.
  49449. */
  49450. hasRenderTargetTextures(): boolean;
  49451. /**
  49452. * Returns an array of the actively used textures.
  49453. * @param activeTextures Array of BaseTextures
  49454. */
  49455. getActiveTextures(activeTextures: BaseTexture[]): void;
  49456. /**
  49457. * Returns the animatable textures.
  49458. * @param animatables Array of animatable textures.
  49459. */
  49460. getAnimatables(animatables: IAnimatable[]): void;
  49461. /**
  49462. * Disposes the resources of the material.
  49463. * @param forceDisposeTextures - Forces the disposal of all textures.
  49464. */
  49465. dispose(forceDisposeTextures?: boolean): void;
  49466. /**
  49467. * Get the current class name of the texture useful for serialization or dynamic coding.
  49468. * @returns "PBRSubSurfaceConfiguration"
  49469. */
  49470. getClassName(): string;
  49471. /**
  49472. * Add fallbacks to the effect fallbacks list.
  49473. * @param defines defines the Base texture to use.
  49474. * @param fallbacks defines the current fallback list.
  49475. * @param currentRank defines the current fallback rank.
  49476. * @returns the new fallback rank.
  49477. */
  49478. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49479. /**
  49480. * Add the required uniforms to the current list.
  49481. * @param uniforms defines the current uniform list.
  49482. */
  49483. static AddUniforms(uniforms: string[]): void;
  49484. /**
  49485. * Add the required samplers to the current list.
  49486. * @param samplers defines the current sampler list.
  49487. */
  49488. static AddSamplers(samplers: string[]): void;
  49489. /**
  49490. * Add the required uniforms to the current buffer.
  49491. * @param uniformBuffer defines the current uniform buffer.
  49492. */
  49493. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49494. /**
  49495. * Makes a duplicate of the current configuration into another one.
  49496. * @param configuration define the config where to copy the info
  49497. */
  49498. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  49499. /**
  49500. * Serializes this Sub Surface configuration.
  49501. * @returns - An object with the serialized config.
  49502. */
  49503. serialize(): any;
  49504. /**
  49505. * Parses a anisotropy Configuration from a serialized object.
  49506. * @param source - Serialized object.
  49507. * @param scene Defines the scene we are parsing for
  49508. * @param rootUrl Defines the rootUrl to load from
  49509. */
  49510. parse(source: any, scene: Scene, rootUrl: string): void;
  49511. }
  49512. }
  49513. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  49514. /** @hidden */
  49515. export var pbrFragmentDeclaration: {
  49516. name: string;
  49517. shader: string;
  49518. };
  49519. }
  49520. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  49521. /** @hidden */
  49522. export var pbrUboDeclaration: {
  49523. name: string;
  49524. shader: string;
  49525. };
  49526. }
  49527. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  49528. /** @hidden */
  49529. export var pbrFragmentExtraDeclaration: {
  49530. name: string;
  49531. shader: string;
  49532. };
  49533. }
  49534. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  49535. /** @hidden */
  49536. export var pbrFragmentSamplersDeclaration: {
  49537. name: string;
  49538. shader: string;
  49539. };
  49540. }
  49541. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  49542. /** @hidden */
  49543. export var pbrHelperFunctions: {
  49544. name: string;
  49545. shader: string;
  49546. };
  49547. }
  49548. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  49549. /** @hidden */
  49550. export var harmonicsFunctions: {
  49551. name: string;
  49552. shader: string;
  49553. };
  49554. }
  49555. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  49556. /** @hidden */
  49557. export var pbrDirectLightingSetupFunctions: {
  49558. name: string;
  49559. shader: string;
  49560. };
  49561. }
  49562. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  49563. /** @hidden */
  49564. export var pbrDirectLightingFalloffFunctions: {
  49565. name: string;
  49566. shader: string;
  49567. };
  49568. }
  49569. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  49570. /** @hidden */
  49571. export var pbrBRDFFunctions: {
  49572. name: string;
  49573. shader: string;
  49574. };
  49575. }
  49576. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  49577. /** @hidden */
  49578. export var pbrDirectLightingFunctions: {
  49579. name: string;
  49580. shader: string;
  49581. };
  49582. }
  49583. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  49584. /** @hidden */
  49585. export var pbrIBLFunctions: {
  49586. name: string;
  49587. shader: string;
  49588. };
  49589. }
  49590. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  49591. /** @hidden */
  49592. export var pbrDebug: {
  49593. name: string;
  49594. shader: string;
  49595. };
  49596. }
  49597. declare module "babylonjs/Shaders/pbr.fragment" {
  49598. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  49599. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49600. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  49601. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49602. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49603. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  49604. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  49605. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  49606. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49607. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  49608. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49609. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  49610. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  49611. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  49612. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49613. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  49614. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  49615. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  49616. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  49617. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  49618. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  49619. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  49620. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  49621. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  49622. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  49623. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  49624. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  49625. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  49626. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  49627. /** @hidden */
  49628. export var pbrPixelShader: {
  49629. name: string;
  49630. shader: string;
  49631. };
  49632. }
  49633. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  49634. /** @hidden */
  49635. export var pbrVertexDeclaration: {
  49636. name: string;
  49637. shader: string;
  49638. };
  49639. }
  49640. declare module "babylonjs/Shaders/pbr.vertex" {
  49641. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  49642. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49643. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49644. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  49645. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  49646. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49647. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  49648. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  49649. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  49650. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49651. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49652. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  49653. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  49654. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49655. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  49656. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  49657. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  49658. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  49659. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  49660. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  49661. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  49662. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  49663. /** @hidden */
  49664. export var pbrVertexShader: {
  49665. name: string;
  49666. shader: string;
  49667. };
  49668. }
  49669. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  49670. import { Nullable } from "babylonjs/types";
  49671. import { Scene } from "babylonjs/scene";
  49672. import { Matrix } from "babylonjs/Maths/math.vector";
  49673. import { SubMesh } from "babylonjs/Meshes/subMesh";
  49674. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49675. import { Mesh } from "babylonjs/Meshes/mesh";
  49676. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  49677. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  49678. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  49679. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  49680. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  49681. import { Color3 } from "babylonjs/Maths/math.color";
  49682. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  49683. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  49684. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  49685. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  49686. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49687. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49688. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  49689. import "babylonjs/Shaders/pbr.fragment";
  49690. import "babylonjs/Shaders/pbr.vertex";
  49691. /**
  49692. * Manages the defines for the PBR Material.
  49693. * @hidden
  49694. */
  49695. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  49696. PBR: boolean;
  49697. MAINUV1: boolean;
  49698. MAINUV2: boolean;
  49699. UV1: boolean;
  49700. UV2: boolean;
  49701. ALBEDO: boolean;
  49702. ALBEDODIRECTUV: number;
  49703. VERTEXCOLOR: boolean;
  49704. AMBIENT: boolean;
  49705. AMBIENTDIRECTUV: number;
  49706. AMBIENTINGRAYSCALE: boolean;
  49707. OPACITY: boolean;
  49708. VERTEXALPHA: boolean;
  49709. OPACITYDIRECTUV: number;
  49710. OPACITYRGB: boolean;
  49711. ALPHATEST: boolean;
  49712. DEPTHPREPASS: boolean;
  49713. ALPHABLEND: boolean;
  49714. ALPHAFROMALBEDO: boolean;
  49715. ALPHATESTVALUE: string;
  49716. SPECULAROVERALPHA: boolean;
  49717. RADIANCEOVERALPHA: boolean;
  49718. ALPHAFRESNEL: boolean;
  49719. LINEARALPHAFRESNEL: boolean;
  49720. PREMULTIPLYALPHA: boolean;
  49721. EMISSIVE: boolean;
  49722. EMISSIVEDIRECTUV: number;
  49723. REFLECTIVITY: boolean;
  49724. REFLECTIVITYDIRECTUV: number;
  49725. SPECULARTERM: boolean;
  49726. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  49727. MICROSURFACEAUTOMATIC: boolean;
  49728. LODBASEDMICROSFURACE: boolean;
  49729. MICROSURFACEMAP: boolean;
  49730. MICROSURFACEMAPDIRECTUV: number;
  49731. METALLICWORKFLOW: boolean;
  49732. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  49733. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  49734. METALLNESSSTOREINMETALMAPBLUE: boolean;
  49735. AOSTOREINMETALMAPRED: boolean;
  49736. ENVIRONMENTBRDF: boolean;
  49737. ENVIRONMENTBRDF_RGBD: boolean;
  49738. NORMAL: boolean;
  49739. TANGENT: boolean;
  49740. BUMP: boolean;
  49741. BUMPDIRECTUV: number;
  49742. OBJECTSPACE_NORMALMAP: boolean;
  49743. PARALLAX: boolean;
  49744. PARALLAXOCCLUSION: boolean;
  49745. NORMALXYSCALE: boolean;
  49746. LIGHTMAP: boolean;
  49747. LIGHTMAPDIRECTUV: number;
  49748. USELIGHTMAPASSHADOWMAP: boolean;
  49749. GAMMALIGHTMAP: boolean;
  49750. RGBDLIGHTMAP: boolean;
  49751. REFLECTION: boolean;
  49752. REFLECTIONMAP_3D: boolean;
  49753. REFLECTIONMAP_SPHERICAL: boolean;
  49754. REFLECTIONMAP_PLANAR: boolean;
  49755. REFLECTIONMAP_CUBIC: boolean;
  49756. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  49757. REFLECTIONMAP_PROJECTION: boolean;
  49758. REFLECTIONMAP_SKYBOX: boolean;
  49759. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  49760. REFLECTIONMAP_EXPLICIT: boolean;
  49761. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  49762. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  49763. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  49764. INVERTCUBICMAP: boolean;
  49765. USESPHERICALFROMREFLECTIONMAP: boolean;
  49766. USEIRRADIANCEMAP: boolean;
  49767. SPHERICAL_HARMONICS: boolean;
  49768. USESPHERICALINVERTEX: boolean;
  49769. REFLECTIONMAP_OPPOSITEZ: boolean;
  49770. LODINREFLECTIONALPHA: boolean;
  49771. GAMMAREFLECTION: boolean;
  49772. RGBDREFLECTION: boolean;
  49773. LINEARSPECULARREFLECTION: boolean;
  49774. RADIANCEOCCLUSION: boolean;
  49775. HORIZONOCCLUSION: boolean;
  49776. INSTANCES: boolean;
  49777. NUM_BONE_INFLUENCERS: number;
  49778. BonesPerMesh: number;
  49779. BONETEXTURE: boolean;
  49780. NONUNIFORMSCALING: boolean;
  49781. MORPHTARGETS: boolean;
  49782. MORPHTARGETS_NORMAL: boolean;
  49783. MORPHTARGETS_TANGENT: boolean;
  49784. MORPHTARGETS_UV: boolean;
  49785. NUM_MORPH_INFLUENCERS: number;
  49786. IMAGEPROCESSING: boolean;
  49787. VIGNETTE: boolean;
  49788. VIGNETTEBLENDMODEMULTIPLY: boolean;
  49789. VIGNETTEBLENDMODEOPAQUE: boolean;
  49790. TONEMAPPING: boolean;
  49791. TONEMAPPING_ACES: boolean;
  49792. CONTRAST: boolean;
  49793. COLORCURVES: boolean;
  49794. COLORGRADING: boolean;
  49795. COLORGRADING3D: boolean;
  49796. SAMPLER3DGREENDEPTH: boolean;
  49797. SAMPLER3DBGRMAP: boolean;
  49798. IMAGEPROCESSINGPOSTPROCESS: boolean;
  49799. EXPOSURE: boolean;
  49800. MULTIVIEW: boolean;
  49801. USEPHYSICALLIGHTFALLOFF: boolean;
  49802. USEGLTFLIGHTFALLOFF: boolean;
  49803. TWOSIDEDLIGHTING: boolean;
  49804. SHADOWFLOAT: boolean;
  49805. CLIPPLANE: boolean;
  49806. CLIPPLANE2: boolean;
  49807. CLIPPLANE3: boolean;
  49808. CLIPPLANE4: boolean;
  49809. POINTSIZE: boolean;
  49810. FOG: boolean;
  49811. LOGARITHMICDEPTH: boolean;
  49812. FORCENORMALFORWARD: boolean;
  49813. SPECULARAA: boolean;
  49814. CLEARCOAT: boolean;
  49815. CLEARCOAT_DEFAULTIOR: boolean;
  49816. CLEARCOAT_TEXTURE: boolean;
  49817. CLEARCOAT_TEXTUREDIRECTUV: number;
  49818. CLEARCOAT_BUMP: boolean;
  49819. CLEARCOAT_BUMPDIRECTUV: number;
  49820. CLEARCOAT_TINT: boolean;
  49821. CLEARCOAT_TINT_TEXTURE: boolean;
  49822. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49823. ANISOTROPIC: boolean;
  49824. ANISOTROPIC_TEXTURE: boolean;
  49825. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49826. BRDF_V_HEIGHT_CORRELATED: boolean;
  49827. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49828. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49829. SHEEN: boolean;
  49830. SHEEN_TEXTURE: boolean;
  49831. SHEEN_TEXTUREDIRECTUV: number;
  49832. SHEEN_LINKWITHALBEDO: boolean;
  49833. SUBSURFACE: boolean;
  49834. SS_REFRACTION: boolean;
  49835. SS_TRANSLUCENCY: boolean;
  49836. SS_SCATERRING: boolean;
  49837. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49838. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49839. SS_REFRACTIONMAP_3D: boolean;
  49840. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49841. SS_LODINREFRACTIONALPHA: boolean;
  49842. SS_GAMMAREFRACTION: boolean;
  49843. SS_RGBDREFRACTION: boolean;
  49844. SS_LINEARSPECULARREFRACTION: boolean;
  49845. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49846. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49847. UNLIT: boolean;
  49848. DEBUGMODE: number;
  49849. /**
  49850. * Initializes the PBR Material defines.
  49851. */
  49852. constructor();
  49853. /**
  49854. * Resets the PBR Material defines.
  49855. */
  49856. reset(): void;
  49857. }
  49858. /**
  49859. * The Physically based material base class of BJS.
  49860. *
  49861. * This offers the main features of a standard PBR material.
  49862. * For more information, please refer to the documentation :
  49863. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49864. */
  49865. export abstract class PBRBaseMaterial extends PushMaterial {
  49866. /**
  49867. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49868. */
  49869. static readonly PBRMATERIAL_OPAQUE: number;
  49870. /**
  49871. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49872. */
  49873. static readonly PBRMATERIAL_ALPHATEST: number;
  49874. /**
  49875. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49876. */
  49877. static readonly PBRMATERIAL_ALPHABLEND: number;
  49878. /**
  49879. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49880. * They are also discarded below the alpha cutoff threshold to improve performances.
  49881. */
  49882. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49883. /**
  49884. * Defines the default value of how much AO map is occluding the analytical lights
  49885. * (point spot...).
  49886. */
  49887. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49888. /**
  49889. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49890. */
  49891. static readonly LIGHTFALLOFF_PHYSICAL: number;
  49892. /**
  49893. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  49894. * to enhance interoperability with other engines.
  49895. */
  49896. static readonly LIGHTFALLOFF_GLTF: number;
  49897. /**
  49898. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  49899. * to enhance interoperability with other materials.
  49900. */
  49901. static readonly LIGHTFALLOFF_STANDARD: number;
  49902. /**
  49903. * Intensity of the direct lights e.g. the four lights available in your scene.
  49904. * This impacts both the direct diffuse and specular highlights.
  49905. */
  49906. protected _directIntensity: number;
  49907. /**
  49908. * Intensity of the emissive part of the material.
  49909. * This helps controlling the emissive effect without modifying the emissive color.
  49910. */
  49911. protected _emissiveIntensity: number;
  49912. /**
  49913. * Intensity of the environment e.g. how much the environment will light the object
  49914. * either through harmonics for rough material or through the refelction for shiny ones.
  49915. */
  49916. protected _environmentIntensity: number;
  49917. /**
  49918. * This is a special control allowing the reduction of the specular highlights coming from the
  49919. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49920. */
  49921. protected _specularIntensity: number;
  49922. /**
  49923. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  49924. */
  49925. private _lightingInfos;
  49926. /**
  49927. * Debug Control allowing disabling the bump map on this material.
  49928. */
  49929. protected _disableBumpMap: boolean;
  49930. /**
  49931. * AKA Diffuse Texture in standard nomenclature.
  49932. */
  49933. protected _albedoTexture: Nullable<BaseTexture>;
  49934. /**
  49935. * AKA Occlusion Texture in other nomenclature.
  49936. */
  49937. protected _ambientTexture: Nullable<BaseTexture>;
  49938. /**
  49939. * AKA Occlusion Texture Intensity in other nomenclature.
  49940. */
  49941. protected _ambientTextureStrength: number;
  49942. /**
  49943. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49944. * 1 means it completely occludes it
  49945. * 0 mean it has no impact
  49946. */
  49947. protected _ambientTextureImpactOnAnalyticalLights: number;
  49948. /**
  49949. * Stores the alpha values in a texture.
  49950. */
  49951. protected _opacityTexture: Nullable<BaseTexture>;
  49952. /**
  49953. * Stores the reflection values in a texture.
  49954. */
  49955. protected _reflectionTexture: Nullable<BaseTexture>;
  49956. /**
  49957. * Stores the emissive values in a texture.
  49958. */
  49959. protected _emissiveTexture: Nullable<BaseTexture>;
  49960. /**
  49961. * AKA Specular texture in other nomenclature.
  49962. */
  49963. protected _reflectivityTexture: Nullable<BaseTexture>;
  49964. /**
  49965. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49966. */
  49967. protected _metallicTexture: Nullable<BaseTexture>;
  49968. /**
  49969. * Specifies the metallic scalar of the metallic/roughness workflow.
  49970. * Can also be used to scale the metalness values of the metallic texture.
  49971. */
  49972. protected _metallic: Nullable<number>;
  49973. /**
  49974. * Specifies the roughness scalar of the metallic/roughness workflow.
  49975. * Can also be used to scale the roughness values of the metallic texture.
  49976. */
  49977. protected _roughness: Nullable<number>;
  49978. /**
  49979. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49980. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49981. */
  49982. protected _microSurfaceTexture: Nullable<BaseTexture>;
  49983. /**
  49984. * Stores surface normal data used to displace a mesh in a texture.
  49985. */
  49986. protected _bumpTexture: Nullable<BaseTexture>;
  49987. /**
  49988. * Stores the pre-calculated light information of a mesh in a texture.
  49989. */
  49990. protected _lightmapTexture: Nullable<BaseTexture>;
  49991. /**
  49992. * The color of a material in ambient lighting.
  49993. */
  49994. protected _ambientColor: Color3;
  49995. /**
  49996. * AKA Diffuse Color in other nomenclature.
  49997. */
  49998. protected _albedoColor: Color3;
  49999. /**
  50000. * AKA Specular Color in other nomenclature.
  50001. */
  50002. protected _reflectivityColor: Color3;
  50003. /**
  50004. * The color applied when light is reflected from a material.
  50005. */
  50006. protected _reflectionColor: Color3;
  50007. /**
  50008. * The color applied when light is emitted from a material.
  50009. */
  50010. protected _emissiveColor: Color3;
  50011. /**
  50012. * AKA Glossiness in other nomenclature.
  50013. */
  50014. protected _microSurface: number;
  50015. /**
  50016. * Specifies that the material will use the light map as a show map.
  50017. */
  50018. protected _useLightmapAsShadowmap: boolean;
  50019. /**
  50020. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50021. * makes the reflect vector face the model (under horizon).
  50022. */
  50023. protected _useHorizonOcclusion: boolean;
  50024. /**
  50025. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50026. * too much the area relying on ambient texture to define their ambient occlusion.
  50027. */
  50028. protected _useRadianceOcclusion: boolean;
  50029. /**
  50030. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50031. */
  50032. protected _useAlphaFromAlbedoTexture: boolean;
  50033. /**
  50034. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50035. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50036. */
  50037. protected _useSpecularOverAlpha: boolean;
  50038. /**
  50039. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50040. */
  50041. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50042. /**
  50043. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50044. */
  50045. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50046. /**
  50047. * Specifies if the metallic texture contains the roughness information in its green channel.
  50048. */
  50049. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50050. /**
  50051. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50052. */
  50053. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50054. /**
  50055. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50056. */
  50057. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50058. /**
  50059. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50060. */
  50061. protected _useAmbientInGrayScale: boolean;
  50062. /**
  50063. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50064. * The material will try to infer what glossiness each pixel should be.
  50065. */
  50066. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50067. /**
  50068. * Defines the falloff type used in this material.
  50069. * It by default is Physical.
  50070. */
  50071. protected _lightFalloff: number;
  50072. /**
  50073. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50074. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50075. */
  50076. protected _useRadianceOverAlpha: boolean;
  50077. /**
  50078. * Allows using an object space normal map (instead of tangent space).
  50079. */
  50080. protected _useObjectSpaceNormalMap: boolean;
  50081. /**
  50082. * Allows using the bump map in parallax mode.
  50083. */
  50084. protected _useParallax: boolean;
  50085. /**
  50086. * Allows using the bump map in parallax occlusion mode.
  50087. */
  50088. protected _useParallaxOcclusion: boolean;
  50089. /**
  50090. * Controls the scale bias of the parallax mode.
  50091. */
  50092. protected _parallaxScaleBias: number;
  50093. /**
  50094. * If sets to true, disables all the lights affecting the material.
  50095. */
  50096. protected _disableLighting: boolean;
  50097. /**
  50098. * Number of Simultaneous lights allowed on the material.
  50099. */
  50100. protected _maxSimultaneousLights: number;
  50101. /**
  50102. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50103. */
  50104. protected _invertNormalMapX: boolean;
  50105. /**
  50106. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50107. */
  50108. protected _invertNormalMapY: boolean;
  50109. /**
  50110. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50111. */
  50112. protected _twoSidedLighting: boolean;
  50113. /**
  50114. * Defines the alpha limits in alpha test mode.
  50115. */
  50116. protected _alphaCutOff: number;
  50117. /**
  50118. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50119. */
  50120. protected _forceAlphaTest: boolean;
  50121. /**
  50122. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50123. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50124. */
  50125. protected _useAlphaFresnel: boolean;
  50126. /**
  50127. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50128. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50129. */
  50130. protected _useLinearAlphaFresnel: boolean;
  50131. /**
  50132. * The transparency mode of the material.
  50133. */
  50134. protected _transparencyMode: Nullable<number>;
  50135. /**
  50136. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50137. * from cos thetav and roughness:
  50138. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50139. */
  50140. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50141. /**
  50142. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50143. */
  50144. protected _forceIrradianceInFragment: boolean;
  50145. /**
  50146. * Force normal to face away from face.
  50147. */
  50148. protected _forceNormalForward: boolean;
  50149. /**
  50150. * Enables specular anti aliasing in the PBR shader.
  50151. * It will both interacts on the Geometry for analytical and IBL lighting.
  50152. * It also prefilter the roughness map based on the bump values.
  50153. */
  50154. protected _enableSpecularAntiAliasing: boolean;
  50155. /**
  50156. * Default configuration related to image processing available in the PBR Material.
  50157. */
  50158. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50159. /**
  50160. * Keep track of the image processing observer to allow dispose and replace.
  50161. */
  50162. private _imageProcessingObserver;
  50163. /**
  50164. * Attaches a new image processing configuration to the PBR Material.
  50165. * @param configuration
  50166. */
  50167. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50168. /**
  50169. * Stores the available render targets.
  50170. */
  50171. private _renderTargets;
  50172. /**
  50173. * Sets the global ambient color for the material used in lighting calculations.
  50174. */
  50175. private _globalAmbientColor;
  50176. /**
  50177. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50178. */
  50179. private _useLogarithmicDepth;
  50180. /**
  50181. * If set to true, no lighting calculations will be applied.
  50182. */
  50183. private _unlit;
  50184. private _debugMode;
  50185. /**
  50186. * @hidden
  50187. * This is reserved for the inspector.
  50188. * Defines the material debug mode.
  50189. * It helps seeing only some components of the material while troubleshooting.
  50190. */
  50191. debugMode: number;
  50192. /**
  50193. * @hidden
  50194. * This is reserved for the inspector.
  50195. * Specify from where on screen the debug mode should start.
  50196. * The value goes from -1 (full screen) to 1 (not visible)
  50197. * It helps with side by side comparison against the final render
  50198. * This defaults to -1
  50199. */
  50200. private debugLimit;
  50201. /**
  50202. * @hidden
  50203. * This is reserved for the inspector.
  50204. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50205. * You can use the factor to better multiply the final value.
  50206. */
  50207. private debugFactor;
  50208. /**
  50209. * Defines the clear coat layer parameters for the material.
  50210. */
  50211. readonly clearCoat: PBRClearCoatConfiguration;
  50212. /**
  50213. * Defines the anisotropic parameters for the material.
  50214. */
  50215. readonly anisotropy: PBRAnisotropicConfiguration;
  50216. /**
  50217. * Defines the BRDF parameters for the material.
  50218. */
  50219. readonly brdf: PBRBRDFConfiguration;
  50220. /**
  50221. * Defines the Sheen parameters for the material.
  50222. */
  50223. readonly sheen: PBRSheenConfiguration;
  50224. /**
  50225. * Defines the SubSurface parameters for the material.
  50226. */
  50227. readonly subSurface: PBRSubSurfaceConfiguration;
  50228. /**
  50229. * Custom callback helping to override the default shader used in the material.
  50230. */
  50231. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50232. protected _rebuildInParallel: boolean;
  50233. /**
  50234. * Instantiates a new PBRMaterial instance.
  50235. *
  50236. * @param name The material name
  50237. * @param scene The scene the material will be use in.
  50238. */
  50239. constructor(name: string, scene: Scene);
  50240. /**
  50241. * Gets a boolean indicating that current material needs to register RTT
  50242. */
  50243. readonly hasRenderTargetTextures: boolean;
  50244. /**
  50245. * Gets the name of the material class.
  50246. */
  50247. getClassName(): string;
  50248. /**
  50249. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50250. */
  50251. /**
  50252. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50253. */
  50254. useLogarithmicDepth: boolean;
  50255. /**
  50256. * Gets the current transparency mode.
  50257. */
  50258. /**
  50259. * Sets the transparency mode of the material.
  50260. *
  50261. * | Value | Type | Description |
  50262. * | ----- | ----------------------------------- | ----------- |
  50263. * | 0 | OPAQUE | |
  50264. * | 1 | ALPHATEST | |
  50265. * | 2 | ALPHABLEND | |
  50266. * | 3 | ALPHATESTANDBLEND | |
  50267. *
  50268. */
  50269. transparencyMode: Nullable<number>;
  50270. /**
  50271. * Returns true if alpha blending should be disabled.
  50272. */
  50273. private readonly _disableAlphaBlending;
  50274. /**
  50275. * Specifies whether or not this material should be rendered in alpha blend mode.
  50276. */
  50277. needAlphaBlending(): boolean;
  50278. /**
  50279. * Specifies if the mesh will require alpha blending.
  50280. * @param mesh - BJS mesh.
  50281. */
  50282. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50283. /**
  50284. * Specifies whether or not this material should be rendered in alpha test mode.
  50285. */
  50286. needAlphaTesting(): boolean;
  50287. /**
  50288. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50289. */
  50290. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50291. /**
  50292. * Gets the texture used for the alpha test.
  50293. */
  50294. getAlphaTestTexture(): Nullable<BaseTexture>;
  50295. /**
  50296. * Specifies that the submesh is ready to be used.
  50297. * @param mesh - BJS mesh.
  50298. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50299. * @param useInstances - Specifies that instances should be used.
  50300. * @returns - boolean indicating that the submesh is ready or not.
  50301. */
  50302. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50303. /**
  50304. * Specifies if the material uses metallic roughness workflow.
  50305. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50306. */
  50307. isMetallicWorkflow(): boolean;
  50308. private _prepareEffect;
  50309. private _prepareDefines;
  50310. /**
  50311. * Force shader compilation
  50312. */
  50313. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50314. /**
  50315. * Initializes the uniform buffer layout for the shader.
  50316. */
  50317. buildUniformLayout(): void;
  50318. /**
  50319. * Unbinds the material from the mesh
  50320. */
  50321. unbind(): void;
  50322. /**
  50323. * Binds the submesh data.
  50324. * @param world - The world matrix.
  50325. * @param mesh - The BJS mesh.
  50326. * @param subMesh - A submesh of the BJS mesh.
  50327. */
  50328. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  50329. /**
  50330. * Returns the animatable textures.
  50331. * @returns - Array of animatable textures.
  50332. */
  50333. getAnimatables(): IAnimatable[];
  50334. /**
  50335. * Returns the texture used for reflections.
  50336. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  50337. */
  50338. private _getReflectionTexture;
  50339. /**
  50340. * Returns an array of the actively used textures.
  50341. * @returns - Array of BaseTextures
  50342. */
  50343. getActiveTextures(): BaseTexture[];
  50344. /**
  50345. * Checks to see if a texture is used in the material.
  50346. * @param texture - Base texture to use.
  50347. * @returns - Boolean specifying if a texture is used in the material.
  50348. */
  50349. hasTexture(texture: BaseTexture): boolean;
  50350. /**
  50351. * Disposes the resources of the material.
  50352. * @param forceDisposeEffect - Forces the disposal of effects.
  50353. * @param forceDisposeTextures - Forces the disposal of all textures.
  50354. */
  50355. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  50356. }
  50357. }
  50358. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  50359. import { Nullable } from "babylonjs/types";
  50360. import { Scene } from "babylonjs/scene";
  50361. import { Color3 } from "babylonjs/Maths/math.color";
  50362. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  50363. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  50364. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50365. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  50366. /**
  50367. * The Physically based material of BJS.
  50368. *
  50369. * This offers the main features of a standard PBR material.
  50370. * For more information, please refer to the documentation :
  50371. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50372. */
  50373. export class PBRMaterial extends PBRBaseMaterial {
  50374. /**
  50375. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50376. */
  50377. static readonly PBRMATERIAL_OPAQUE: number;
  50378. /**
  50379. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50380. */
  50381. static readonly PBRMATERIAL_ALPHATEST: number;
  50382. /**
  50383. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50384. */
  50385. static readonly PBRMATERIAL_ALPHABLEND: number;
  50386. /**
  50387. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50388. * They are also discarded below the alpha cutoff threshold to improve performances.
  50389. */
  50390. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50391. /**
  50392. * Defines the default value of how much AO map is occluding the analytical lights
  50393. * (point spot...).
  50394. */
  50395. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50396. /**
  50397. * Intensity of the direct lights e.g. the four lights available in your scene.
  50398. * This impacts both the direct diffuse and specular highlights.
  50399. */
  50400. directIntensity: number;
  50401. /**
  50402. * Intensity of the emissive part of the material.
  50403. * This helps controlling the emissive effect without modifying the emissive color.
  50404. */
  50405. emissiveIntensity: number;
  50406. /**
  50407. * Intensity of the environment e.g. how much the environment will light the object
  50408. * either through harmonics for rough material or through the refelction for shiny ones.
  50409. */
  50410. environmentIntensity: number;
  50411. /**
  50412. * This is a special control allowing the reduction of the specular highlights coming from the
  50413. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50414. */
  50415. specularIntensity: number;
  50416. /**
  50417. * Debug Control allowing disabling the bump map on this material.
  50418. */
  50419. disableBumpMap: boolean;
  50420. /**
  50421. * AKA Diffuse Texture in standard nomenclature.
  50422. */
  50423. albedoTexture: BaseTexture;
  50424. /**
  50425. * AKA Occlusion Texture in other nomenclature.
  50426. */
  50427. ambientTexture: BaseTexture;
  50428. /**
  50429. * AKA Occlusion Texture Intensity in other nomenclature.
  50430. */
  50431. ambientTextureStrength: number;
  50432. /**
  50433. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50434. * 1 means it completely occludes it
  50435. * 0 mean it has no impact
  50436. */
  50437. ambientTextureImpactOnAnalyticalLights: number;
  50438. /**
  50439. * Stores the alpha values in a texture.
  50440. */
  50441. opacityTexture: BaseTexture;
  50442. /**
  50443. * Stores the reflection values in a texture.
  50444. */
  50445. reflectionTexture: Nullable<BaseTexture>;
  50446. /**
  50447. * Stores the emissive values in a texture.
  50448. */
  50449. emissiveTexture: BaseTexture;
  50450. /**
  50451. * AKA Specular texture in other nomenclature.
  50452. */
  50453. reflectivityTexture: BaseTexture;
  50454. /**
  50455. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50456. */
  50457. metallicTexture: BaseTexture;
  50458. /**
  50459. * Specifies the metallic scalar of the metallic/roughness workflow.
  50460. * Can also be used to scale the metalness values of the metallic texture.
  50461. */
  50462. metallic: Nullable<number>;
  50463. /**
  50464. * Specifies the roughness scalar of the metallic/roughness workflow.
  50465. * Can also be used to scale the roughness values of the metallic texture.
  50466. */
  50467. roughness: Nullable<number>;
  50468. /**
  50469. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50470. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50471. */
  50472. microSurfaceTexture: BaseTexture;
  50473. /**
  50474. * Stores surface normal data used to displace a mesh in a texture.
  50475. */
  50476. bumpTexture: BaseTexture;
  50477. /**
  50478. * Stores the pre-calculated light information of a mesh in a texture.
  50479. */
  50480. lightmapTexture: BaseTexture;
  50481. /**
  50482. * Stores the refracted light information in a texture.
  50483. */
  50484. refractionTexture: Nullable<BaseTexture>;
  50485. /**
  50486. * The color of a material in ambient lighting.
  50487. */
  50488. ambientColor: Color3;
  50489. /**
  50490. * AKA Diffuse Color in other nomenclature.
  50491. */
  50492. albedoColor: Color3;
  50493. /**
  50494. * AKA Specular Color in other nomenclature.
  50495. */
  50496. reflectivityColor: Color3;
  50497. /**
  50498. * The color reflected from the material.
  50499. */
  50500. reflectionColor: Color3;
  50501. /**
  50502. * The color emitted from the material.
  50503. */
  50504. emissiveColor: Color3;
  50505. /**
  50506. * AKA Glossiness in other nomenclature.
  50507. */
  50508. microSurface: number;
  50509. /**
  50510. * source material index of refraction (IOR)' / 'destination material IOR.
  50511. */
  50512. indexOfRefraction: number;
  50513. /**
  50514. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  50515. */
  50516. invertRefractionY: boolean;
  50517. /**
  50518. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  50519. * Materials half opaque for instance using refraction could benefit from this control.
  50520. */
  50521. linkRefractionWithTransparency: boolean;
  50522. /**
  50523. * If true, the light map contains occlusion information instead of lighting info.
  50524. */
  50525. useLightmapAsShadowmap: boolean;
  50526. /**
  50527. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50528. */
  50529. useAlphaFromAlbedoTexture: boolean;
  50530. /**
  50531. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50532. */
  50533. forceAlphaTest: boolean;
  50534. /**
  50535. * Defines the alpha limits in alpha test mode.
  50536. */
  50537. alphaCutOff: number;
  50538. /**
  50539. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  50540. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50541. */
  50542. useSpecularOverAlpha: boolean;
  50543. /**
  50544. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50545. */
  50546. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50547. /**
  50548. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50549. */
  50550. useRoughnessFromMetallicTextureAlpha: boolean;
  50551. /**
  50552. * Specifies if the metallic texture contains the roughness information in its green channel.
  50553. */
  50554. useRoughnessFromMetallicTextureGreen: boolean;
  50555. /**
  50556. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50557. */
  50558. useMetallnessFromMetallicTextureBlue: boolean;
  50559. /**
  50560. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50561. */
  50562. useAmbientOcclusionFromMetallicTextureRed: boolean;
  50563. /**
  50564. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50565. */
  50566. useAmbientInGrayScale: boolean;
  50567. /**
  50568. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50569. * The material will try to infer what glossiness each pixel should be.
  50570. */
  50571. useAutoMicroSurfaceFromReflectivityMap: boolean;
  50572. /**
  50573. * BJS is using an harcoded light falloff based on a manually sets up range.
  50574. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50575. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50576. */
  50577. /**
  50578. * BJS is using an harcoded light falloff based on a manually sets up range.
  50579. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50580. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50581. */
  50582. usePhysicalLightFalloff: boolean;
  50583. /**
  50584. * In order to support the falloff compatibility with gltf, a special mode has been added
  50585. * to reproduce the gltf light falloff.
  50586. */
  50587. /**
  50588. * In order to support the falloff compatibility with gltf, a special mode has been added
  50589. * to reproduce the gltf light falloff.
  50590. */
  50591. useGLTFLightFalloff: boolean;
  50592. /**
  50593. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50594. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50595. */
  50596. useRadianceOverAlpha: boolean;
  50597. /**
  50598. * Allows using an object space normal map (instead of tangent space).
  50599. */
  50600. useObjectSpaceNormalMap: boolean;
  50601. /**
  50602. * Allows using the bump map in parallax mode.
  50603. */
  50604. useParallax: boolean;
  50605. /**
  50606. * Allows using the bump map in parallax occlusion mode.
  50607. */
  50608. useParallaxOcclusion: boolean;
  50609. /**
  50610. * Controls the scale bias of the parallax mode.
  50611. */
  50612. parallaxScaleBias: number;
  50613. /**
  50614. * If sets to true, disables all the lights affecting the material.
  50615. */
  50616. disableLighting: boolean;
  50617. /**
  50618. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50619. */
  50620. forceIrradianceInFragment: boolean;
  50621. /**
  50622. * Number of Simultaneous lights allowed on the material.
  50623. */
  50624. maxSimultaneousLights: number;
  50625. /**
  50626. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  50627. */
  50628. invertNormalMapX: boolean;
  50629. /**
  50630. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  50631. */
  50632. invertNormalMapY: boolean;
  50633. /**
  50634. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50635. */
  50636. twoSidedLighting: boolean;
  50637. /**
  50638. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50639. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50640. */
  50641. useAlphaFresnel: boolean;
  50642. /**
  50643. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50644. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50645. */
  50646. useLinearAlphaFresnel: boolean;
  50647. /**
  50648. * Let user defines the brdf lookup texture used for IBL.
  50649. * A default 8bit version is embedded but you could point at :
  50650. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  50651. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  50652. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  50653. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  50654. */
  50655. environmentBRDFTexture: Nullable<BaseTexture>;
  50656. /**
  50657. * Force normal to face away from face.
  50658. */
  50659. forceNormalForward: boolean;
  50660. /**
  50661. * Enables specular anti aliasing in the PBR shader.
  50662. * It will both interacts on the Geometry for analytical and IBL lighting.
  50663. * It also prefilter the roughness map based on the bump values.
  50664. */
  50665. enableSpecularAntiAliasing: boolean;
  50666. /**
  50667. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50668. * makes the reflect vector face the model (under horizon).
  50669. */
  50670. useHorizonOcclusion: boolean;
  50671. /**
  50672. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50673. * too much the area relying on ambient texture to define their ambient occlusion.
  50674. */
  50675. useRadianceOcclusion: boolean;
  50676. /**
  50677. * If set to true, no lighting calculations will be applied.
  50678. */
  50679. unlit: boolean;
  50680. /**
  50681. * Gets the image processing configuration used either in this material.
  50682. */
  50683. /**
  50684. * Sets the Default image processing configuration used either in the this material.
  50685. *
  50686. * If sets to null, the scene one is in use.
  50687. */
  50688. imageProcessingConfiguration: ImageProcessingConfiguration;
  50689. /**
  50690. * Gets wether the color curves effect is enabled.
  50691. */
  50692. /**
  50693. * Sets wether the color curves effect is enabled.
  50694. */
  50695. cameraColorCurvesEnabled: boolean;
  50696. /**
  50697. * Gets wether the color grading effect is enabled.
  50698. */
  50699. /**
  50700. * Gets wether the color grading effect is enabled.
  50701. */
  50702. cameraColorGradingEnabled: boolean;
  50703. /**
  50704. * Gets wether tonemapping is enabled or not.
  50705. */
  50706. /**
  50707. * Sets wether tonemapping is enabled or not
  50708. */
  50709. cameraToneMappingEnabled: boolean;
  50710. /**
  50711. * The camera exposure used on this material.
  50712. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  50713. * This corresponds to a photographic exposure.
  50714. */
  50715. /**
  50716. * The camera exposure used on this material.
  50717. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  50718. * This corresponds to a photographic exposure.
  50719. */
  50720. cameraExposure: number;
  50721. /**
  50722. * Gets The camera contrast used on this material.
  50723. */
  50724. /**
  50725. * Sets The camera contrast used on this material.
  50726. */
  50727. cameraContrast: number;
  50728. /**
  50729. * Gets the Color Grading 2D Lookup Texture.
  50730. */
  50731. /**
  50732. * Sets the Color Grading 2D Lookup Texture.
  50733. */
  50734. cameraColorGradingTexture: Nullable<BaseTexture>;
  50735. /**
  50736. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  50737. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  50738. * 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;
  50739. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  50740. */
  50741. /**
  50742. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  50743. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  50744. * 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;
  50745. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  50746. */
  50747. cameraColorCurves: Nullable<ColorCurves>;
  50748. /**
  50749. * Instantiates a new PBRMaterial instance.
  50750. *
  50751. * @param name The material name
  50752. * @param scene The scene the material will be use in.
  50753. */
  50754. constructor(name: string, scene: Scene);
  50755. /**
  50756. * Returns the name of this material class.
  50757. */
  50758. getClassName(): string;
  50759. /**
  50760. * Makes a duplicate of the current material.
  50761. * @param name - name to use for the new material.
  50762. */
  50763. clone(name: string): PBRMaterial;
  50764. /**
  50765. * Serializes this PBR Material.
  50766. * @returns - An object with the serialized material.
  50767. */
  50768. serialize(): any;
  50769. /**
  50770. * Parses a PBR Material from a serialized object.
  50771. * @param source - Serialized object.
  50772. * @param scene - BJS scene instance.
  50773. * @param rootUrl - url for the scene object
  50774. * @returns - PBRMaterial
  50775. */
  50776. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  50777. }
  50778. }
  50779. declare module "babylonjs/Misc/dds" {
  50780. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  50781. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50782. import { Nullable } from "babylonjs/types";
  50783. import { Scene } from "babylonjs/scene";
  50784. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  50785. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  50786. /**
  50787. * Direct draw surface info
  50788. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  50789. */
  50790. export interface DDSInfo {
  50791. /**
  50792. * Width of the texture
  50793. */
  50794. width: number;
  50795. /**
  50796. * Width of the texture
  50797. */
  50798. height: number;
  50799. /**
  50800. * Number of Mipmaps for the texture
  50801. * @see https://en.wikipedia.org/wiki/Mipmap
  50802. */
  50803. mipmapCount: number;
  50804. /**
  50805. * If the textures format is a known fourCC format
  50806. * @see https://www.fourcc.org/
  50807. */
  50808. isFourCC: boolean;
  50809. /**
  50810. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  50811. */
  50812. isRGB: boolean;
  50813. /**
  50814. * If the texture is a lumincance format
  50815. */
  50816. isLuminance: boolean;
  50817. /**
  50818. * If this is a cube texture
  50819. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  50820. */
  50821. isCube: boolean;
  50822. /**
  50823. * If the texture is a compressed format eg. FOURCC_DXT1
  50824. */
  50825. isCompressed: boolean;
  50826. /**
  50827. * The dxgiFormat of the texture
  50828. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  50829. */
  50830. dxgiFormat: number;
  50831. /**
  50832. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  50833. */
  50834. textureType: number;
  50835. /**
  50836. * Sphericle polynomial created for the dds texture
  50837. */
  50838. sphericalPolynomial?: SphericalPolynomial;
  50839. }
  50840. /**
  50841. * Class used to provide DDS decompression tools
  50842. */
  50843. export class DDSTools {
  50844. /**
  50845. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50846. */
  50847. static StoreLODInAlphaChannel: boolean;
  50848. /**
  50849. * Gets DDS information from an array buffer
  50850. * @param arrayBuffer defines the array buffer to read data from
  50851. * @returns the DDS information
  50852. */
  50853. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50854. private static _FloatView;
  50855. private static _Int32View;
  50856. private static _ToHalfFloat;
  50857. private static _FromHalfFloat;
  50858. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50859. private static _GetHalfFloatRGBAArrayBuffer;
  50860. private static _GetFloatRGBAArrayBuffer;
  50861. private static _GetFloatAsUIntRGBAArrayBuffer;
  50862. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50863. private static _GetRGBAArrayBuffer;
  50864. private static _ExtractLongWordOrder;
  50865. private static _GetRGBArrayBuffer;
  50866. private static _GetLuminanceArrayBuffer;
  50867. /**
  50868. * Uploads DDS Levels to a Babylon Texture
  50869. * @hidden
  50870. */
  50871. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  50872. }
  50873. module "babylonjs/Engines/thinEngine" {
  50874. interface ThinEngine {
  50875. /**
  50876. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  50877. * @param rootUrl defines the url where the file to load is located
  50878. * @param scene defines the current scene
  50879. * @param lodScale defines scale to apply to the mip map selection
  50880. * @param lodOffset defines offset to apply to the mip map selection
  50881. * @param onLoad defines an optional callback raised when the texture is loaded
  50882. * @param onError defines an optional callback raised if there is an issue to load the texture
  50883. * @param format defines the format of the data
  50884. * @param forcedExtension defines the extension to use to pick the right loader
  50885. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  50886. * @returns the cube texture as an InternalTexture
  50887. */
  50888. 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;
  50889. }
  50890. }
  50891. }
  50892. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  50893. import { Nullable } from "babylonjs/types";
  50894. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50895. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50896. /**
  50897. * Implementation of the DDS Texture Loader.
  50898. * @hidden
  50899. */
  50900. export class _DDSTextureLoader implements IInternalTextureLoader {
  50901. /**
  50902. * Defines wether the loader supports cascade loading the different faces.
  50903. */
  50904. readonly supportCascades: boolean;
  50905. /**
  50906. * This returns if the loader support the current file information.
  50907. * @param extension defines the file extension of the file being loaded
  50908. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50909. * @param fallback defines the fallback internal texture if any
  50910. * @param isBase64 defines whether the texture is encoded as a base64
  50911. * @param isBuffer defines whether the texture data are stored as a buffer
  50912. * @returns true if the loader can load the specified file
  50913. */
  50914. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50915. /**
  50916. * Transform the url before loading if required.
  50917. * @param rootUrl the url of the texture
  50918. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50919. * @returns the transformed texture
  50920. */
  50921. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50922. /**
  50923. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50924. * @param rootUrl the url of the texture
  50925. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50926. * @returns the fallback texture
  50927. */
  50928. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50929. /**
  50930. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50931. * @param data contains the texture data
  50932. * @param texture defines the BabylonJS internal texture
  50933. * @param createPolynomials will be true if polynomials have been requested
  50934. * @param onLoad defines the callback to trigger once the texture is ready
  50935. * @param onError defines the callback to trigger in case of error
  50936. */
  50937. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50938. /**
  50939. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50940. * @param data contains the texture data
  50941. * @param texture defines the BabylonJS internal texture
  50942. * @param callback defines the method to call once ready to upload
  50943. */
  50944. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50945. }
  50946. }
  50947. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  50948. import { Nullable } from "babylonjs/types";
  50949. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50950. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50951. /**
  50952. * Implementation of the ENV Texture Loader.
  50953. * @hidden
  50954. */
  50955. export class _ENVTextureLoader implements IInternalTextureLoader {
  50956. /**
  50957. * Defines wether the loader supports cascade loading the different faces.
  50958. */
  50959. readonly supportCascades: boolean;
  50960. /**
  50961. * This returns if the loader support the current file information.
  50962. * @param extension defines the file extension of the file being loaded
  50963. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50964. * @param fallback defines the fallback internal texture if any
  50965. * @param isBase64 defines whether the texture is encoded as a base64
  50966. * @param isBuffer defines whether the texture data are stored as a buffer
  50967. * @returns true if the loader can load the specified file
  50968. */
  50969. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50970. /**
  50971. * Transform the url before loading if required.
  50972. * @param rootUrl the url of the texture
  50973. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50974. * @returns the transformed texture
  50975. */
  50976. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50977. /**
  50978. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50979. * @param rootUrl the url of the texture
  50980. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50981. * @returns the fallback texture
  50982. */
  50983. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50984. /**
  50985. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50986. * @param data contains the texture data
  50987. * @param texture defines the BabylonJS internal texture
  50988. * @param createPolynomials will be true if polynomials have been requested
  50989. * @param onLoad defines the callback to trigger once the texture is ready
  50990. * @param onError defines the callback to trigger in case of error
  50991. */
  50992. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50993. /**
  50994. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50995. * @param data contains the texture data
  50996. * @param texture defines the BabylonJS internal texture
  50997. * @param callback defines the method to call once ready to upload
  50998. */
  50999. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51000. }
  51001. }
  51002. declare module "babylonjs/Misc/khronosTextureContainer" {
  51003. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51004. /**
  51005. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51006. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51007. */
  51008. export class KhronosTextureContainer {
  51009. /** contents of the KTX container file */
  51010. arrayBuffer: any;
  51011. private static HEADER_LEN;
  51012. private static COMPRESSED_2D;
  51013. private static COMPRESSED_3D;
  51014. private static TEX_2D;
  51015. private static TEX_3D;
  51016. /**
  51017. * Gets the openGL type
  51018. */
  51019. glType: number;
  51020. /**
  51021. * Gets the openGL type size
  51022. */
  51023. glTypeSize: number;
  51024. /**
  51025. * Gets the openGL format
  51026. */
  51027. glFormat: number;
  51028. /**
  51029. * Gets the openGL internal format
  51030. */
  51031. glInternalFormat: number;
  51032. /**
  51033. * Gets the base internal format
  51034. */
  51035. glBaseInternalFormat: number;
  51036. /**
  51037. * Gets image width in pixel
  51038. */
  51039. pixelWidth: number;
  51040. /**
  51041. * Gets image height in pixel
  51042. */
  51043. pixelHeight: number;
  51044. /**
  51045. * Gets image depth in pixels
  51046. */
  51047. pixelDepth: number;
  51048. /**
  51049. * Gets the number of array elements
  51050. */
  51051. numberOfArrayElements: number;
  51052. /**
  51053. * Gets the number of faces
  51054. */
  51055. numberOfFaces: number;
  51056. /**
  51057. * Gets the number of mipmap levels
  51058. */
  51059. numberOfMipmapLevels: number;
  51060. /**
  51061. * Gets the bytes of key value data
  51062. */
  51063. bytesOfKeyValueData: number;
  51064. /**
  51065. * Gets the load type
  51066. */
  51067. loadType: number;
  51068. /**
  51069. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51070. */
  51071. isInvalid: boolean;
  51072. /**
  51073. * Creates a new KhronosTextureContainer
  51074. * @param arrayBuffer contents of the KTX container file
  51075. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51076. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51077. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51078. */
  51079. constructor(
  51080. /** contents of the KTX container file */
  51081. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51082. /**
  51083. * Uploads KTX content to a Babylon Texture.
  51084. * It is assumed that the texture has already been created & is currently bound
  51085. * @hidden
  51086. */
  51087. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51088. private _upload2DCompressedLevels;
  51089. }
  51090. }
  51091. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51092. import { Nullable } from "babylonjs/types";
  51093. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51094. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51095. /**
  51096. * Implementation of the KTX Texture Loader.
  51097. * @hidden
  51098. */
  51099. export class _KTXTextureLoader implements IInternalTextureLoader {
  51100. /**
  51101. * Defines wether the loader supports cascade loading the different faces.
  51102. */
  51103. readonly supportCascades: boolean;
  51104. /**
  51105. * This returns if the loader support the current file information.
  51106. * @param extension defines the file extension of the file being loaded
  51107. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51108. * @param fallback defines the fallback internal texture if any
  51109. * @param isBase64 defines whether the texture is encoded as a base64
  51110. * @param isBuffer defines whether the texture data are stored as a buffer
  51111. * @returns true if the loader can load the specified file
  51112. */
  51113. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51114. /**
  51115. * Transform the url before loading if required.
  51116. * @param rootUrl the url of the texture
  51117. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51118. * @returns the transformed texture
  51119. */
  51120. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51121. /**
  51122. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51123. * @param rootUrl the url of the texture
  51124. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51125. * @returns the fallback texture
  51126. */
  51127. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51128. /**
  51129. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51130. * @param data contains the texture data
  51131. * @param texture defines the BabylonJS internal texture
  51132. * @param createPolynomials will be true if polynomials have been requested
  51133. * @param onLoad defines the callback to trigger once the texture is ready
  51134. * @param onError defines the callback to trigger in case of error
  51135. */
  51136. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51137. /**
  51138. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51139. * @param data contains the texture data
  51140. * @param texture defines the BabylonJS internal texture
  51141. * @param callback defines the method to call once ready to upload
  51142. */
  51143. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51144. }
  51145. }
  51146. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  51147. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  51148. import { Scene } from "babylonjs/scene";
  51149. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  51150. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  51151. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  51152. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  51153. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  51154. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  51155. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51156. /**
  51157. * Options for the default xr helper
  51158. */
  51159. export class WebXRDefaultExperienceOptions {
  51160. /**
  51161. * Floor meshes that should be used for teleporting
  51162. */
  51163. floorMeshes: Array<AbstractMesh>;
  51164. }
  51165. /**
  51166. * Default experience which provides a similar setup to the previous webVRExperience
  51167. */
  51168. export class WebXRDefaultExperience {
  51169. /**
  51170. * Base experience
  51171. */
  51172. baseExperience: WebXRExperienceHelper;
  51173. /**
  51174. * Input experience extension
  51175. */
  51176. input: WebXRInput;
  51177. /**
  51178. * Loads the controller models
  51179. */
  51180. controllerModelLoader: WebXRControllerModelLoader;
  51181. /**
  51182. * Enables laser pointer and selection
  51183. */
  51184. pointerSelection: WebXRControllerPointerSelection;
  51185. /**
  51186. * Enables teleportation
  51187. */
  51188. teleportation: WebXRControllerTeleportation;
  51189. /**
  51190. * Enables ui for enetering/exiting xr
  51191. */
  51192. enterExitUI: WebXREnterExitUI;
  51193. /**
  51194. * Default output canvas xr should render to
  51195. */
  51196. outputCanvas: WebXRManagedOutputCanvas;
  51197. /**
  51198. * Creates the default xr experience
  51199. * @param scene scene
  51200. * @param options options for basic configuration
  51201. * @returns resulting WebXRDefaultExperience
  51202. */
  51203. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51204. private constructor();
  51205. /**
  51206. * DIsposes of the experience helper
  51207. */
  51208. dispose(): void;
  51209. }
  51210. }
  51211. declare module "babylonjs/Helpers/sceneHelpers" {
  51212. import { Nullable } from "babylonjs/types";
  51213. import { Mesh } from "babylonjs/Meshes/mesh";
  51214. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51215. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51216. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51217. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51218. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51219. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51220. import "babylonjs/Meshes/Builders/boxBuilder";
  51221. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51222. /** @hidden */
  51223. export var _forceSceneHelpersToBundle: boolean;
  51224. module "babylonjs/scene" {
  51225. interface Scene {
  51226. /**
  51227. * Creates a default light for the scene.
  51228. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51229. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51230. */
  51231. createDefaultLight(replace?: boolean): void;
  51232. /**
  51233. * Creates a default camera for the scene.
  51234. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51235. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51236. * @param replace has default false, when true replaces the active camera in the scene
  51237. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51238. */
  51239. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51240. /**
  51241. * Creates a default camera and a default light.
  51242. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51243. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51244. * @param replace has the default false, when true replaces the active camera/light in the scene
  51245. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51246. */
  51247. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51248. /**
  51249. * Creates a new sky box
  51250. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51251. * @param environmentTexture defines the texture to use as environment texture
  51252. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51253. * @param scale defines the overall scale of the skybox
  51254. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51255. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51256. * @returns a new mesh holding the sky box
  51257. */
  51258. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51259. /**
  51260. * Creates a new environment
  51261. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51262. * @param options defines the options you can use to configure the environment
  51263. * @returns the new EnvironmentHelper
  51264. */
  51265. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51266. /**
  51267. * Creates a new VREXperienceHelper
  51268. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51269. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51270. * @returns a new VREXperienceHelper
  51271. */
  51272. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51273. /**
  51274. * Creates a new WebXRDefaultExperience
  51275. * @see http://doc.babylonjs.com/how_to/webxr
  51276. * @param options experience options
  51277. * @returns a promise for a new WebXRDefaultExperience
  51278. */
  51279. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51280. }
  51281. }
  51282. }
  51283. declare module "babylonjs/Helpers/videoDome" {
  51284. import { Scene } from "babylonjs/scene";
  51285. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51286. import { Mesh } from "babylonjs/Meshes/mesh";
  51287. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51288. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51289. import "babylonjs/Meshes/Builders/sphereBuilder";
  51290. /**
  51291. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51292. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51293. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51294. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51295. */
  51296. export class VideoDome extends TransformNode {
  51297. /**
  51298. * Define the video source as a Monoscopic panoramic 360 video.
  51299. */
  51300. static readonly MODE_MONOSCOPIC: number;
  51301. /**
  51302. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51303. */
  51304. static readonly MODE_TOPBOTTOM: number;
  51305. /**
  51306. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51307. */
  51308. static readonly MODE_SIDEBYSIDE: number;
  51309. private _halfDome;
  51310. private _useDirectMapping;
  51311. /**
  51312. * The video texture being displayed on the sphere
  51313. */
  51314. protected _videoTexture: VideoTexture;
  51315. /**
  51316. * Gets the video texture being displayed on the sphere
  51317. */
  51318. readonly videoTexture: VideoTexture;
  51319. /**
  51320. * The skybox material
  51321. */
  51322. protected _material: BackgroundMaterial;
  51323. /**
  51324. * The surface used for the skybox
  51325. */
  51326. protected _mesh: Mesh;
  51327. /**
  51328. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51329. */
  51330. private _halfDomeMask;
  51331. /**
  51332. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51333. * Also see the options.resolution property.
  51334. */
  51335. fovMultiplier: number;
  51336. private _videoMode;
  51337. /**
  51338. * Gets or set the current video mode for the video. It can be:
  51339. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51340. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51341. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51342. */
  51343. videoMode: number;
  51344. /**
  51345. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51346. *
  51347. */
  51348. /**
  51349. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51350. */
  51351. halfDome: boolean;
  51352. /**
  51353. * Oberserver used in Stereoscopic VR Mode.
  51354. */
  51355. private _onBeforeCameraRenderObserver;
  51356. /**
  51357. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51358. * @param name Element's name, child elements will append suffixes for their own names.
  51359. * @param urlsOrVideo defines the url(s) or the video element to use
  51360. * @param options An object containing optional or exposed sub element properties
  51361. */
  51362. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51363. resolution?: number;
  51364. clickToPlay?: boolean;
  51365. autoPlay?: boolean;
  51366. loop?: boolean;
  51367. size?: number;
  51368. poster?: string;
  51369. faceForward?: boolean;
  51370. useDirectMapping?: boolean;
  51371. halfDomeMode?: boolean;
  51372. }, scene: Scene);
  51373. private _changeVideoMode;
  51374. /**
  51375. * Releases resources associated with this node.
  51376. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51377. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51378. */
  51379. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  51380. }
  51381. }
  51382. declare module "babylonjs/Helpers/index" {
  51383. export * from "babylonjs/Helpers/environmentHelper";
  51384. export * from "babylonjs/Helpers/photoDome";
  51385. export * from "babylonjs/Helpers/sceneHelpers";
  51386. export * from "babylonjs/Helpers/videoDome";
  51387. }
  51388. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  51389. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51390. import { IDisposable } from "babylonjs/scene";
  51391. import { Engine } from "babylonjs/Engines/engine";
  51392. /**
  51393. * This class can be used to get instrumentation data from a Babylon engine
  51394. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51395. */
  51396. export class EngineInstrumentation implements IDisposable {
  51397. /**
  51398. * Define the instrumented engine.
  51399. */
  51400. engine: Engine;
  51401. private _captureGPUFrameTime;
  51402. private _gpuFrameTimeToken;
  51403. private _gpuFrameTime;
  51404. private _captureShaderCompilationTime;
  51405. private _shaderCompilationTime;
  51406. private _onBeginFrameObserver;
  51407. private _onEndFrameObserver;
  51408. private _onBeforeShaderCompilationObserver;
  51409. private _onAfterShaderCompilationObserver;
  51410. /**
  51411. * Gets the perf counter used for GPU frame time
  51412. */
  51413. readonly gpuFrameTimeCounter: PerfCounter;
  51414. /**
  51415. * Gets the GPU frame time capture status
  51416. */
  51417. /**
  51418. * Enable or disable the GPU frame time capture
  51419. */
  51420. captureGPUFrameTime: boolean;
  51421. /**
  51422. * Gets the perf counter used for shader compilation time
  51423. */
  51424. readonly shaderCompilationTimeCounter: PerfCounter;
  51425. /**
  51426. * Gets the shader compilation time capture status
  51427. */
  51428. /**
  51429. * Enable or disable the shader compilation time capture
  51430. */
  51431. captureShaderCompilationTime: boolean;
  51432. /**
  51433. * Instantiates a new engine instrumentation.
  51434. * This class can be used to get instrumentation data from a Babylon engine
  51435. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51436. * @param engine Defines the engine to instrument
  51437. */
  51438. constructor(
  51439. /**
  51440. * Define the instrumented engine.
  51441. */
  51442. engine: Engine);
  51443. /**
  51444. * Dispose and release associated resources.
  51445. */
  51446. dispose(): void;
  51447. }
  51448. }
  51449. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  51450. import { Scene, IDisposable } from "babylonjs/scene";
  51451. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51452. /**
  51453. * This class can be used to get instrumentation data from a Babylon engine
  51454. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51455. */
  51456. export class SceneInstrumentation implements IDisposable {
  51457. /**
  51458. * Defines the scene to instrument
  51459. */
  51460. scene: Scene;
  51461. private _captureActiveMeshesEvaluationTime;
  51462. private _activeMeshesEvaluationTime;
  51463. private _captureRenderTargetsRenderTime;
  51464. private _renderTargetsRenderTime;
  51465. private _captureFrameTime;
  51466. private _frameTime;
  51467. private _captureRenderTime;
  51468. private _renderTime;
  51469. private _captureInterFrameTime;
  51470. private _interFrameTime;
  51471. private _captureParticlesRenderTime;
  51472. private _particlesRenderTime;
  51473. private _captureSpritesRenderTime;
  51474. private _spritesRenderTime;
  51475. private _capturePhysicsTime;
  51476. private _physicsTime;
  51477. private _captureAnimationsTime;
  51478. private _animationsTime;
  51479. private _captureCameraRenderTime;
  51480. private _cameraRenderTime;
  51481. private _onBeforeActiveMeshesEvaluationObserver;
  51482. private _onAfterActiveMeshesEvaluationObserver;
  51483. private _onBeforeRenderTargetsRenderObserver;
  51484. private _onAfterRenderTargetsRenderObserver;
  51485. private _onAfterRenderObserver;
  51486. private _onBeforeDrawPhaseObserver;
  51487. private _onAfterDrawPhaseObserver;
  51488. private _onBeforeAnimationsObserver;
  51489. private _onBeforeParticlesRenderingObserver;
  51490. private _onAfterParticlesRenderingObserver;
  51491. private _onBeforeSpritesRenderingObserver;
  51492. private _onAfterSpritesRenderingObserver;
  51493. private _onBeforePhysicsObserver;
  51494. private _onAfterPhysicsObserver;
  51495. private _onAfterAnimationsObserver;
  51496. private _onBeforeCameraRenderObserver;
  51497. private _onAfterCameraRenderObserver;
  51498. /**
  51499. * Gets the perf counter used for active meshes evaluation time
  51500. */
  51501. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  51502. /**
  51503. * Gets the active meshes evaluation time capture status
  51504. */
  51505. /**
  51506. * Enable or disable the active meshes evaluation time capture
  51507. */
  51508. captureActiveMeshesEvaluationTime: boolean;
  51509. /**
  51510. * Gets the perf counter used for render targets render time
  51511. */
  51512. readonly renderTargetsRenderTimeCounter: PerfCounter;
  51513. /**
  51514. * Gets the render targets render time capture status
  51515. */
  51516. /**
  51517. * Enable or disable the render targets render time capture
  51518. */
  51519. captureRenderTargetsRenderTime: boolean;
  51520. /**
  51521. * Gets the perf counter used for particles render time
  51522. */
  51523. readonly particlesRenderTimeCounter: PerfCounter;
  51524. /**
  51525. * Gets the particles render time capture status
  51526. */
  51527. /**
  51528. * Enable or disable the particles render time capture
  51529. */
  51530. captureParticlesRenderTime: boolean;
  51531. /**
  51532. * Gets the perf counter used for sprites render time
  51533. */
  51534. readonly spritesRenderTimeCounter: PerfCounter;
  51535. /**
  51536. * Gets the sprites render time capture status
  51537. */
  51538. /**
  51539. * Enable or disable the sprites render time capture
  51540. */
  51541. captureSpritesRenderTime: boolean;
  51542. /**
  51543. * Gets the perf counter used for physics time
  51544. */
  51545. readonly physicsTimeCounter: PerfCounter;
  51546. /**
  51547. * Gets the physics time capture status
  51548. */
  51549. /**
  51550. * Enable or disable the physics time capture
  51551. */
  51552. capturePhysicsTime: boolean;
  51553. /**
  51554. * Gets the perf counter used for animations time
  51555. */
  51556. readonly animationsTimeCounter: PerfCounter;
  51557. /**
  51558. * Gets the animations time capture status
  51559. */
  51560. /**
  51561. * Enable or disable the animations time capture
  51562. */
  51563. captureAnimationsTime: boolean;
  51564. /**
  51565. * Gets the perf counter used for frame time capture
  51566. */
  51567. readonly frameTimeCounter: PerfCounter;
  51568. /**
  51569. * Gets the frame time capture status
  51570. */
  51571. /**
  51572. * Enable or disable the frame time capture
  51573. */
  51574. captureFrameTime: boolean;
  51575. /**
  51576. * Gets the perf counter used for inter-frames time capture
  51577. */
  51578. readonly interFrameTimeCounter: PerfCounter;
  51579. /**
  51580. * Gets the inter-frames time capture status
  51581. */
  51582. /**
  51583. * Enable or disable the inter-frames time capture
  51584. */
  51585. captureInterFrameTime: boolean;
  51586. /**
  51587. * Gets the perf counter used for render time capture
  51588. */
  51589. readonly renderTimeCounter: PerfCounter;
  51590. /**
  51591. * Gets the render time capture status
  51592. */
  51593. /**
  51594. * Enable or disable the render time capture
  51595. */
  51596. captureRenderTime: boolean;
  51597. /**
  51598. * Gets the perf counter used for camera render time capture
  51599. */
  51600. readonly cameraRenderTimeCounter: PerfCounter;
  51601. /**
  51602. * Gets the camera render time capture status
  51603. */
  51604. /**
  51605. * Enable or disable the camera render time capture
  51606. */
  51607. captureCameraRenderTime: boolean;
  51608. /**
  51609. * Gets the perf counter used for draw calls
  51610. */
  51611. readonly drawCallsCounter: PerfCounter;
  51612. /**
  51613. * Instantiates a new scene instrumentation.
  51614. * This class can be used to get instrumentation data from a Babylon engine
  51615. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51616. * @param scene Defines the scene to instrument
  51617. */
  51618. constructor(
  51619. /**
  51620. * Defines the scene to instrument
  51621. */
  51622. scene: Scene);
  51623. /**
  51624. * Dispose and release associated resources.
  51625. */
  51626. dispose(): void;
  51627. }
  51628. }
  51629. declare module "babylonjs/Instrumentation/index" {
  51630. export * from "babylonjs/Instrumentation/engineInstrumentation";
  51631. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  51632. export * from "babylonjs/Instrumentation/timeToken";
  51633. }
  51634. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  51635. /** @hidden */
  51636. export var glowMapGenerationPixelShader: {
  51637. name: string;
  51638. shader: string;
  51639. };
  51640. }
  51641. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  51642. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  51643. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  51644. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  51645. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  51646. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  51647. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  51648. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  51649. /** @hidden */
  51650. export var glowMapGenerationVertexShader: {
  51651. name: string;
  51652. shader: string;
  51653. };
  51654. }
  51655. declare module "babylonjs/Layers/effectLayer" {
  51656. import { Observable } from "babylonjs/Misc/observable";
  51657. import { Nullable } from "babylonjs/types";
  51658. import { Camera } from "babylonjs/Cameras/camera";
  51659. import { Scene } from "babylonjs/scene";
  51660. import { ISize } from "babylonjs/Maths/math.size";
  51661. import { Color4 } from "babylonjs/Maths/math.color";
  51662. import { Engine } from "babylonjs/Engines/engine";
  51663. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51664. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51665. import { Mesh } from "babylonjs/Meshes/mesh";
  51666. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  51667. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51668. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51669. import { Effect } from "babylonjs/Materials/effect";
  51670. import { Material } from "babylonjs/Materials/material";
  51671. import "babylonjs/Shaders/glowMapGeneration.fragment";
  51672. import "babylonjs/Shaders/glowMapGeneration.vertex";
  51673. /**
  51674. * Effect layer options. This helps customizing the behaviour
  51675. * of the effect layer.
  51676. */
  51677. export interface IEffectLayerOptions {
  51678. /**
  51679. * Multiplication factor apply to the canvas size to compute the render target size
  51680. * used to generated the objects (the smaller the faster).
  51681. */
  51682. mainTextureRatio: number;
  51683. /**
  51684. * Enforces a fixed size texture to ensure effect stability across devices.
  51685. */
  51686. mainTextureFixedSize?: number;
  51687. /**
  51688. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  51689. */
  51690. alphaBlendingMode: number;
  51691. /**
  51692. * The camera attached to the layer.
  51693. */
  51694. camera: Nullable<Camera>;
  51695. /**
  51696. * The rendering group to draw the layer in.
  51697. */
  51698. renderingGroupId: number;
  51699. }
  51700. /**
  51701. * The effect layer Helps adding post process effect blended with the main pass.
  51702. *
  51703. * This can be for instance use to generate glow or higlight effects on the scene.
  51704. *
  51705. * The effect layer class can not be used directly and is intented to inherited from to be
  51706. * customized per effects.
  51707. */
  51708. export abstract class EffectLayer {
  51709. private _vertexBuffers;
  51710. private _indexBuffer;
  51711. private _cachedDefines;
  51712. private _effectLayerMapGenerationEffect;
  51713. private _effectLayerOptions;
  51714. private _mergeEffect;
  51715. protected _scene: Scene;
  51716. protected _engine: Engine;
  51717. protected _maxSize: number;
  51718. protected _mainTextureDesiredSize: ISize;
  51719. protected _mainTexture: RenderTargetTexture;
  51720. protected _shouldRender: boolean;
  51721. protected _postProcesses: PostProcess[];
  51722. protected _textures: BaseTexture[];
  51723. protected _emissiveTextureAndColor: {
  51724. texture: Nullable<BaseTexture>;
  51725. color: Color4;
  51726. };
  51727. /**
  51728. * The name of the layer
  51729. */
  51730. name: string;
  51731. /**
  51732. * The clear color of the texture used to generate the glow map.
  51733. */
  51734. neutralColor: Color4;
  51735. /**
  51736. * Specifies wether the highlight layer is enabled or not.
  51737. */
  51738. isEnabled: boolean;
  51739. /**
  51740. * Gets the camera attached to the layer.
  51741. */
  51742. readonly camera: Nullable<Camera>;
  51743. /**
  51744. * Gets the rendering group id the layer should render in.
  51745. */
  51746. renderingGroupId: number;
  51747. /**
  51748. * An event triggered when the effect layer has been disposed.
  51749. */
  51750. onDisposeObservable: Observable<EffectLayer>;
  51751. /**
  51752. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  51753. */
  51754. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  51755. /**
  51756. * An event triggered when the generated texture is being merged in the scene.
  51757. */
  51758. onBeforeComposeObservable: Observable<EffectLayer>;
  51759. /**
  51760. * An event triggered when the generated texture has been merged in the scene.
  51761. */
  51762. onAfterComposeObservable: Observable<EffectLayer>;
  51763. /**
  51764. * An event triggered when the efffect layer changes its size.
  51765. */
  51766. onSizeChangedObservable: Observable<EffectLayer>;
  51767. /** @hidden */
  51768. static _SceneComponentInitialization: (scene: Scene) => void;
  51769. /**
  51770. * Instantiates a new effect Layer and references it in the scene.
  51771. * @param name The name of the layer
  51772. * @param scene The scene to use the layer in
  51773. */
  51774. constructor(
  51775. /** The Friendly of the effect in the scene */
  51776. name: string, scene: Scene);
  51777. /**
  51778. * Get the effect name of the layer.
  51779. * @return The effect name
  51780. */
  51781. abstract getEffectName(): string;
  51782. /**
  51783. * Checks for the readiness of the element composing the layer.
  51784. * @param subMesh the mesh to check for
  51785. * @param useInstances specify wether or not to use instances to render the mesh
  51786. * @return true if ready otherwise, false
  51787. */
  51788. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51789. /**
  51790. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51791. * @returns true if the effect requires stencil during the main canvas render pass.
  51792. */
  51793. abstract needStencil(): boolean;
  51794. /**
  51795. * Create the merge effect. This is the shader use to blit the information back
  51796. * to the main canvas at the end of the scene rendering.
  51797. * @returns The effect containing the shader used to merge the effect on the main canvas
  51798. */
  51799. protected abstract _createMergeEffect(): Effect;
  51800. /**
  51801. * Creates the render target textures and post processes used in the effect layer.
  51802. */
  51803. protected abstract _createTextureAndPostProcesses(): void;
  51804. /**
  51805. * Implementation specific of rendering the generating effect on the main canvas.
  51806. * @param effect The effect used to render through
  51807. */
  51808. protected abstract _internalRender(effect: Effect): void;
  51809. /**
  51810. * Sets the required values for both the emissive texture and and the main color.
  51811. */
  51812. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51813. /**
  51814. * Free any resources and references associated to a mesh.
  51815. * Internal use
  51816. * @param mesh The mesh to free.
  51817. */
  51818. abstract _disposeMesh(mesh: Mesh): void;
  51819. /**
  51820. * Serializes this layer (Glow or Highlight for example)
  51821. * @returns a serialized layer object
  51822. */
  51823. abstract serialize?(): any;
  51824. /**
  51825. * Initializes the effect layer with the required options.
  51826. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  51827. */
  51828. protected _init(options: Partial<IEffectLayerOptions>): void;
  51829. /**
  51830. * Generates the index buffer of the full screen quad blending to the main canvas.
  51831. */
  51832. private _generateIndexBuffer;
  51833. /**
  51834. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  51835. */
  51836. private _generateVertexBuffer;
  51837. /**
  51838. * Sets the main texture desired size which is the closest power of two
  51839. * of the engine canvas size.
  51840. */
  51841. private _setMainTextureSize;
  51842. /**
  51843. * Creates the main texture for the effect layer.
  51844. */
  51845. protected _createMainTexture(): void;
  51846. /**
  51847. * Adds specific effects defines.
  51848. * @param defines The defines to add specifics to.
  51849. */
  51850. protected _addCustomEffectDefines(defines: string[]): void;
  51851. /**
  51852. * Checks for the readiness of the element composing the layer.
  51853. * @param subMesh the mesh to check for
  51854. * @param useInstances specify wether or not to use instances to render the mesh
  51855. * @param emissiveTexture the associated emissive texture used to generate the glow
  51856. * @return true if ready otherwise, false
  51857. */
  51858. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  51859. /**
  51860. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  51861. */
  51862. render(): void;
  51863. /**
  51864. * Determine if a given mesh will be used in the current effect.
  51865. * @param mesh mesh to test
  51866. * @returns true if the mesh will be used
  51867. */
  51868. hasMesh(mesh: AbstractMesh): boolean;
  51869. /**
  51870. * Returns true if the layer contains information to display, otherwise false.
  51871. * @returns true if the glow layer should be rendered
  51872. */
  51873. shouldRender(): boolean;
  51874. /**
  51875. * Returns true if the mesh should render, otherwise false.
  51876. * @param mesh The mesh to render
  51877. * @returns true if it should render otherwise false
  51878. */
  51879. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  51880. /**
  51881. * Returns true if the mesh can be rendered, otherwise false.
  51882. * @param mesh The mesh to render
  51883. * @param material The material used on the mesh
  51884. * @returns true if it can be rendered otherwise false
  51885. */
  51886. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51887. /**
  51888. * Returns true if the mesh should render, otherwise false.
  51889. * @param mesh The mesh to render
  51890. * @returns true if it should render otherwise false
  51891. */
  51892. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  51893. /**
  51894. * Renders the submesh passed in parameter to the generation map.
  51895. */
  51896. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  51897. /**
  51898. * Rebuild the required buffers.
  51899. * @hidden Internal use only.
  51900. */
  51901. _rebuild(): void;
  51902. /**
  51903. * Dispose only the render target textures and post process.
  51904. */
  51905. private _disposeTextureAndPostProcesses;
  51906. /**
  51907. * Dispose the highlight layer and free resources.
  51908. */
  51909. dispose(): void;
  51910. /**
  51911. * Gets the class name of the effect layer
  51912. * @returns the string with the class name of the effect layer
  51913. */
  51914. getClassName(): string;
  51915. /**
  51916. * Creates an effect layer from parsed effect layer data
  51917. * @param parsedEffectLayer defines effect layer data
  51918. * @param scene defines the current scene
  51919. * @param rootUrl defines the root URL containing the effect layer information
  51920. * @returns a parsed effect Layer
  51921. */
  51922. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  51923. }
  51924. }
  51925. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  51926. import { Scene } from "babylonjs/scene";
  51927. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51928. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51929. import { AbstractScene } from "babylonjs/abstractScene";
  51930. module "babylonjs/abstractScene" {
  51931. interface AbstractScene {
  51932. /**
  51933. * The list of effect layers (highlights/glow) added to the scene
  51934. * @see http://doc.babylonjs.com/how_to/highlight_layer
  51935. * @see http://doc.babylonjs.com/how_to/glow_layer
  51936. */
  51937. effectLayers: Array<EffectLayer>;
  51938. /**
  51939. * Removes the given effect layer from this scene.
  51940. * @param toRemove defines the effect layer to remove
  51941. * @returns the index of the removed effect layer
  51942. */
  51943. removeEffectLayer(toRemove: EffectLayer): number;
  51944. /**
  51945. * Adds the given effect layer to this scene
  51946. * @param newEffectLayer defines the effect layer to add
  51947. */
  51948. addEffectLayer(newEffectLayer: EffectLayer): void;
  51949. }
  51950. }
  51951. /**
  51952. * Defines the layer scene component responsible to manage any effect layers
  51953. * in a given scene.
  51954. */
  51955. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  51956. /**
  51957. * The component name helpfull to identify the component in the list of scene components.
  51958. */
  51959. readonly name: string;
  51960. /**
  51961. * The scene the component belongs to.
  51962. */
  51963. scene: Scene;
  51964. private _engine;
  51965. private _renderEffects;
  51966. private _needStencil;
  51967. private _previousStencilState;
  51968. /**
  51969. * Creates a new instance of the component for the given scene
  51970. * @param scene Defines the scene to register the component in
  51971. */
  51972. constructor(scene: Scene);
  51973. /**
  51974. * Registers the component in a given scene
  51975. */
  51976. register(): void;
  51977. /**
  51978. * Rebuilds the elements related to this component in case of
  51979. * context lost for instance.
  51980. */
  51981. rebuild(): void;
  51982. /**
  51983. * Serializes the component data to the specified json object
  51984. * @param serializationObject The object to serialize to
  51985. */
  51986. serialize(serializationObject: any): void;
  51987. /**
  51988. * Adds all the elements from the container to the scene
  51989. * @param container the container holding the elements
  51990. */
  51991. addFromContainer(container: AbstractScene): void;
  51992. /**
  51993. * Removes all the elements in the container from the scene
  51994. * @param container contains the elements to remove
  51995. * @param dispose if the removed element should be disposed (default: false)
  51996. */
  51997. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51998. /**
  51999. * Disposes the component and the associated ressources.
  52000. */
  52001. dispose(): void;
  52002. private _isReadyForMesh;
  52003. private _renderMainTexture;
  52004. private _setStencil;
  52005. private _setStencilBack;
  52006. private _draw;
  52007. private _drawCamera;
  52008. private _drawRenderingGroup;
  52009. }
  52010. }
  52011. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52012. /** @hidden */
  52013. export var glowMapMergePixelShader: {
  52014. name: string;
  52015. shader: string;
  52016. };
  52017. }
  52018. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52019. /** @hidden */
  52020. export var glowMapMergeVertexShader: {
  52021. name: string;
  52022. shader: string;
  52023. };
  52024. }
  52025. declare module "babylonjs/Layers/glowLayer" {
  52026. import { Nullable } from "babylonjs/types";
  52027. import { Camera } from "babylonjs/Cameras/camera";
  52028. import { Scene } from "babylonjs/scene";
  52029. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52030. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52031. import { Mesh } from "babylonjs/Meshes/mesh";
  52032. import { Texture } from "babylonjs/Materials/Textures/texture";
  52033. import { Effect } from "babylonjs/Materials/effect";
  52034. import { Material } from "babylonjs/Materials/material";
  52035. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52036. import { Color4 } from "babylonjs/Maths/math.color";
  52037. import "babylonjs/Shaders/glowMapMerge.fragment";
  52038. import "babylonjs/Shaders/glowMapMerge.vertex";
  52039. import "babylonjs/Layers/effectLayerSceneComponent";
  52040. module "babylonjs/abstractScene" {
  52041. interface AbstractScene {
  52042. /**
  52043. * Return a the first highlight layer of the scene with a given name.
  52044. * @param name The name of the highlight layer to look for.
  52045. * @return The highlight layer if found otherwise null.
  52046. */
  52047. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52048. }
  52049. }
  52050. /**
  52051. * Glow layer options. This helps customizing the behaviour
  52052. * of the glow layer.
  52053. */
  52054. export interface IGlowLayerOptions {
  52055. /**
  52056. * Multiplication factor apply to the canvas size to compute the render target size
  52057. * used to generated the glowing objects (the smaller the faster).
  52058. */
  52059. mainTextureRatio: number;
  52060. /**
  52061. * Enforces a fixed size texture to ensure resize independant blur.
  52062. */
  52063. mainTextureFixedSize?: number;
  52064. /**
  52065. * How big is the kernel of the blur texture.
  52066. */
  52067. blurKernelSize: number;
  52068. /**
  52069. * The camera attached to the layer.
  52070. */
  52071. camera: Nullable<Camera>;
  52072. /**
  52073. * Enable MSAA by chosing the number of samples.
  52074. */
  52075. mainTextureSamples?: number;
  52076. /**
  52077. * The rendering group to draw the layer in.
  52078. */
  52079. renderingGroupId: number;
  52080. }
  52081. /**
  52082. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52083. *
  52084. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52085. * glowy meshes to your scene.
  52086. *
  52087. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52088. */
  52089. export class GlowLayer extends EffectLayer {
  52090. /**
  52091. * Effect Name of the layer.
  52092. */
  52093. static readonly EffectName: string;
  52094. /**
  52095. * The default blur kernel size used for the glow.
  52096. */
  52097. static DefaultBlurKernelSize: number;
  52098. /**
  52099. * The default texture size ratio used for the glow.
  52100. */
  52101. static DefaultTextureRatio: number;
  52102. /**
  52103. * Sets the kernel size of the blur.
  52104. */
  52105. /**
  52106. * Gets the kernel size of the blur.
  52107. */
  52108. blurKernelSize: number;
  52109. /**
  52110. * Sets the glow intensity.
  52111. */
  52112. /**
  52113. * Gets the glow intensity.
  52114. */
  52115. intensity: number;
  52116. private _options;
  52117. private _intensity;
  52118. private _horizontalBlurPostprocess1;
  52119. private _verticalBlurPostprocess1;
  52120. private _horizontalBlurPostprocess2;
  52121. private _verticalBlurPostprocess2;
  52122. private _blurTexture1;
  52123. private _blurTexture2;
  52124. private _postProcesses1;
  52125. private _postProcesses2;
  52126. private _includedOnlyMeshes;
  52127. private _excludedMeshes;
  52128. /**
  52129. * Callback used to let the user override the color selection on a per mesh basis
  52130. */
  52131. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52132. /**
  52133. * Callback used to let the user override the texture selection on a per mesh basis
  52134. */
  52135. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52136. /**
  52137. * Instantiates a new glow Layer and references it to the scene.
  52138. * @param name The name of the layer
  52139. * @param scene The scene to use the layer in
  52140. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52141. */
  52142. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52143. /**
  52144. * Get the effect name of the layer.
  52145. * @return The effect name
  52146. */
  52147. getEffectName(): string;
  52148. /**
  52149. * Create the merge effect. This is the shader use to blit the information back
  52150. * to the main canvas at the end of the scene rendering.
  52151. */
  52152. protected _createMergeEffect(): Effect;
  52153. /**
  52154. * Creates the render target textures and post processes used in the glow layer.
  52155. */
  52156. protected _createTextureAndPostProcesses(): void;
  52157. /**
  52158. * Checks for the readiness of the element composing the layer.
  52159. * @param subMesh the mesh to check for
  52160. * @param useInstances specify wether or not to use instances to render the mesh
  52161. * @param emissiveTexture the associated emissive texture used to generate the glow
  52162. * @return true if ready otherwise, false
  52163. */
  52164. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52165. /**
  52166. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52167. */
  52168. needStencil(): boolean;
  52169. /**
  52170. * Returns true if the mesh can be rendered, otherwise false.
  52171. * @param mesh The mesh to render
  52172. * @param material The material used on the mesh
  52173. * @returns true if it can be rendered otherwise false
  52174. */
  52175. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52176. /**
  52177. * Implementation specific of rendering the generating effect on the main canvas.
  52178. * @param effect The effect used to render through
  52179. */
  52180. protected _internalRender(effect: Effect): void;
  52181. /**
  52182. * Sets the required values for both the emissive texture and and the main color.
  52183. */
  52184. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52185. /**
  52186. * Returns true if the mesh should render, otherwise false.
  52187. * @param mesh The mesh to render
  52188. * @returns true if it should render otherwise false
  52189. */
  52190. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52191. /**
  52192. * Adds specific effects defines.
  52193. * @param defines The defines to add specifics to.
  52194. */
  52195. protected _addCustomEffectDefines(defines: string[]): void;
  52196. /**
  52197. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52198. * @param mesh The mesh to exclude from the glow layer
  52199. */
  52200. addExcludedMesh(mesh: Mesh): void;
  52201. /**
  52202. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52203. * @param mesh The mesh to remove
  52204. */
  52205. removeExcludedMesh(mesh: Mesh): void;
  52206. /**
  52207. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52208. * @param mesh The mesh to include in the glow layer
  52209. */
  52210. addIncludedOnlyMesh(mesh: Mesh): void;
  52211. /**
  52212. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52213. * @param mesh The mesh to remove
  52214. */
  52215. removeIncludedOnlyMesh(mesh: Mesh): void;
  52216. /**
  52217. * Determine if a given mesh will be used in the glow layer
  52218. * @param mesh The mesh to test
  52219. * @returns true if the mesh will be highlighted by the current glow layer
  52220. */
  52221. hasMesh(mesh: AbstractMesh): boolean;
  52222. /**
  52223. * Free any resources and references associated to a mesh.
  52224. * Internal use
  52225. * @param mesh The mesh to free.
  52226. * @hidden
  52227. */
  52228. _disposeMesh(mesh: Mesh): void;
  52229. /**
  52230. * Gets the class name of the effect layer
  52231. * @returns the string with the class name of the effect layer
  52232. */
  52233. getClassName(): string;
  52234. /**
  52235. * Serializes this glow layer
  52236. * @returns a serialized glow layer object
  52237. */
  52238. serialize(): any;
  52239. /**
  52240. * Creates a Glow Layer from parsed glow layer data
  52241. * @param parsedGlowLayer defines glow layer data
  52242. * @param scene defines the current scene
  52243. * @param rootUrl defines the root URL containing the glow layer information
  52244. * @returns a parsed Glow Layer
  52245. */
  52246. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52247. }
  52248. }
  52249. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52250. /** @hidden */
  52251. export var glowBlurPostProcessPixelShader: {
  52252. name: string;
  52253. shader: string;
  52254. };
  52255. }
  52256. declare module "babylonjs/Layers/highlightLayer" {
  52257. import { Observable } from "babylonjs/Misc/observable";
  52258. import { Nullable } from "babylonjs/types";
  52259. import { Camera } from "babylonjs/Cameras/camera";
  52260. import { Scene } from "babylonjs/scene";
  52261. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52262. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52263. import { Mesh } from "babylonjs/Meshes/mesh";
  52264. import { Effect } from "babylonjs/Materials/effect";
  52265. import { Material } from "babylonjs/Materials/material";
  52266. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52267. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52268. import "babylonjs/Shaders/glowMapMerge.fragment";
  52269. import "babylonjs/Shaders/glowMapMerge.vertex";
  52270. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52271. module "babylonjs/abstractScene" {
  52272. interface AbstractScene {
  52273. /**
  52274. * Return a the first highlight layer of the scene with a given name.
  52275. * @param name The name of the highlight layer to look for.
  52276. * @return The highlight layer if found otherwise null.
  52277. */
  52278. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52279. }
  52280. }
  52281. /**
  52282. * Highlight layer options. This helps customizing the behaviour
  52283. * of the highlight layer.
  52284. */
  52285. export interface IHighlightLayerOptions {
  52286. /**
  52287. * Multiplication factor apply to the canvas size to compute the render target size
  52288. * used to generated the glowing objects (the smaller the faster).
  52289. */
  52290. mainTextureRatio: number;
  52291. /**
  52292. * Enforces a fixed size texture to ensure resize independant blur.
  52293. */
  52294. mainTextureFixedSize?: number;
  52295. /**
  52296. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52297. * of the picture to blur (the smaller the faster).
  52298. */
  52299. blurTextureSizeRatio: number;
  52300. /**
  52301. * How big in texel of the blur texture is the vertical blur.
  52302. */
  52303. blurVerticalSize: number;
  52304. /**
  52305. * How big in texel of the blur texture is the horizontal blur.
  52306. */
  52307. blurHorizontalSize: number;
  52308. /**
  52309. * Alpha blending mode used to apply the blur. Default is combine.
  52310. */
  52311. alphaBlendingMode: number;
  52312. /**
  52313. * The camera attached to the layer.
  52314. */
  52315. camera: Nullable<Camera>;
  52316. /**
  52317. * Should we display highlight as a solid stroke?
  52318. */
  52319. isStroke?: boolean;
  52320. /**
  52321. * The rendering group to draw the layer in.
  52322. */
  52323. renderingGroupId: number;
  52324. }
  52325. /**
  52326. * The highlight layer Helps adding a glow effect around a mesh.
  52327. *
  52328. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52329. * glowy meshes to your scene.
  52330. *
  52331. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52332. */
  52333. export class HighlightLayer extends EffectLayer {
  52334. name: string;
  52335. /**
  52336. * Effect Name of the highlight layer.
  52337. */
  52338. static readonly EffectName: string;
  52339. /**
  52340. * The neutral color used during the preparation of the glow effect.
  52341. * This is black by default as the blend operation is a blend operation.
  52342. */
  52343. static NeutralColor: Color4;
  52344. /**
  52345. * Stencil value used for glowing meshes.
  52346. */
  52347. static GlowingMeshStencilReference: number;
  52348. /**
  52349. * Stencil value used for the other meshes in the scene.
  52350. */
  52351. static NormalMeshStencilReference: number;
  52352. /**
  52353. * Specifies whether or not the inner glow is ACTIVE in the layer.
  52354. */
  52355. innerGlow: boolean;
  52356. /**
  52357. * Specifies whether or not the outer glow is ACTIVE in the layer.
  52358. */
  52359. outerGlow: boolean;
  52360. /**
  52361. * Specifies the horizontal size of the blur.
  52362. */
  52363. /**
  52364. * Gets the horizontal size of the blur.
  52365. */
  52366. blurHorizontalSize: number;
  52367. /**
  52368. * Specifies the vertical size of the blur.
  52369. */
  52370. /**
  52371. * Gets the vertical size of the blur.
  52372. */
  52373. blurVerticalSize: number;
  52374. /**
  52375. * An event triggered when the highlight layer is being blurred.
  52376. */
  52377. onBeforeBlurObservable: Observable<HighlightLayer>;
  52378. /**
  52379. * An event triggered when the highlight layer has been blurred.
  52380. */
  52381. onAfterBlurObservable: Observable<HighlightLayer>;
  52382. private _instanceGlowingMeshStencilReference;
  52383. private _options;
  52384. private _downSamplePostprocess;
  52385. private _horizontalBlurPostprocess;
  52386. private _verticalBlurPostprocess;
  52387. private _blurTexture;
  52388. private _meshes;
  52389. private _excludedMeshes;
  52390. /**
  52391. * Instantiates a new highlight Layer and references it to the scene..
  52392. * @param name The name of the layer
  52393. * @param scene The scene to use the layer in
  52394. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  52395. */
  52396. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  52397. /**
  52398. * Get the effect name of the layer.
  52399. * @return The effect name
  52400. */
  52401. getEffectName(): string;
  52402. /**
  52403. * Create the merge effect. This is the shader use to blit the information back
  52404. * to the main canvas at the end of the scene rendering.
  52405. */
  52406. protected _createMergeEffect(): Effect;
  52407. /**
  52408. * Creates the render target textures and post processes used in the highlight layer.
  52409. */
  52410. protected _createTextureAndPostProcesses(): void;
  52411. /**
  52412. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52413. */
  52414. needStencil(): boolean;
  52415. /**
  52416. * Checks for the readiness of the element composing the layer.
  52417. * @param subMesh the mesh to check for
  52418. * @param useInstances specify wether or not to use instances to render the mesh
  52419. * @param emissiveTexture the associated emissive texture used to generate the glow
  52420. * @return true if ready otherwise, false
  52421. */
  52422. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52423. /**
  52424. * Implementation specific of rendering the generating effect on the main canvas.
  52425. * @param effect The effect used to render through
  52426. */
  52427. protected _internalRender(effect: Effect): void;
  52428. /**
  52429. * Returns true if the layer contains information to display, otherwise false.
  52430. */
  52431. shouldRender(): boolean;
  52432. /**
  52433. * Returns true if the mesh should render, otherwise false.
  52434. * @param mesh The mesh to render
  52435. * @returns true if it should render otherwise false
  52436. */
  52437. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52438. /**
  52439. * Sets the required values for both the emissive texture and and the main color.
  52440. */
  52441. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52442. /**
  52443. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  52444. * @param mesh The mesh to exclude from the highlight layer
  52445. */
  52446. addExcludedMesh(mesh: Mesh): void;
  52447. /**
  52448. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  52449. * @param mesh The mesh to highlight
  52450. */
  52451. removeExcludedMesh(mesh: Mesh): void;
  52452. /**
  52453. * Determine if a given mesh will be highlighted by the current HighlightLayer
  52454. * @param mesh mesh to test
  52455. * @returns true if the mesh will be highlighted by the current HighlightLayer
  52456. */
  52457. hasMesh(mesh: AbstractMesh): boolean;
  52458. /**
  52459. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  52460. * @param mesh The mesh to highlight
  52461. * @param color The color of the highlight
  52462. * @param glowEmissiveOnly Extract the glow from the emissive texture
  52463. */
  52464. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  52465. /**
  52466. * Remove a mesh from the highlight layer in order to make it stop glowing.
  52467. * @param mesh The mesh to highlight
  52468. */
  52469. removeMesh(mesh: Mesh): void;
  52470. /**
  52471. * Force the stencil to the normal expected value for none glowing parts
  52472. */
  52473. private _defaultStencilReference;
  52474. /**
  52475. * Free any resources and references associated to a mesh.
  52476. * Internal use
  52477. * @param mesh The mesh to free.
  52478. * @hidden
  52479. */
  52480. _disposeMesh(mesh: Mesh): void;
  52481. /**
  52482. * Dispose the highlight layer and free resources.
  52483. */
  52484. dispose(): void;
  52485. /**
  52486. * Gets the class name of the effect layer
  52487. * @returns the string with the class name of the effect layer
  52488. */
  52489. getClassName(): string;
  52490. /**
  52491. * Serializes this Highlight layer
  52492. * @returns a serialized Highlight layer object
  52493. */
  52494. serialize(): any;
  52495. /**
  52496. * Creates a Highlight layer from parsed Highlight layer data
  52497. * @param parsedHightlightLayer defines the Highlight layer data
  52498. * @param scene defines the current scene
  52499. * @param rootUrl defines the root URL containing the Highlight layer information
  52500. * @returns a parsed Highlight layer
  52501. */
  52502. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  52503. }
  52504. }
  52505. declare module "babylonjs/Layers/layerSceneComponent" {
  52506. import { Scene } from "babylonjs/scene";
  52507. import { ISceneComponent } from "babylonjs/sceneComponent";
  52508. import { Layer } from "babylonjs/Layers/layer";
  52509. import { AbstractScene } from "babylonjs/abstractScene";
  52510. module "babylonjs/abstractScene" {
  52511. interface AbstractScene {
  52512. /**
  52513. * The list of layers (background and foreground) of the scene
  52514. */
  52515. layers: Array<Layer>;
  52516. }
  52517. }
  52518. /**
  52519. * Defines the layer scene component responsible to manage any layers
  52520. * in a given scene.
  52521. */
  52522. export class LayerSceneComponent implements ISceneComponent {
  52523. /**
  52524. * The component name helpfull to identify the component in the list of scene components.
  52525. */
  52526. readonly name: string;
  52527. /**
  52528. * The scene the component belongs to.
  52529. */
  52530. scene: Scene;
  52531. private _engine;
  52532. /**
  52533. * Creates a new instance of the component for the given scene
  52534. * @param scene Defines the scene to register the component in
  52535. */
  52536. constructor(scene: Scene);
  52537. /**
  52538. * Registers the component in a given scene
  52539. */
  52540. register(): void;
  52541. /**
  52542. * Rebuilds the elements related to this component in case of
  52543. * context lost for instance.
  52544. */
  52545. rebuild(): void;
  52546. /**
  52547. * Disposes the component and the associated ressources.
  52548. */
  52549. dispose(): void;
  52550. private _draw;
  52551. private _drawCameraPredicate;
  52552. private _drawCameraBackground;
  52553. private _drawCameraForeground;
  52554. private _drawRenderTargetPredicate;
  52555. private _drawRenderTargetBackground;
  52556. private _drawRenderTargetForeground;
  52557. /**
  52558. * Adds all the elements from the container to the scene
  52559. * @param container the container holding the elements
  52560. */
  52561. addFromContainer(container: AbstractScene): void;
  52562. /**
  52563. * Removes all the elements in the container from the scene
  52564. * @param container contains the elements to remove
  52565. * @param dispose if the removed element should be disposed (default: false)
  52566. */
  52567. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52568. }
  52569. }
  52570. declare module "babylonjs/Shaders/layer.fragment" {
  52571. /** @hidden */
  52572. export var layerPixelShader: {
  52573. name: string;
  52574. shader: string;
  52575. };
  52576. }
  52577. declare module "babylonjs/Shaders/layer.vertex" {
  52578. /** @hidden */
  52579. export var layerVertexShader: {
  52580. name: string;
  52581. shader: string;
  52582. };
  52583. }
  52584. declare module "babylonjs/Layers/layer" {
  52585. import { Observable } from "babylonjs/Misc/observable";
  52586. import { Nullable } from "babylonjs/types";
  52587. import { Scene } from "babylonjs/scene";
  52588. import { Vector2 } from "babylonjs/Maths/math.vector";
  52589. import { Color4 } from "babylonjs/Maths/math.color";
  52590. import { Texture } from "babylonjs/Materials/Textures/texture";
  52591. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52592. import "babylonjs/Shaders/layer.fragment";
  52593. import "babylonjs/Shaders/layer.vertex";
  52594. /**
  52595. * This represents a full screen 2d layer.
  52596. * This can be useful to display a picture in the background of your scene for instance.
  52597. * @see https://www.babylonjs-playground.com/#08A2BS#1
  52598. */
  52599. export class Layer {
  52600. /**
  52601. * Define the name of the layer.
  52602. */
  52603. name: string;
  52604. /**
  52605. * Define the texture the layer should display.
  52606. */
  52607. texture: Nullable<Texture>;
  52608. /**
  52609. * Is the layer in background or foreground.
  52610. */
  52611. isBackground: boolean;
  52612. /**
  52613. * Define the color of the layer (instead of texture).
  52614. */
  52615. color: Color4;
  52616. /**
  52617. * Define the scale of the layer in order to zoom in out of the texture.
  52618. */
  52619. scale: Vector2;
  52620. /**
  52621. * Define an offset for the layer in order to shift the texture.
  52622. */
  52623. offset: Vector2;
  52624. /**
  52625. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  52626. */
  52627. alphaBlendingMode: number;
  52628. /**
  52629. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  52630. * Alpha test will not mix with the background color in case of transparency.
  52631. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  52632. */
  52633. alphaTest: boolean;
  52634. /**
  52635. * Define a mask to restrict the layer to only some of the scene cameras.
  52636. */
  52637. layerMask: number;
  52638. /**
  52639. * Define the list of render target the layer is visible into.
  52640. */
  52641. renderTargetTextures: RenderTargetTexture[];
  52642. /**
  52643. * Define if the layer is only used in renderTarget or if it also
  52644. * renders in the main frame buffer of the canvas.
  52645. */
  52646. renderOnlyInRenderTargetTextures: boolean;
  52647. private _scene;
  52648. private _vertexBuffers;
  52649. private _indexBuffer;
  52650. private _effect;
  52651. private _alphaTestEffect;
  52652. /**
  52653. * An event triggered when the layer is disposed.
  52654. */
  52655. onDisposeObservable: Observable<Layer>;
  52656. private _onDisposeObserver;
  52657. /**
  52658. * Back compatibility with callback before the onDisposeObservable existed.
  52659. * The set callback will be triggered when the layer has been disposed.
  52660. */
  52661. onDispose: () => void;
  52662. /**
  52663. * An event triggered before rendering the scene
  52664. */
  52665. onBeforeRenderObservable: Observable<Layer>;
  52666. private _onBeforeRenderObserver;
  52667. /**
  52668. * Back compatibility with callback before the onBeforeRenderObservable existed.
  52669. * The set callback will be triggered just before rendering the layer.
  52670. */
  52671. onBeforeRender: () => void;
  52672. /**
  52673. * An event triggered after rendering the scene
  52674. */
  52675. onAfterRenderObservable: Observable<Layer>;
  52676. private _onAfterRenderObserver;
  52677. /**
  52678. * Back compatibility with callback before the onAfterRenderObservable existed.
  52679. * The set callback will be triggered just after rendering the layer.
  52680. */
  52681. onAfterRender: () => void;
  52682. /**
  52683. * Instantiates a new layer.
  52684. * This represents a full screen 2d layer.
  52685. * This can be useful to display a picture in the background of your scene for instance.
  52686. * @see https://www.babylonjs-playground.com/#08A2BS#1
  52687. * @param name Define the name of the layer in the scene
  52688. * @param imgUrl Define the url of the texture to display in the layer
  52689. * @param scene Define the scene the layer belongs to
  52690. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  52691. * @param color Defines a color for the layer
  52692. */
  52693. constructor(
  52694. /**
  52695. * Define the name of the layer.
  52696. */
  52697. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  52698. private _createIndexBuffer;
  52699. /** @hidden */
  52700. _rebuild(): void;
  52701. /**
  52702. * Renders the layer in the scene.
  52703. */
  52704. render(): void;
  52705. /**
  52706. * Disposes and releases the associated ressources.
  52707. */
  52708. dispose(): void;
  52709. }
  52710. }
  52711. declare module "babylonjs/Layers/index" {
  52712. export * from "babylonjs/Layers/effectLayer";
  52713. export * from "babylonjs/Layers/effectLayerSceneComponent";
  52714. export * from "babylonjs/Layers/glowLayer";
  52715. export * from "babylonjs/Layers/highlightLayer";
  52716. export * from "babylonjs/Layers/layer";
  52717. export * from "babylonjs/Layers/layerSceneComponent";
  52718. }
  52719. declare module "babylonjs/Shaders/lensFlare.fragment" {
  52720. /** @hidden */
  52721. export var lensFlarePixelShader: {
  52722. name: string;
  52723. shader: string;
  52724. };
  52725. }
  52726. declare module "babylonjs/Shaders/lensFlare.vertex" {
  52727. /** @hidden */
  52728. export var lensFlareVertexShader: {
  52729. name: string;
  52730. shader: string;
  52731. };
  52732. }
  52733. declare module "babylonjs/LensFlares/lensFlareSystem" {
  52734. import { Scene } from "babylonjs/scene";
  52735. import { Vector3 } from "babylonjs/Maths/math.vector";
  52736. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52737. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  52738. import "babylonjs/Shaders/lensFlare.fragment";
  52739. import "babylonjs/Shaders/lensFlare.vertex";
  52740. import { Viewport } from "babylonjs/Maths/math.viewport";
  52741. /**
  52742. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  52743. * It is usually composed of several `lensFlare`.
  52744. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52745. */
  52746. export class LensFlareSystem {
  52747. /**
  52748. * Define the name of the lens flare system
  52749. */
  52750. name: string;
  52751. /**
  52752. * List of lens flares used in this system.
  52753. */
  52754. lensFlares: LensFlare[];
  52755. /**
  52756. * Define a limit from the border the lens flare can be visible.
  52757. */
  52758. borderLimit: number;
  52759. /**
  52760. * Define a viewport border we do not want to see the lens flare in.
  52761. */
  52762. viewportBorder: number;
  52763. /**
  52764. * Define a predicate which could limit the list of meshes able to occlude the effect.
  52765. */
  52766. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  52767. /**
  52768. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  52769. */
  52770. layerMask: number;
  52771. /**
  52772. * Define the id of the lens flare system in the scene.
  52773. * (equal to name by default)
  52774. */
  52775. id: string;
  52776. private _scene;
  52777. private _emitter;
  52778. private _vertexBuffers;
  52779. private _indexBuffer;
  52780. private _effect;
  52781. private _positionX;
  52782. private _positionY;
  52783. private _isEnabled;
  52784. /** @hidden */
  52785. static _SceneComponentInitialization: (scene: Scene) => void;
  52786. /**
  52787. * Instantiates a lens flare system.
  52788. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  52789. * It is usually composed of several `lensFlare`.
  52790. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52791. * @param name Define the name of the lens flare system in the scene
  52792. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  52793. * @param scene Define the scene the lens flare system belongs to
  52794. */
  52795. constructor(
  52796. /**
  52797. * Define the name of the lens flare system
  52798. */
  52799. name: string, emitter: any, scene: Scene);
  52800. /**
  52801. * Define if the lens flare system is enabled.
  52802. */
  52803. isEnabled: boolean;
  52804. /**
  52805. * Get the scene the effects belongs to.
  52806. * @returns the scene holding the lens flare system
  52807. */
  52808. getScene(): Scene;
  52809. /**
  52810. * Get the emitter of the lens flare system.
  52811. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52812. * @returns the emitter of the lens flare system
  52813. */
  52814. getEmitter(): any;
  52815. /**
  52816. * Set the emitter of the lens flare system.
  52817. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52818. * @param newEmitter Define the new emitter of the system
  52819. */
  52820. setEmitter(newEmitter: any): void;
  52821. /**
  52822. * Get the lens flare system emitter position.
  52823. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  52824. * @returns the position
  52825. */
  52826. getEmitterPosition(): Vector3;
  52827. /**
  52828. * @hidden
  52829. */
  52830. computeEffectivePosition(globalViewport: Viewport): boolean;
  52831. /** @hidden */
  52832. _isVisible(): boolean;
  52833. /**
  52834. * @hidden
  52835. */
  52836. render(): boolean;
  52837. /**
  52838. * Dispose and release the lens flare with its associated resources.
  52839. */
  52840. dispose(): void;
  52841. /**
  52842. * Parse a lens flare system from a JSON repressentation
  52843. * @param parsedLensFlareSystem Define the JSON to parse
  52844. * @param scene Define the scene the parsed system should be instantiated in
  52845. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  52846. * @returns the parsed system
  52847. */
  52848. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  52849. /**
  52850. * Serialize the current Lens Flare System into a JSON representation.
  52851. * @returns the serialized JSON
  52852. */
  52853. serialize(): any;
  52854. }
  52855. }
  52856. declare module "babylonjs/LensFlares/lensFlare" {
  52857. import { Nullable } from "babylonjs/types";
  52858. import { Color3 } from "babylonjs/Maths/math.color";
  52859. import { Texture } from "babylonjs/Materials/Textures/texture";
  52860. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52861. /**
  52862. * This represents one of the lens effect in a `lensFlareSystem`.
  52863. * It controls one of the indiviual texture used in the effect.
  52864. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52865. */
  52866. export class LensFlare {
  52867. /**
  52868. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52869. */
  52870. size: number;
  52871. /**
  52872. * 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.
  52873. */
  52874. position: number;
  52875. /**
  52876. * Define the lens color.
  52877. */
  52878. color: Color3;
  52879. /**
  52880. * Define the lens texture.
  52881. */
  52882. texture: Nullable<Texture>;
  52883. /**
  52884. * Define the alpha mode to render this particular lens.
  52885. */
  52886. alphaMode: number;
  52887. private _system;
  52888. /**
  52889. * Creates a new Lens Flare.
  52890. * This represents one of the lens effect in a `lensFlareSystem`.
  52891. * It controls one of the indiviual texture used in the effect.
  52892. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52893. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  52894. * @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.
  52895. * @param color Define the lens color
  52896. * @param imgUrl Define the lens texture url
  52897. * @param system Define the `lensFlareSystem` this flare is part of
  52898. * @returns The newly created Lens Flare
  52899. */
  52900. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  52901. /**
  52902. * Instantiates a new Lens Flare.
  52903. * This represents one of the lens effect in a `lensFlareSystem`.
  52904. * It controls one of the indiviual texture used in the effect.
  52905. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52906. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  52907. * @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.
  52908. * @param color Define the lens color
  52909. * @param imgUrl Define the lens texture url
  52910. * @param system Define the `lensFlareSystem` this flare is part of
  52911. */
  52912. constructor(
  52913. /**
  52914. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52915. */
  52916. size: number,
  52917. /**
  52918. * 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.
  52919. */
  52920. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  52921. /**
  52922. * Dispose and release the lens flare with its associated resources.
  52923. */
  52924. dispose(): void;
  52925. }
  52926. }
  52927. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  52928. import { Nullable } from "babylonjs/types";
  52929. import { Scene } from "babylonjs/scene";
  52930. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52931. import { AbstractScene } from "babylonjs/abstractScene";
  52932. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52933. module "babylonjs/abstractScene" {
  52934. interface AbstractScene {
  52935. /**
  52936. * The list of lens flare system added to the scene
  52937. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52938. */
  52939. lensFlareSystems: Array<LensFlareSystem>;
  52940. /**
  52941. * Removes the given lens flare system from this scene.
  52942. * @param toRemove The lens flare system to remove
  52943. * @returns The index of the removed lens flare system
  52944. */
  52945. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  52946. /**
  52947. * Adds the given lens flare system to this scene
  52948. * @param newLensFlareSystem The lens flare system to add
  52949. */
  52950. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  52951. /**
  52952. * Gets a lens flare system using its name
  52953. * @param name defines the name to look for
  52954. * @returns the lens flare system or null if not found
  52955. */
  52956. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  52957. /**
  52958. * Gets a lens flare system using its id
  52959. * @param id defines the id to look for
  52960. * @returns the lens flare system or null if not found
  52961. */
  52962. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  52963. }
  52964. }
  52965. /**
  52966. * Defines the lens flare scene component responsible to manage any lens flares
  52967. * in a given scene.
  52968. */
  52969. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  52970. /**
  52971. * The component name helpfull to identify the component in the list of scene components.
  52972. */
  52973. readonly name: string;
  52974. /**
  52975. * The scene the component belongs to.
  52976. */
  52977. scene: Scene;
  52978. /**
  52979. * Creates a new instance of the component for the given scene
  52980. * @param scene Defines the scene to register the component in
  52981. */
  52982. constructor(scene: Scene);
  52983. /**
  52984. * Registers the component in a given scene
  52985. */
  52986. register(): void;
  52987. /**
  52988. * Rebuilds the elements related to this component in case of
  52989. * context lost for instance.
  52990. */
  52991. rebuild(): void;
  52992. /**
  52993. * Adds all the elements from the container to the scene
  52994. * @param container the container holding the elements
  52995. */
  52996. addFromContainer(container: AbstractScene): void;
  52997. /**
  52998. * Removes all the elements in the container from the scene
  52999. * @param container contains the elements to remove
  53000. * @param dispose if the removed element should be disposed (default: false)
  53001. */
  53002. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53003. /**
  53004. * Serializes the component data to the specified json object
  53005. * @param serializationObject The object to serialize to
  53006. */
  53007. serialize(serializationObject: any): void;
  53008. /**
  53009. * Disposes the component and the associated ressources.
  53010. */
  53011. dispose(): void;
  53012. private _draw;
  53013. }
  53014. }
  53015. declare module "babylonjs/LensFlares/index" {
  53016. export * from "babylonjs/LensFlares/lensFlare";
  53017. export * from "babylonjs/LensFlares/lensFlareSystem";
  53018. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53019. }
  53020. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53021. import { Scene } from "babylonjs/scene";
  53022. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53023. import { AbstractScene } from "babylonjs/abstractScene";
  53024. /**
  53025. * Defines the shadow generator component responsible to manage any shadow generators
  53026. * in a given scene.
  53027. */
  53028. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53029. /**
  53030. * The component name helpfull to identify the component in the list of scene components.
  53031. */
  53032. readonly name: string;
  53033. /**
  53034. * The scene the component belongs to.
  53035. */
  53036. scene: Scene;
  53037. /**
  53038. * Creates a new instance of the component for the given scene
  53039. * @param scene Defines the scene to register the component in
  53040. */
  53041. constructor(scene: Scene);
  53042. /**
  53043. * Registers the component in a given scene
  53044. */
  53045. register(): void;
  53046. /**
  53047. * Rebuilds the elements related to this component in case of
  53048. * context lost for instance.
  53049. */
  53050. rebuild(): void;
  53051. /**
  53052. * Serializes the component data to the specified json object
  53053. * @param serializationObject The object to serialize to
  53054. */
  53055. serialize(serializationObject: any): void;
  53056. /**
  53057. * Adds all the elements from the container to the scene
  53058. * @param container the container holding the elements
  53059. */
  53060. addFromContainer(container: AbstractScene): void;
  53061. /**
  53062. * Removes all the elements in the container from the scene
  53063. * @param container contains the elements to remove
  53064. * @param dispose if the removed element should be disposed (default: false)
  53065. */
  53066. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53067. /**
  53068. * Rebuilds the elements related to this component in case of
  53069. * context lost for instance.
  53070. */
  53071. dispose(): void;
  53072. private _gatherRenderTargets;
  53073. }
  53074. }
  53075. declare module "babylonjs/Lights/Shadows/index" {
  53076. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53077. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53078. }
  53079. declare module "babylonjs/Lights/pointLight" {
  53080. import { Scene } from "babylonjs/scene";
  53081. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53082. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53083. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53084. import { Effect } from "babylonjs/Materials/effect";
  53085. /**
  53086. * A point light is a light defined by an unique point in world space.
  53087. * The light is emitted in every direction from this point.
  53088. * A good example of a point light is a standard light bulb.
  53089. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53090. */
  53091. export class PointLight extends ShadowLight {
  53092. private _shadowAngle;
  53093. /**
  53094. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53095. * This specifies what angle the shadow will use to be created.
  53096. *
  53097. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53098. */
  53099. /**
  53100. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53101. * This specifies what angle the shadow will use to be created.
  53102. *
  53103. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53104. */
  53105. shadowAngle: number;
  53106. /**
  53107. * Gets the direction if it has been set.
  53108. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53109. */
  53110. /**
  53111. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53112. */
  53113. direction: Vector3;
  53114. /**
  53115. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53116. * A PointLight emits the light in every direction.
  53117. * It can cast shadows.
  53118. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53119. * ```javascript
  53120. * var pointLight = new PointLight("pl", camera.position, scene);
  53121. * ```
  53122. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53123. * @param name The light friendly name
  53124. * @param position The position of the point light in the scene
  53125. * @param scene The scene the lights belongs to
  53126. */
  53127. constructor(name: string, position: Vector3, scene: Scene);
  53128. /**
  53129. * Returns the string "PointLight"
  53130. * @returns the class name
  53131. */
  53132. getClassName(): string;
  53133. /**
  53134. * Returns the integer 0.
  53135. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53136. */
  53137. getTypeID(): number;
  53138. /**
  53139. * Specifies wether or not the shadowmap should be a cube texture.
  53140. * @returns true if the shadowmap needs to be a cube texture.
  53141. */
  53142. needCube(): boolean;
  53143. /**
  53144. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53145. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53146. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53147. */
  53148. getShadowDirection(faceIndex?: number): Vector3;
  53149. /**
  53150. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53151. * - fov = PI / 2
  53152. * - aspect ratio : 1.0
  53153. * - z-near and far equal to the active camera minZ and maxZ.
  53154. * Returns the PointLight.
  53155. */
  53156. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53157. protected _buildUniformLayout(): void;
  53158. /**
  53159. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53160. * @param effect The effect to update
  53161. * @param lightIndex The index of the light in the effect to update
  53162. * @returns The point light
  53163. */
  53164. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53165. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53166. /**
  53167. * Prepares the list of defines specific to the light type.
  53168. * @param defines the list of defines
  53169. * @param lightIndex defines the index of the light for the effect
  53170. */
  53171. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53172. }
  53173. }
  53174. declare module "babylonjs/Lights/index" {
  53175. export * from "babylonjs/Lights/light";
  53176. export * from "babylonjs/Lights/shadowLight";
  53177. export * from "babylonjs/Lights/Shadows/index";
  53178. export * from "babylonjs/Lights/directionalLight";
  53179. export * from "babylonjs/Lights/hemisphericLight";
  53180. export * from "babylonjs/Lights/pointLight";
  53181. export * from "babylonjs/Lights/spotLight";
  53182. }
  53183. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53184. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53185. /**
  53186. * Header information of HDR texture files.
  53187. */
  53188. export interface HDRInfo {
  53189. /**
  53190. * The height of the texture in pixels.
  53191. */
  53192. height: number;
  53193. /**
  53194. * The width of the texture in pixels.
  53195. */
  53196. width: number;
  53197. /**
  53198. * The index of the beginning of the data in the binary file.
  53199. */
  53200. dataPosition: number;
  53201. }
  53202. /**
  53203. * This groups tools to convert HDR texture to native colors array.
  53204. */
  53205. export class HDRTools {
  53206. private static Ldexp;
  53207. private static Rgbe2float;
  53208. private static readStringLine;
  53209. /**
  53210. * Reads header information from an RGBE texture stored in a native array.
  53211. * More information on this format are available here:
  53212. * https://en.wikipedia.org/wiki/RGBE_image_format
  53213. *
  53214. * @param uint8array The binary file stored in native array.
  53215. * @return The header information.
  53216. */
  53217. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53218. /**
  53219. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53220. * This RGBE texture needs to store the information as a panorama.
  53221. *
  53222. * More information on this format are available here:
  53223. * https://en.wikipedia.org/wiki/RGBE_image_format
  53224. *
  53225. * @param buffer The binary file stored in an array buffer.
  53226. * @param size The expected size of the extracted cubemap.
  53227. * @return The Cube Map information.
  53228. */
  53229. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53230. /**
  53231. * Returns the pixels data extracted from an RGBE texture.
  53232. * This pixels will be stored left to right up to down in the R G B order in one array.
  53233. *
  53234. * More information on this format are available here:
  53235. * https://en.wikipedia.org/wiki/RGBE_image_format
  53236. *
  53237. * @param uint8array The binary file stored in an array buffer.
  53238. * @param hdrInfo The header information of the file.
  53239. * @return The pixels data in RGB right to left up to down order.
  53240. */
  53241. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53242. private static RGBE_ReadPixels_RLE;
  53243. }
  53244. }
  53245. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53246. import { Nullable } from "babylonjs/types";
  53247. import { Scene } from "babylonjs/scene";
  53248. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53249. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53250. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53251. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53252. /**
  53253. * This represents a texture coming from an HDR input.
  53254. *
  53255. * The only supported format is currently panorama picture stored in RGBE format.
  53256. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53257. */
  53258. export class HDRCubeTexture extends BaseTexture {
  53259. private static _facesMapping;
  53260. private _generateHarmonics;
  53261. private _noMipmap;
  53262. private _textureMatrix;
  53263. private _size;
  53264. private _onLoad;
  53265. private _onError;
  53266. /**
  53267. * The texture URL.
  53268. */
  53269. url: string;
  53270. /**
  53271. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53272. */
  53273. coordinatesMode: number;
  53274. protected _isBlocking: boolean;
  53275. /**
  53276. * Sets wether or not the texture is blocking during loading.
  53277. */
  53278. /**
  53279. * Gets wether or not the texture is blocking during loading.
  53280. */
  53281. isBlocking: boolean;
  53282. protected _rotationY: number;
  53283. /**
  53284. * Sets texture matrix rotation angle around Y axis in radians.
  53285. */
  53286. /**
  53287. * Gets texture matrix rotation angle around Y axis radians.
  53288. */
  53289. rotationY: number;
  53290. /**
  53291. * Gets or sets the center of the bounding box associated with the cube texture
  53292. * It must define where the camera used to render the texture was set
  53293. */
  53294. boundingBoxPosition: Vector3;
  53295. private _boundingBoxSize;
  53296. /**
  53297. * Gets or sets the size of the bounding box associated with the cube texture
  53298. * When defined, the cubemap will switch to local mode
  53299. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53300. * @example https://www.babylonjs-playground.com/#RNASML
  53301. */
  53302. boundingBoxSize: Vector3;
  53303. /**
  53304. * Instantiates an HDRTexture from the following parameters.
  53305. *
  53306. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53307. * @param scene The scene the texture will be used in
  53308. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53309. * @param noMipmap Forces to not generate the mipmap if true
  53310. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53311. * @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)
  53312. * @param reserved Reserved flag for internal use.
  53313. */
  53314. 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>);
  53315. /**
  53316. * Get the current class name of the texture useful for serialization or dynamic coding.
  53317. * @returns "HDRCubeTexture"
  53318. */
  53319. getClassName(): string;
  53320. /**
  53321. * Occurs when the file is raw .hdr file.
  53322. */
  53323. private loadTexture;
  53324. clone(): HDRCubeTexture;
  53325. delayLoad(): void;
  53326. /**
  53327. * Get the texture reflection matrix used to rotate/transform the reflection.
  53328. * @returns the reflection matrix
  53329. */
  53330. getReflectionTextureMatrix(): Matrix;
  53331. /**
  53332. * Set the texture reflection matrix used to rotate/transform the reflection.
  53333. * @param value Define the reflection matrix to set
  53334. */
  53335. setReflectionTextureMatrix(value: Matrix): void;
  53336. /**
  53337. * Parses a JSON representation of an HDR Texture in order to create the texture
  53338. * @param parsedTexture Define the JSON representation
  53339. * @param scene Define the scene the texture should be created in
  53340. * @param rootUrl Define the root url in case we need to load relative dependencies
  53341. * @returns the newly created texture after parsing
  53342. */
  53343. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53344. serialize(): any;
  53345. }
  53346. }
  53347. declare module "babylonjs/Physics/physicsEngine" {
  53348. import { Nullable } from "babylonjs/types";
  53349. import { Vector3 } from "babylonjs/Maths/math.vector";
  53350. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  53351. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  53352. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  53353. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53354. /**
  53355. * Class used to control physics engine
  53356. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  53357. */
  53358. export class PhysicsEngine implements IPhysicsEngine {
  53359. private _physicsPlugin;
  53360. /**
  53361. * Global value used to control the smallest number supported by the simulation
  53362. */
  53363. static Epsilon: number;
  53364. private _impostors;
  53365. private _joints;
  53366. /**
  53367. * Gets the gravity vector used by the simulation
  53368. */
  53369. gravity: Vector3;
  53370. /**
  53371. * Factory used to create the default physics plugin.
  53372. * @returns The default physics plugin
  53373. */
  53374. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  53375. /**
  53376. * Creates a new Physics Engine
  53377. * @param gravity defines the gravity vector used by the simulation
  53378. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  53379. */
  53380. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  53381. /**
  53382. * Sets the gravity vector used by the simulation
  53383. * @param gravity defines the gravity vector to use
  53384. */
  53385. setGravity(gravity: Vector3): void;
  53386. /**
  53387. * Set the time step of the physics engine.
  53388. * Default is 1/60.
  53389. * To slow it down, enter 1/600 for example.
  53390. * To speed it up, 1/30
  53391. * @param newTimeStep defines the new timestep to apply to this world.
  53392. */
  53393. setTimeStep(newTimeStep?: number): void;
  53394. /**
  53395. * Get the time step of the physics engine.
  53396. * @returns the current time step
  53397. */
  53398. getTimeStep(): number;
  53399. /**
  53400. * Release all resources
  53401. */
  53402. dispose(): void;
  53403. /**
  53404. * Gets the name of the current physics plugin
  53405. * @returns the name of the plugin
  53406. */
  53407. getPhysicsPluginName(): string;
  53408. /**
  53409. * Adding a new impostor for the impostor tracking.
  53410. * This will be done by the impostor itself.
  53411. * @param impostor the impostor to add
  53412. */
  53413. addImpostor(impostor: PhysicsImpostor): void;
  53414. /**
  53415. * Remove an impostor from the engine.
  53416. * This impostor and its mesh will not longer be updated by the physics engine.
  53417. * @param impostor the impostor to remove
  53418. */
  53419. removeImpostor(impostor: PhysicsImpostor): void;
  53420. /**
  53421. * Add a joint to the physics engine
  53422. * @param mainImpostor defines the main impostor to which the joint is added.
  53423. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  53424. * @param joint defines the joint that will connect both impostors.
  53425. */
  53426. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53427. /**
  53428. * Removes a joint from the simulation
  53429. * @param mainImpostor defines the impostor used with the joint
  53430. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  53431. * @param joint defines the joint to remove
  53432. */
  53433. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53434. /**
  53435. * Called by the scene. No need to call it.
  53436. * @param delta defines the timespam between frames
  53437. */
  53438. _step(delta: number): void;
  53439. /**
  53440. * Gets the current plugin used to run the simulation
  53441. * @returns current plugin
  53442. */
  53443. getPhysicsPlugin(): IPhysicsEnginePlugin;
  53444. /**
  53445. * Gets the list of physic impostors
  53446. * @returns an array of PhysicsImpostor
  53447. */
  53448. getImpostors(): Array<PhysicsImpostor>;
  53449. /**
  53450. * Gets the impostor for a physics enabled object
  53451. * @param object defines the object impersonated by the impostor
  53452. * @returns the PhysicsImpostor or null if not found
  53453. */
  53454. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  53455. /**
  53456. * Gets the impostor for a physics body object
  53457. * @param body defines physics body used by the impostor
  53458. * @returns the PhysicsImpostor or null if not found
  53459. */
  53460. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  53461. /**
  53462. * Does a raycast in the physics world
  53463. * @param from when should the ray start?
  53464. * @param to when should the ray end?
  53465. * @returns PhysicsRaycastResult
  53466. */
  53467. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53468. }
  53469. }
  53470. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  53471. import { Nullable } from "babylonjs/types";
  53472. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53473. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53474. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53475. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53476. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53477. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53478. /** @hidden */
  53479. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  53480. private _useDeltaForWorldStep;
  53481. world: any;
  53482. name: string;
  53483. private _physicsMaterials;
  53484. private _fixedTimeStep;
  53485. private _cannonRaycastResult;
  53486. private _raycastResult;
  53487. private _physicsBodysToRemoveAfterStep;
  53488. BJSCANNON: any;
  53489. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  53490. setGravity(gravity: Vector3): void;
  53491. setTimeStep(timeStep: number): void;
  53492. getTimeStep(): number;
  53493. executeStep(delta: number): void;
  53494. private _removeMarkedPhysicsBodiesFromWorld;
  53495. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53496. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53497. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53498. private _processChildMeshes;
  53499. removePhysicsBody(impostor: PhysicsImpostor): void;
  53500. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53501. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53502. private _addMaterial;
  53503. private _checkWithEpsilon;
  53504. private _createShape;
  53505. private _createHeightmap;
  53506. private _minus90X;
  53507. private _plus90X;
  53508. private _tmpPosition;
  53509. private _tmpDeltaPosition;
  53510. private _tmpUnityRotation;
  53511. private _updatePhysicsBodyTransformation;
  53512. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53513. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53514. isSupported(): boolean;
  53515. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53516. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53517. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53518. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53519. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53520. getBodyMass(impostor: PhysicsImpostor): number;
  53521. getBodyFriction(impostor: PhysicsImpostor): number;
  53522. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53523. getBodyRestitution(impostor: PhysicsImpostor): number;
  53524. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53525. sleepBody(impostor: PhysicsImpostor): void;
  53526. wakeUpBody(impostor: PhysicsImpostor): void;
  53527. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  53528. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53529. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53530. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53531. getRadius(impostor: PhysicsImpostor): number;
  53532. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53533. dispose(): void;
  53534. private _extendNamespace;
  53535. /**
  53536. * Does a raycast in the physics world
  53537. * @param from when should the ray start?
  53538. * @param to when should the ray end?
  53539. * @returns PhysicsRaycastResult
  53540. */
  53541. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53542. }
  53543. }
  53544. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  53545. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53546. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53547. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53548. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53549. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53550. import { Nullable } from "babylonjs/types";
  53551. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53552. /** @hidden */
  53553. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  53554. world: any;
  53555. name: string;
  53556. BJSOIMO: any;
  53557. private _raycastResult;
  53558. constructor(iterations?: number, oimoInjection?: any);
  53559. setGravity(gravity: Vector3): void;
  53560. setTimeStep(timeStep: number): void;
  53561. getTimeStep(): number;
  53562. private _tmpImpostorsArray;
  53563. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53564. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53565. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53566. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53567. private _tmpPositionVector;
  53568. removePhysicsBody(impostor: PhysicsImpostor): void;
  53569. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53570. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53571. isSupported(): boolean;
  53572. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53573. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53574. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53575. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53576. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53577. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53578. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53579. getBodyMass(impostor: PhysicsImpostor): number;
  53580. getBodyFriction(impostor: PhysicsImpostor): number;
  53581. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53582. getBodyRestitution(impostor: PhysicsImpostor): number;
  53583. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53584. sleepBody(impostor: PhysicsImpostor): void;
  53585. wakeUpBody(impostor: PhysicsImpostor): void;
  53586. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53587. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  53588. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  53589. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53590. getRadius(impostor: PhysicsImpostor): number;
  53591. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53592. dispose(): void;
  53593. /**
  53594. * Does a raycast in the physics world
  53595. * @param from when should the ray start?
  53596. * @param to when should the ray end?
  53597. * @returns PhysicsRaycastResult
  53598. */
  53599. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53600. }
  53601. }
  53602. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  53603. import { Nullable } from "babylonjs/types";
  53604. import { Scene } from "babylonjs/scene";
  53605. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  53606. import { Color4 } from "babylonjs/Maths/math.color";
  53607. import { Mesh } from "babylonjs/Meshes/mesh";
  53608. /**
  53609. * Class containing static functions to help procedurally build meshes
  53610. */
  53611. export class RibbonBuilder {
  53612. /**
  53613. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  53614. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  53615. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  53616. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  53617. * * 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
  53618. * * 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
  53619. * * 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
  53620. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53621. * * 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
  53622. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  53623. * * 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
  53624. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  53625. * * 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
  53626. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  53627. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  53628. * @param name defines the name of the mesh
  53629. * @param options defines the options used to create the mesh
  53630. * @param scene defines the hosting scene
  53631. * @returns the ribbon mesh
  53632. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  53633. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53634. */
  53635. static CreateRibbon(name: string, options: {
  53636. pathArray: Vector3[][];
  53637. closeArray?: boolean;
  53638. closePath?: boolean;
  53639. offset?: number;
  53640. updatable?: boolean;
  53641. sideOrientation?: number;
  53642. frontUVs?: Vector4;
  53643. backUVs?: Vector4;
  53644. instance?: Mesh;
  53645. invertUV?: boolean;
  53646. uvs?: Vector2[];
  53647. colors?: Color4[];
  53648. }, scene?: Nullable<Scene>): Mesh;
  53649. }
  53650. }
  53651. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  53652. import { Nullable } from "babylonjs/types";
  53653. import { Scene } from "babylonjs/scene";
  53654. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  53655. import { Mesh } from "babylonjs/Meshes/mesh";
  53656. /**
  53657. * Class containing static functions to help procedurally build meshes
  53658. */
  53659. export class ShapeBuilder {
  53660. /**
  53661. * 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.
  53662. * * 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.
  53663. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  53664. * * 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.
  53665. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  53666. * * 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
  53667. * * 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
  53668. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  53669. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53670. * * 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
  53671. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  53672. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  53673. * @param name defines the name of the mesh
  53674. * @param options defines the options used to create the mesh
  53675. * @param scene defines the hosting scene
  53676. * @returns the extruded shape mesh
  53677. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53678. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  53679. */
  53680. static ExtrudeShape(name: string, options: {
  53681. shape: Vector3[];
  53682. path: Vector3[];
  53683. scale?: number;
  53684. rotation?: number;
  53685. cap?: number;
  53686. updatable?: boolean;
  53687. sideOrientation?: number;
  53688. frontUVs?: Vector4;
  53689. backUVs?: Vector4;
  53690. instance?: Mesh;
  53691. invertUV?: boolean;
  53692. }, scene?: Nullable<Scene>): Mesh;
  53693. /**
  53694. * Creates an custom extruded shape mesh.
  53695. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  53696. * * 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.
  53697. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  53698. * * 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
  53699. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  53700. * * 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
  53701. * * It must returns a float value that will be the scale value applied to the shape on each path point
  53702. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  53703. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  53704. * * 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
  53705. * * 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
  53706. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  53707. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53708. * * 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
  53709. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  53710. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  53711. * @param name defines the name of the mesh
  53712. * @param options defines the options used to create the mesh
  53713. * @param scene defines the hosting scene
  53714. * @returns the custom extruded shape mesh
  53715. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  53716. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53717. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  53718. */
  53719. static ExtrudeShapeCustom(name: string, options: {
  53720. shape: Vector3[];
  53721. path: Vector3[];
  53722. scaleFunction?: any;
  53723. rotationFunction?: any;
  53724. ribbonCloseArray?: boolean;
  53725. ribbonClosePath?: boolean;
  53726. cap?: number;
  53727. updatable?: boolean;
  53728. sideOrientation?: number;
  53729. frontUVs?: Vector4;
  53730. backUVs?: Vector4;
  53731. instance?: Mesh;
  53732. invertUV?: boolean;
  53733. }, scene?: Nullable<Scene>): Mesh;
  53734. private static _ExtrudeShapeGeneric;
  53735. }
  53736. }
  53737. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  53738. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  53739. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53740. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53741. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53742. import { Nullable } from "babylonjs/types";
  53743. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53744. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53745. /**
  53746. * AmmoJS Physics plugin
  53747. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  53748. * @see https://github.com/kripken/ammo.js/
  53749. */
  53750. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  53751. private _useDeltaForWorldStep;
  53752. /**
  53753. * Reference to the Ammo library
  53754. */
  53755. bjsAMMO: any;
  53756. /**
  53757. * Created ammoJS world which physics bodies are added to
  53758. */
  53759. world: any;
  53760. /**
  53761. * Name of the plugin
  53762. */
  53763. name: string;
  53764. private _timeStep;
  53765. private _fixedTimeStep;
  53766. private _maxSteps;
  53767. private _tmpQuaternion;
  53768. private _tmpAmmoTransform;
  53769. private _tmpAmmoQuaternion;
  53770. private _tmpAmmoConcreteContactResultCallback;
  53771. private _collisionConfiguration;
  53772. private _dispatcher;
  53773. private _overlappingPairCache;
  53774. private _solver;
  53775. private _softBodySolver;
  53776. private _tmpAmmoVectorA;
  53777. private _tmpAmmoVectorB;
  53778. private _tmpAmmoVectorC;
  53779. private _tmpAmmoVectorD;
  53780. private _tmpContactCallbackResult;
  53781. private _tmpAmmoVectorRCA;
  53782. private _tmpAmmoVectorRCB;
  53783. private _raycastResult;
  53784. private static readonly DISABLE_COLLISION_FLAG;
  53785. private static readonly KINEMATIC_FLAG;
  53786. private static readonly DISABLE_DEACTIVATION_FLAG;
  53787. /**
  53788. * Initializes the ammoJS plugin
  53789. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  53790. * @param ammoInjection can be used to inject your own ammo reference
  53791. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  53792. */
  53793. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  53794. /**
  53795. * Sets the gravity of the physics world (m/(s^2))
  53796. * @param gravity Gravity to set
  53797. */
  53798. setGravity(gravity: Vector3): void;
  53799. /**
  53800. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  53801. * @param timeStep timestep to use in seconds
  53802. */
  53803. setTimeStep(timeStep: number): void;
  53804. /**
  53805. * 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)
  53806. * @param fixedTimeStep fixedTimeStep to use in seconds
  53807. */
  53808. setFixedTimeStep(fixedTimeStep: number): void;
  53809. /**
  53810. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  53811. * @param maxSteps the maximum number of steps by the physics engine per frame
  53812. */
  53813. setMaxSteps(maxSteps: number): void;
  53814. /**
  53815. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  53816. * @returns the current timestep in seconds
  53817. */
  53818. getTimeStep(): number;
  53819. private _isImpostorInContact;
  53820. private _isImpostorPairInContact;
  53821. private _stepSimulation;
  53822. /**
  53823. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  53824. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  53825. * After the step the babylon meshes are set to the position of the physics imposters
  53826. * @param delta amount of time to step forward
  53827. * @param impostors array of imposters to update before/after the step
  53828. */
  53829. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53830. /**
  53831. * Update babylon mesh to match physics world object
  53832. * @param impostor imposter to match
  53833. */
  53834. private _afterSoftStep;
  53835. /**
  53836. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53837. * @param impostor imposter to match
  53838. */
  53839. private _ropeStep;
  53840. /**
  53841. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53842. * @param impostor imposter to match
  53843. */
  53844. private _softbodyOrClothStep;
  53845. private _tmpVector;
  53846. private _tmpMatrix;
  53847. /**
  53848. * Applies an impulse on the imposter
  53849. * @param impostor imposter to apply impulse to
  53850. * @param force amount of force to be applied to the imposter
  53851. * @param contactPoint the location to apply the impulse on the imposter
  53852. */
  53853. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53854. /**
  53855. * Applies a force on the imposter
  53856. * @param impostor imposter to apply force
  53857. * @param force amount of force to be applied to the imposter
  53858. * @param contactPoint the location to apply the force on the imposter
  53859. */
  53860. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53861. /**
  53862. * Creates a physics body using the plugin
  53863. * @param impostor the imposter to create the physics body on
  53864. */
  53865. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53866. /**
  53867. * Removes the physics body from the imposter and disposes of the body's memory
  53868. * @param impostor imposter to remove the physics body from
  53869. */
  53870. removePhysicsBody(impostor: PhysicsImpostor): void;
  53871. /**
  53872. * Generates a joint
  53873. * @param impostorJoint the imposter joint to create the joint with
  53874. */
  53875. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53876. /**
  53877. * Removes a joint
  53878. * @param impostorJoint the imposter joint to remove the joint from
  53879. */
  53880. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53881. private _addMeshVerts;
  53882. /**
  53883. * Initialise the soft body vertices to match its object's (mesh) vertices
  53884. * Softbody vertices (nodes) are in world space and to match this
  53885. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  53886. * @param impostor to create the softbody for
  53887. */
  53888. private _softVertexData;
  53889. /**
  53890. * Create an impostor's soft body
  53891. * @param impostor to create the softbody for
  53892. */
  53893. private _createSoftbody;
  53894. /**
  53895. * Create cloth for an impostor
  53896. * @param impostor to create the softbody for
  53897. */
  53898. private _createCloth;
  53899. /**
  53900. * Create rope for an impostor
  53901. * @param impostor to create the softbody for
  53902. */
  53903. private _createRope;
  53904. private _addHullVerts;
  53905. private _createShape;
  53906. /**
  53907. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  53908. * @param impostor imposter containing the physics body and babylon object
  53909. */
  53910. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53911. /**
  53912. * Sets the babylon object's position/rotation from the physics body's position/rotation
  53913. * @param impostor imposter containing the physics body and babylon object
  53914. * @param newPosition new position
  53915. * @param newRotation new rotation
  53916. */
  53917. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53918. /**
  53919. * If this plugin is supported
  53920. * @returns true if its supported
  53921. */
  53922. isSupported(): boolean;
  53923. /**
  53924. * Sets the linear velocity of the physics body
  53925. * @param impostor imposter to set the velocity on
  53926. * @param velocity velocity to set
  53927. */
  53928. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53929. /**
  53930. * Sets the angular velocity of the physics body
  53931. * @param impostor imposter to set the velocity on
  53932. * @param velocity velocity to set
  53933. */
  53934. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53935. /**
  53936. * gets the linear velocity
  53937. * @param impostor imposter to get linear velocity from
  53938. * @returns linear velocity
  53939. */
  53940. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53941. /**
  53942. * gets the angular velocity
  53943. * @param impostor imposter to get angular velocity from
  53944. * @returns angular velocity
  53945. */
  53946. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53947. /**
  53948. * Sets the mass of physics body
  53949. * @param impostor imposter to set the mass on
  53950. * @param mass mass to set
  53951. */
  53952. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53953. /**
  53954. * Gets the mass of the physics body
  53955. * @param impostor imposter to get the mass from
  53956. * @returns mass
  53957. */
  53958. getBodyMass(impostor: PhysicsImpostor): number;
  53959. /**
  53960. * Gets friction of the impostor
  53961. * @param impostor impostor to get friction from
  53962. * @returns friction value
  53963. */
  53964. getBodyFriction(impostor: PhysicsImpostor): number;
  53965. /**
  53966. * Sets friction of the impostor
  53967. * @param impostor impostor to set friction on
  53968. * @param friction friction value
  53969. */
  53970. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53971. /**
  53972. * Gets restitution of the impostor
  53973. * @param impostor impostor to get restitution from
  53974. * @returns restitution value
  53975. */
  53976. getBodyRestitution(impostor: PhysicsImpostor): number;
  53977. /**
  53978. * Sets resitution of the impostor
  53979. * @param impostor impostor to set resitution on
  53980. * @param restitution resitution value
  53981. */
  53982. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53983. /**
  53984. * Gets pressure inside the impostor
  53985. * @param impostor impostor to get pressure from
  53986. * @returns pressure value
  53987. */
  53988. getBodyPressure(impostor: PhysicsImpostor): number;
  53989. /**
  53990. * Sets pressure inside a soft body impostor
  53991. * Cloth and rope must remain 0 pressure
  53992. * @param impostor impostor to set pressure on
  53993. * @param pressure pressure value
  53994. */
  53995. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  53996. /**
  53997. * Gets stiffness of the impostor
  53998. * @param impostor impostor to get stiffness from
  53999. * @returns pressure value
  54000. */
  54001. getBodyStiffness(impostor: PhysicsImpostor): number;
  54002. /**
  54003. * Sets stiffness of the impostor
  54004. * @param impostor impostor to set stiffness on
  54005. * @param stiffness stiffness value from 0 to 1
  54006. */
  54007. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54008. /**
  54009. * Gets velocityIterations of the impostor
  54010. * @param impostor impostor to get velocity iterations from
  54011. * @returns velocityIterations value
  54012. */
  54013. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54014. /**
  54015. * Sets velocityIterations of the impostor
  54016. * @param impostor impostor to set velocity iterations on
  54017. * @param velocityIterations velocityIterations value
  54018. */
  54019. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54020. /**
  54021. * Gets positionIterations of the impostor
  54022. * @param impostor impostor to get position iterations from
  54023. * @returns positionIterations value
  54024. */
  54025. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54026. /**
  54027. * Sets positionIterations of the impostor
  54028. * @param impostor impostor to set position on
  54029. * @param positionIterations positionIterations value
  54030. */
  54031. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54032. /**
  54033. * Append an anchor to a cloth object
  54034. * @param impostor is the cloth impostor to add anchor to
  54035. * @param otherImpostor is the rigid impostor to anchor to
  54036. * @param width ratio across width from 0 to 1
  54037. * @param height ratio up height from 0 to 1
  54038. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54039. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54040. */
  54041. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54042. /**
  54043. * Append an hook to a rope object
  54044. * @param impostor is the rope impostor to add hook to
  54045. * @param otherImpostor is the rigid impostor to hook to
  54046. * @param length ratio along the rope from 0 to 1
  54047. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54048. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54049. */
  54050. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54051. /**
  54052. * Sleeps the physics body and stops it from being active
  54053. * @param impostor impostor to sleep
  54054. */
  54055. sleepBody(impostor: PhysicsImpostor): void;
  54056. /**
  54057. * Activates the physics body
  54058. * @param impostor impostor to activate
  54059. */
  54060. wakeUpBody(impostor: PhysicsImpostor): void;
  54061. /**
  54062. * Updates the distance parameters of the joint
  54063. * @param joint joint to update
  54064. * @param maxDistance maximum distance of the joint
  54065. * @param minDistance minimum distance of the joint
  54066. */
  54067. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54068. /**
  54069. * Sets a motor on the joint
  54070. * @param joint joint to set motor on
  54071. * @param speed speed of the motor
  54072. * @param maxForce maximum force of the motor
  54073. * @param motorIndex index of the motor
  54074. */
  54075. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54076. /**
  54077. * Sets the motors limit
  54078. * @param joint joint to set limit on
  54079. * @param upperLimit upper limit
  54080. * @param lowerLimit lower limit
  54081. */
  54082. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54083. /**
  54084. * Syncs the position and rotation of a mesh with the impostor
  54085. * @param mesh mesh to sync
  54086. * @param impostor impostor to update the mesh with
  54087. */
  54088. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54089. /**
  54090. * Gets the radius of the impostor
  54091. * @param impostor impostor to get radius from
  54092. * @returns the radius
  54093. */
  54094. getRadius(impostor: PhysicsImpostor): number;
  54095. /**
  54096. * Gets the box size of the impostor
  54097. * @param impostor impostor to get box size from
  54098. * @param result the resulting box size
  54099. */
  54100. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54101. /**
  54102. * Disposes of the impostor
  54103. */
  54104. dispose(): void;
  54105. /**
  54106. * Does a raycast in the physics world
  54107. * @param from when should the ray start?
  54108. * @param to when should the ray end?
  54109. * @returns PhysicsRaycastResult
  54110. */
  54111. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54112. }
  54113. }
  54114. declare module "babylonjs/Probes/reflectionProbe" {
  54115. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54116. import { Vector3 } from "babylonjs/Maths/math.vector";
  54117. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54118. import { Nullable } from "babylonjs/types";
  54119. import { Scene } from "babylonjs/scene";
  54120. module "babylonjs/abstractScene" {
  54121. interface AbstractScene {
  54122. /**
  54123. * The list of reflection probes added to the scene
  54124. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54125. */
  54126. reflectionProbes: Array<ReflectionProbe>;
  54127. /**
  54128. * Removes the given reflection probe from this scene.
  54129. * @param toRemove The reflection probe to remove
  54130. * @returns The index of the removed reflection probe
  54131. */
  54132. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54133. /**
  54134. * Adds the given reflection probe to this scene.
  54135. * @param newReflectionProbe The reflection probe to add
  54136. */
  54137. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54138. }
  54139. }
  54140. /**
  54141. * Class used to generate realtime reflection / refraction cube textures
  54142. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54143. */
  54144. export class ReflectionProbe {
  54145. /** defines the name of the probe */
  54146. name: string;
  54147. private _scene;
  54148. private _renderTargetTexture;
  54149. private _projectionMatrix;
  54150. private _viewMatrix;
  54151. private _target;
  54152. private _add;
  54153. private _attachedMesh;
  54154. private _invertYAxis;
  54155. /** Gets or sets probe position (center of the cube map) */
  54156. position: Vector3;
  54157. /**
  54158. * Creates a new reflection probe
  54159. * @param name defines the name of the probe
  54160. * @param size defines the texture resolution (for each face)
  54161. * @param scene defines the hosting scene
  54162. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54163. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54164. */
  54165. constructor(
  54166. /** defines the name of the probe */
  54167. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54168. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54169. samples: number;
  54170. /** Gets or sets the refresh rate to use (on every frame by default) */
  54171. refreshRate: number;
  54172. /**
  54173. * Gets the hosting scene
  54174. * @returns a Scene
  54175. */
  54176. getScene(): Scene;
  54177. /** Gets the internal CubeTexture used to render to */
  54178. readonly cubeTexture: RenderTargetTexture;
  54179. /** Gets the list of meshes to render */
  54180. readonly renderList: Nullable<AbstractMesh[]>;
  54181. /**
  54182. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54183. * @param mesh defines the mesh to attach to
  54184. */
  54185. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54186. /**
  54187. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54188. * @param renderingGroupId The rendering group id corresponding to its index
  54189. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54190. */
  54191. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54192. /**
  54193. * Clean all associated resources
  54194. */
  54195. dispose(): void;
  54196. /**
  54197. * Converts the reflection probe information to a readable string for debug purpose.
  54198. * @param fullDetails Supports for multiple levels of logging within scene loading
  54199. * @returns the human readable reflection probe info
  54200. */
  54201. toString(fullDetails?: boolean): string;
  54202. /**
  54203. * Get the class name of the relfection probe.
  54204. * @returns "ReflectionProbe"
  54205. */
  54206. getClassName(): string;
  54207. /**
  54208. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54209. * @returns The JSON representation of the texture
  54210. */
  54211. serialize(): any;
  54212. /**
  54213. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54214. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54215. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54216. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54217. * @returns The parsed reflection probe if successful
  54218. */
  54219. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54220. }
  54221. }
  54222. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54223. /** @hidden */
  54224. export var _BabylonLoaderRegistered: boolean;
  54225. }
  54226. declare module "babylonjs/Loading/Plugins/index" {
  54227. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54228. }
  54229. declare module "babylonjs/Loading/index" {
  54230. export * from "babylonjs/Loading/loadingScreen";
  54231. export * from "babylonjs/Loading/Plugins/index";
  54232. export * from "babylonjs/Loading/sceneLoader";
  54233. export * from "babylonjs/Loading/sceneLoaderFlags";
  54234. }
  54235. declare module "babylonjs/Materials/Background/index" {
  54236. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54237. }
  54238. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54239. import { Scene } from "babylonjs/scene";
  54240. import { Color3 } from "babylonjs/Maths/math.color";
  54241. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54242. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54243. /**
  54244. * The Physically based simple base material of BJS.
  54245. *
  54246. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54247. * It is used as the base class for both the specGloss and metalRough conventions.
  54248. */
  54249. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54250. /**
  54251. * Number of Simultaneous lights allowed on the material.
  54252. */
  54253. maxSimultaneousLights: number;
  54254. /**
  54255. * If sets to true, disables all the lights affecting the material.
  54256. */
  54257. disableLighting: boolean;
  54258. /**
  54259. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54260. */
  54261. environmentTexture: BaseTexture;
  54262. /**
  54263. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54264. */
  54265. invertNormalMapX: boolean;
  54266. /**
  54267. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54268. */
  54269. invertNormalMapY: boolean;
  54270. /**
  54271. * Normal map used in the model.
  54272. */
  54273. normalTexture: BaseTexture;
  54274. /**
  54275. * Emissivie color used to self-illuminate the model.
  54276. */
  54277. emissiveColor: Color3;
  54278. /**
  54279. * Emissivie texture used to self-illuminate the model.
  54280. */
  54281. emissiveTexture: BaseTexture;
  54282. /**
  54283. * Occlusion Channel Strenght.
  54284. */
  54285. occlusionStrength: number;
  54286. /**
  54287. * Occlusion Texture of the material (adding extra occlusion effects).
  54288. */
  54289. occlusionTexture: BaseTexture;
  54290. /**
  54291. * Defines the alpha limits in alpha test mode.
  54292. */
  54293. alphaCutOff: number;
  54294. /**
  54295. * Gets the current double sided mode.
  54296. */
  54297. /**
  54298. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54299. */
  54300. doubleSided: boolean;
  54301. /**
  54302. * Stores the pre-calculated light information of a mesh in a texture.
  54303. */
  54304. lightmapTexture: BaseTexture;
  54305. /**
  54306. * If true, the light map contains occlusion information instead of lighting info.
  54307. */
  54308. useLightmapAsShadowmap: boolean;
  54309. /**
  54310. * Instantiates a new PBRMaterial instance.
  54311. *
  54312. * @param name The material name
  54313. * @param scene The scene the material will be use in.
  54314. */
  54315. constructor(name: string, scene: Scene);
  54316. getClassName(): string;
  54317. }
  54318. }
  54319. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54320. import { Scene } from "babylonjs/scene";
  54321. import { Color3 } from "babylonjs/Maths/math.color";
  54322. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54323. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54324. /**
  54325. * The PBR material of BJS following the metal roughness convention.
  54326. *
  54327. * This fits to the PBR convention in the GLTF definition:
  54328. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54329. */
  54330. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54331. /**
  54332. * The base color has two different interpretations depending on the value of metalness.
  54333. * When the material is a metal, the base color is the specific measured reflectance value
  54334. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54335. * of the material.
  54336. */
  54337. baseColor: Color3;
  54338. /**
  54339. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  54340. * well as opacity information in the alpha channel.
  54341. */
  54342. baseTexture: BaseTexture;
  54343. /**
  54344. * Specifies the metallic scalar value of the material.
  54345. * Can also be used to scale the metalness values of the metallic texture.
  54346. */
  54347. metallic: number;
  54348. /**
  54349. * Specifies the roughness scalar value of the material.
  54350. * Can also be used to scale the roughness values of the metallic texture.
  54351. */
  54352. roughness: number;
  54353. /**
  54354. * Texture containing both the metallic value in the B channel and the
  54355. * roughness value in the G channel to keep better precision.
  54356. */
  54357. metallicRoughnessTexture: BaseTexture;
  54358. /**
  54359. * Instantiates a new PBRMetalRoughnessMaterial instance.
  54360. *
  54361. * @param name The material name
  54362. * @param scene The scene the material will be use in.
  54363. */
  54364. constructor(name: string, scene: Scene);
  54365. /**
  54366. * Return the currrent class name of the material.
  54367. */
  54368. getClassName(): string;
  54369. /**
  54370. * Makes a duplicate of the current material.
  54371. * @param name - name to use for the new material.
  54372. */
  54373. clone(name: string): PBRMetallicRoughnessMaterial;
  54374. /**
  54375. * Serialize the material to a parsable JSON object.
  54376. */
  54377. serialize(): any;
  54378. /**
  54379. * Parses a JSON object correponding to the serialize function.
  54380. */
  54381. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  54382. }
  54383. }
  54384. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  54385. import { Scene } from "babylonjs/scene";
  54386. import { Color3 } from "babylonjs/Maths/math.color";
  54387. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54388. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54389. /**
  54390. * The PBR material of BJS following the specular glossiness convention.
  54391. *
  54392. * This fits to the PBR convention in the GLTF definition:
  54393. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  54394. */
  54395. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  54396. /**
  54397. * Specifies the diffuse color of the material.
  54398. */
  54399. diffuseColor: Color3;
  54400. /**
  54401. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  54402. * channel.
  54403. */
  54404. diffuseTexture: BaseTexture;
  54405. /**
  54406. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  54407. */
  54408. specularColor: Color3;
  54409. /**
  54410. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  54411. */
  54412. glossiness: number;
  54413. /**
  54414. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  54415. */
  54416. specularGlossinessTexture: BaseTexture;
  54417. /**
  54418. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  54419. *
  54420. * @param name The material name
  54421. * @param scene The scene the material will be use in.
  54422. */
  54423. constructor(name: string, scene: Scene);
  54424. /**
  54425. * Return the currrent class name of the material.
  54426. */
  54427. getClassName(): string;
  54428. /**
  54429. * Makes a duplicate of the current material.
  54430. * @param name - name to use for the new material.
  54431. */
  54432. clone(name: string): PBRSpecularGlossinessMaterial;
  54433. /**
  54434. * Serialize the material to a parsable JSON object.
  54435. */
  54436. serialize(): any;
  54437. /**
  54438. * Parses a JSON object correponding to the serialize function.
  54439. */
  54440. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  54441. }
  54442. }
  54443. declare module "babylonjs/Materials/PBR/index" {
  54444. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54445. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54446. export * from "babylonjs/Materials/PBR/pbrMaterial";
  54447. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  54448. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  54449. }
  54450. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  54451. import { Nullable } from "babylonjs/types";
  54452. import { Scene } from "babylonjs/scene";
  54453. import { Matrix } from "babylonjs/Maths/math.vector";
  54454. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54455. /**
  54456. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  54457. * It can help converting any input color in a desired output one. This can then be used to create effects
  54458. * from sepia, black and white to sixties or futuristic rendering...
  54459. *
  54460. * The only supported format is currently 3dl.
  54461. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  54462. */
  54463. export class ColorGradingTexture extends BaseTexture {
  54464. /**
  54465. * The current texture matrix. (will always be identity in color grading texture)
  54466. */
  54467. private _textureMatrix;
  54468. /**
  54469. * The texture URL.
  54470. */
  54471. url: string;
  54472. /**
  54473. * Empty line regex stored for GC.
  54474. */
  54475. private static _noneEmptyLineRegex;
  54476. private _engine;
  54477. /**
  54478. * Instantiates a ColorGradingTexture from the following parameters.
  54479. *
  54480. * @param url The location of the color gradind data (currently only supporting 3dl)
  54481. * @param scene The scene the texture will be used in
  54482. */
  54483. constructor(url: string, scene: Scene);
  54484. /**
  54485. * Returns the texture matrix used in most of the material.
  54486. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  54487. */
  54488. getTextureMatrix(): Matrix;
  54489. /**
  54490. * Occurs when the file being loaded is a .3dl LUT file.
  54491. */
  54492. private load3dlTexture;
  54493. /**
  54494. * Starts the loading process of the texture.
  54495. */
  54496. private loadTexture;
  54497. /**
  54498. * Clones the color gradind texture.
  54499. */
  54500. clone(): ColorGradingTexture;
  54501. /**
  54502. * Called during delayed load for textures.
  54503. */
  54504. delayLoad(): void;
  54505. /**
  54506. * Parses a color grading texture serialized by Babylon.
  54507. * @param parsedTexture The texture information being parsedTexture
  54508. * @param scene The scene to load the texture in
  54509. * @param rootUrl The root url of the data assets to load
  54510. * @return A color gradind texture
  54511. */
  54512. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  54513. /**
  54514. * Serializes the LUT texture to json format.
  54515. */
  54516. serialize(): any;
  54517. }
  54518. }
  54519. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  54520. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54521. import { Scene } from "babylonjs/scene";
  54522. import { Nullable } from "babylonjs/types";
  54523. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54524. /**
  54525. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  54526. */
  54527. export class EquiRectangularCubeTexture extends BaseTexture {
  54528. /** The six faces of the cube. */
  54529. private static _FacesMapping;
  54530. private _noMipmap;
  54531. private _onLoad;
  54532. private _onError;
  54533. /** The size of the cubemap. */
  54534. private _size;
  54535. /** The buffer of the image. */
  54536. private _buffer;
  54537. /** The width of the input image. */
  54538. private _width;
  54539. /** The height of the input image. */
  54540. private _height;
  54541. /** The URL to the image. */
  54542. url: string;
  54543. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  54544. coordinatesMode: number;
  54545. /**
  54546. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  54547. * @param url The location of the image
  54548. * @param scene The scene the texture will be used in
  54549. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  54550. * @param noMipmap Forces to not generate the mipmap if true
  54551. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  54552. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  54553. * @param onLoad — defines a callback called when texture is loaded
  54554. * @param onError — defines a callback called if there is an error
  54555. */
  54556. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  54557. /**
  54558. * Load the image data, by putting the image on a canvas and extracting its buffer.
  54559. */
  54560. private loadImage;
  54561. /**
  54562. * Convert the image buffer into a cubemap and create a CubeTexture.
  54563. */
  54564. private loadTexture;
  54565. /**
  54566. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  54567. * @param buffer The ArrayBuffer that should be converted.
  54568. * @returns The buffer as Float32Array.
  54569. */
  54570. private getFloat32ArrayFromArrayBuffer;
  54571. /**
  54572. * Get the current class name of the texture useful for serialization or dynamic coding.
  54573. * @returns "EquiRectangularCubeTexture"
  54574. */
  54575. getClassName(): string;
  54576. /**
  54577. * Create a clone of the current EquiRectangularCubeTexture and return it.
  54578. * @returns A clone of the current EquiRectangularCubeTexture.
  54579. */
  54580. clone(): EquiRectangularCubeTexture;
  54581. }
  54582. }
  54583. declare module "babylonjs/Misc/tga" {
  54584. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54585. /**
  54586. * Based on jsTGALoader - Javascript loader for TGA file
  54587. * By Vincent Thibault
  54588. * @see http://blog.robrowser.com/javascript-tga-loader.html
  54589. */
  54590. export class TGATools {
  54591. private static _TYPE_INDEXED;
  54592. private static _TYPE_RGB;
  54593. private static _TYPE_GREY;
  54594. private static _TYPE_RLE_INDEXED;
  54595. private static _TYPE_RLE_RGB;
  54596. private static _TYPE_RLE_GREY;
  54597. private static _ORIGIN_MASK;
  54598. private static _ORIGIN_SHIFT;
  54599. private static _ORIGIN_BL;
  54600. private static _ORIGIN_BR;
  54601. private static _ORIGIN_UL;
  54602. private static _ORIGIN_UR;
  54603. /**
  54604. * Gets the header of a TGA file
  54605. * @param data defines the TGA data
  54606. * @returns the header
  54607. */
  54608. static GetTGAHeader(data: Uint8Array): any;
  54609. /**
  54610. * Uploads TGA content to a Babylon Texture
  54611. * @hidden
  54612. */
  54613. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  54614. /** @hidden */
  54615. 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;
  54616. /** @hidden */
  54617. 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;
  54618. /** @hidden */
  54619. 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;
  54620. /** @hidden */
  54621. 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;
  54622. /** @hidden */
  54623. 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;
  54624. /** @hidden */
  54625. 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;
  54626. }
  54627. }
  54628. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  54629. import { Nullable } from "babylonjs/types";
  54630. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54631. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54632. /**
  54633. * Implementation of the TGA Texture Loader.
  54634. * @hidden
  54635. */
  54636. export class _TGATextureLoader implements IInternalTextureLoader {
  54637. /**
  54638. * Defines wether the loader supports cascade loading the different faces.
  54639. */
  54640. readonly supportCascades: boolean;
  54641. /**
  54642. * This returns if the loader support the current file information.
  54643. * @param extension defines the file extension of the file being loaded
  54644. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54645. * @param fallback defines the fallback internal texture if any
  54646. * @param isBase64 defines whether the texture is encoded as a base64
  54647. * @param isBuffer defines whether the texture data are stored as a buffer
  54648. * @returns true if the loader can load the specified file
  54649. */
  54650. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54651. /**
  54652. * Transform the url before loading if required.
  54653. * @param rootUrl the url of the texture
  54654. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54655. * @returns the transformed texture
  54656. */
  54657. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54658. /**
  54659. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54660. * @param rootUrl the url of the texture
  54661. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54662. * @returns the fallback texture
  54663. */
  54664. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54665. /**
  54666. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  54667. * @param data contains the texture data
  54668. * @param texture defines the BabylonJS internal texture
  54669. * @param createPolynomials will be true if polynomials have been requested
  54670. * @param onLoad defines the callback to trigger once the texture is ready
  54671. * @param onError defines the callback to trigger in case of error
  54672. */
  54673. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54674. /**
  54675. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54676. * @param data contains the texture data
  54677. * @param texture defines the BabylonJS internal texture
  54678. * @param callback defines the method to call once ready to upload
  54679. */
  54680. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54681. }
  54682. }
  54683. declare module "babylonjs/Misc/basis" {
  54684. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54685. /**
  54686. * Info about the .basis files
  54687. */
  54688. class BasisFileInfo {
  54689. /**
  54690. * If the file has alpha
  54691. */
  54692. hasAlpha: boolean;
  54693. /**
  54694. * Info about each image of the basis file
  54695. */
  54696. images: Array<{
  54697. levels: Array<{
  54698. width: number;
  54699. height: number;
  54700. transcodedPixels: ArrayBufferView;
  54701. }>;
  54702. }>;
  54703. }
  54704. /**
  54705. * Result of transcoding a basis file
  54706. */
  54707. class TranscodeResult {
  54708. /**
  54709. * Info about the .basis file
  54710. */
  54711. fileInfo: BasisFileInfo;
  54712. /**
  54713. * Format to use when loading the file
  54714. */
  54715. format: number;
  54716. }
  54717. /**
  54718. * Configuration options for the Basis transcoder
  54719. */
  54720. export class BasisTranscodeConfiguration {
  54721. /**
  54722. * Supported compression formats used to determine the supported output format of the transcoder
  54723. */
  54724. supportedCompressionFormats?: {
  54725. /**
  54726. * etc1 compression format
  54727. */
  54728. etc1?: boolean;
  54729. /**
  54730. * s3tc compression format
  54731. */
  54732. s3tc?: boolean;
  54733. /**
  54734. * pvrtc compression format
  54735. */
  54736. pvrtc?: boolean;
  54737. /**
  54738. * etc2 compression format
  54739. */
  54740. etc2?: boolean;
  54741. };
  54742. /**
  54743. * If mipmap levels should be loaded for transcoded images (Default: true)
  54744. */
  54745. loadMipmapLevels?: boolean;
  54746. /**
  54747. * Index of a single image to load (Default: all images)
  54748. */
  54749. loadSingleImage?: number;
  54750. }
  54751. /**
  54752. * Used to load .Basis files
  54753. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  54754. */
  54755. export class BasisTools {
  54756. private static _IgnoreSupportedFormats;
  54757. /**
  54758. * URL to use when loading the basis transcoder
  54759. */
  54760. static JSModuleURL: string;
  54761. /**
  54762. * URL to use when loading the wasm module for the transcoder
  54763. */
  54764. static WasmModuleURL: string;
  54765. /**
  54766. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  54767. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  54768. * @returns internal format corresponding to the Basis format
  54769. */
  54770. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  54771. private static _WorkerPromise;
  54772. private static _Worker;
  54773. private static _actionId;
  54774. private static _CreateWorkerAsync;
  54775. /**
  54776. * Transcodes a loaded image file to compressed pixel data
  54777. * @param imageData image data to transcode
  54778. * @param config configuration options for the transcoding
  54779. * @returns a promise resulting in the transcoded image
  54780. */
  54781. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  54782. /**
  54783. * Loads a texture from the transcode result
  54784. * @param texture texture load to
  54785. * @param transcodeResult the result of transcoding the basis file to load from
  54786. */
  54787. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  54788. }
  54789. }
  54790. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  54791. import { Nullable } from "babylonjs/types";
  54792. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54793. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54794. /**
  54795. * Loader for .basis file format
  54796. */
  54797. export class _BasisTextureLoader implements IInternalTextureLoader {
  54798. /**
  54799. * Defines whether the loader supports cascade loading the different faces.
  54800. */
  54801. readonly supportCascades: boolean;
  54802. /**
  54803. * This returns if the loader support the current file information.
  54804. * @param extension defines the file extension of the file being loaded
  54805. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54806. * @param fallback defines the fallback internal texture if any
  54807. * @param isBase64 defines whether the texture is encoded as a base64
  54808. * @param isBuffer defines whether the texture data are stored as a buffer
  54809. * @returns true if the loader can load the specified file
  54810. */
  54811. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54812. /**
  54813. * Transform the url before loading if required.
  54814. * @param rootUrl the url of the texture
  54815. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54816. * @returns the transformed texture
  54817. */
  54818. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54819. /**
  54820. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54821. * @param rootUrl the url of the texture
  54822. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54823. * @returns the fallback texture
  54824. */
  54825. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54826. /**
  54827. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  54828. * @param data contains the texture data
  54829. * @param texture defines the BabylonJS internal texture
  54830. * @param createPolynomials will be true if polynomials have been requested
  54831. * @param onLoad defines the callback to trigger once the texture is ready
  54832. * @param onError defines the callback to trigger in case of error
  54833. */
  54834. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54835. /**
  54836. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54837. * @param data contains the texture data
  54838. * @param texture defines the BabylonJS internal texture
  54839. * @param callback defines the method to call once ready to upload
  54840. */
  54841. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54842. }
  54843. }
  54844. declare module "babylonjs/Materials/Textures/Loaders/index" {
  54845. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54846. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54847. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54848. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  54849. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  54850. }
  54851. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  54852. import { Scene } from "babylonjs/scene";
  54853. import { Texture } from "babylonjs/Materials/Textures/texture";
  54854. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54855. /**
  54856. * 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.
  54857. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54858. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54859. */
  54860. export class CustomProceduralTexture extends ProceduralTexture {
  54861. private _animate;
  54862. private _time;
  54863. private _config;
  54864. private _texturePath;
  54865. /**
  54866. * Instantiates a new Custom Procedural Texture.
  54867. * 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.
  54868. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54869. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54870. * @param name Define the name of the texture
  54871. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  54872. * @param size Define the size of the texture to create
  54873. * @param scene Define the scene the texture belongs to
  54874. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  54875. * @param generateMipMaps Define if the texture should creates mip maps or not
  54876. */
  54877. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54878. private _loadJson;
  54879. /**
  54880. * Is the texture ready to be used ? (rendered at least once)
  54881. * @returns true if ready, otherwise, false.
  54882. */
  54883. isReady(): boolean;
  54884. /**
  54885. * Render the texture to its associated render target.
  54886. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  54887. */
  54888. render(useCameraPostProcess?: boolean): void;
  54889. /**
  54890. * Update the list of dependant textures samplers in the shader.
  54891. */
  54892. updateTextures(): void;
  54893. /**
  54894. * Update the uniform values of the procedural texture in the shader.
  54895. */
  54896. updateShaderUniforms(): void;
  54897. /**
  54898. * Define if the texture animates or not.
  54899. */
  54900. animate: boolean;
  54901. }
  54902. }
  54903. declare module "babylonjs/Shaders/noise.fragment" {
  54904. /** @hidden */
  54905. export var noisePixelShader: {
  54906. name: string;
  54907. shader: string;
  54908. };
  54909. }
  54910. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  54911. import { Nullable } from "babylonjs/types";
  54912. import { Scene } from "babylonjs/scene";
  54913. import { Texture } from "babylonjs/Materials/Textures/texture";
  54914. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54915. import "babylonjs/Shaders/noise.fragment";
  54916. /**
  54917. * Class used to generate noise procedural textures
  54918. */
  54919. export class NoiseProceduralTexture extends ProceduralTexture {
  54920. private _time;
  54921. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  54922. brightness: number;
  54923. /** Defines the number of octaves to process */
  54924. octaves: number;
  54925. /** Defines the level of persistence (0.8 by default) */
  54926. persistence: number;
  54927. /** Gets or sets animation speed factor (default is 1) */
  54928. animationSpeedFactor: number;
  54929. /**
  54930. * Creates a new NoiseProceduralTexture
  54931. * @param name defines the name fo the texture
  54932. * @param size defines the size of the texture (default is 256)
  54933. * @param scene defines the hosting scene
  54934. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  54935. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  54936. */
  54937. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54938. private _updateShaderUniforms;
  54939. protected _getDefines(): string;
  54940. /** Generate the current state of the procedural texture */
  54941. render(useCameraPostProcess?: boolean): void;
  54942. /**
  54943. * Serializes this noise procedural texture
  54944. * @returns a serialized noise procedural texture object
  54945. */
  54946. serialize(): any;
  54947. /**
  54948. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  54949. * @param parsedTexture defines parsed texture data
  54950. * @param scene defines the current scene
  54951. * @param rootUrl defines the root URL containing noise procedural texture information
  54952. * @returns a parsed NoiseProceduralTexture
  54953. */
  54954. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  54955. }
  54956. }
  54957. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  54958. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  54959. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  54960. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54961. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  54962. }
  54963. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  54964. import { Nullable } from "babylonjs/types";
  54965. import { Scene } from "babylonjs/scene";
  54966. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  54967. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54968. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  54969. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54970. /**
  54971. * Raw cube texture where the raw buffers are passed in
  54972. */
  54973. export class RawCubeTexture extends CubeTexture {
  54974. /**
  54975. * Creates a cube texture where the raw buffers are passed in.
  54976. * @param scene defines the scene the texture is attached to
  54977. * @param data defines the array of data to use to create each face
  54978. * @param size defines the size of the textures
  54979. * @param format defines the format of the data
  54980. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  54981. * @param generateMipMaps defines if the engine should generate the mip levels
  54982. * @param invertY defines if data must be stored with Y axis inverted
  54983. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  54984. * @param compression defines the compression used (null by default)
  54985. */
  54986. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  54987. /**
  54988. * Updates the raw cube texture.
  54989. * @param data defines the data to store
  54990. * @param format defines the data format
  54991. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  54992. * @param invertY defines if data must be stored with Y axis inverted
  54993. * @param compression defines the compression used (null by default)
  54994. * @param level defines which level of the texture to update
  54995. */
  54996. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  54997. /**
  54998. * Updates a raw cube texture with RGBD encoded data.
  54999. * @param data defines the array of data [mipmap][face] to use to create each face
  55000. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55001. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55002. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55003. * @returns a promsie that resolves when the operation is complete
  55004. */
  55005. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55006. /**
  55007. * Clones the raw cube texture.
  55008. * @return a new cube texture
  55009. */
  55010. clone(): CubeTexture;
  55011. /** @hidden */
  55012. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55013. }
  55014. }
  55015. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55016. import { Scene } from "babylonjs/scene";
  55017. import { Texture } from "babylonjs/Materials/Textures/texture";
  55018. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55019. /**
  55020. * Class used to store 3D textures containing user data
  55021. */
  55022. export class RawTexture3D extends Texture {
  55023. /** Gets or sets the texture format to use */
  55024. format: number;
  55025. private _engine;
  55026. /**
  55027. * Create a new RawTexture3D
  55028. * @param data defines the data of the texture
  55029. * @param width defines the width of the texture
  55030. * @param height defines the height of the texture
  55031. * @param depth defines the depth of the texture
  55032. * @param format defines the texture format to use
  55033. * @param scene defines the hosting scene
  55034. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55035. * @param invertY defines if texture must be stored with Y axis inverted
  55036. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55037. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55038. */
  55039. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55040. /** Gets or sets the texture format to use */
  55041. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55042. /**
  55043. * Update the texture with new data
  55044. * @param data defines the data to store in the texture
  55045. */
  55046. update(data: ArrayBufferView): void;
  55047. }
  55048. }
  55049. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55050. import { Scene } from "babylonjs/scene";
  55051. import { Plane } from "babylonjs/Maths/math.plane";
  55052. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55053. /**
  55054. * Creates a refraction texture used by refraction channel of the standard material.
  55055. * It is like a mirror but to see through a material.
  55056. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55057. */
  55058. export class RefractionTexture extends RenderTargetTexture {
  55059. /**
  55060. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55061. * 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.
  55062. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55063. */
  55064. refractionPlane: Plane;
  55065. /**
  55066. * Define how deep under the surface we should see.
  55067. */
  55068. depth: number;
  55069. /**
  55070. * Creates a refraction texture used by refraction channel of the standard material.
  55071. * It is like a mirror but to see through a material.
  55072. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55073. * @param name Define the texture name
  55074. * @param size Define the size of the underlying texture
  55075. * @param scene Define the scene the refraction belongs to
  55076. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55077. */
  55078. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55079. /**
  55080. * Clone the refraction texture.
  55081. * @returns the cloned texture
  55082. */
  55083. clone(): RefractionTexture;
  55084. /**
  55085. * Serialize the texture to a JSON representation you could use in Parse later on
  55086. * @returns the serialized JSON representation
  55087. */
  55088. serialize(): any;
  55089. }
  55090. }
  55091. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55092. import { Nullable } from "babylonjs/types";
  55093. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55094. import { Matrix } from "babylonjs/Maths/math.vector";
  55095. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55096. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55097. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55098. import { Scene } from "babylonjs/scene";
  55099. /**
  55100. * Defines the options related to the creation of an HtmlElementTexture
  55101. */
  55102. export interface IHtmlElementTextureOptions {
  55103. /**
  55104. * Defines wether mip maps should be created or not.
  55105. */
  55106. generateMipMaps?: boolean;
  55107. /**
  55108. * Defines the sampling mode of the texture.
  55109. */
  55110. samplingMode?: number;
  55111. /**
  55112. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55113. */
  55114. engine: Nullable<ThinEngine>;
  55115. /**
  55116. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55117. */
  55118. scene: Nullable<Scene>;
  55119. }
  55120. /**
  55121. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55122. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55123. * is automatically managed.
  55124. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55125. * in your application.
  55126. *
  55127. * As the update is not automatic, you need to call them manually.
  55128. */
  55129. export class HtmlElementTexture extends BaseTexture {
  55130. /**
  55131. * The texture URL.
  55132. */
  55133. element: HTMLVideoElement | HTMLCanvasElement;
  55134. private static readonly DefaultOptions;
  55135. private _textureMatrix;
  55136. private _engine;
  55137. private _isVideo;
  55138. private _generateMipMaps;
  55139. private _samplingMode;
  55140. /**
  55141. * Instantiates a HtmlElementTexture from the following parameters.
  55142. *
  55143. * @param name Defines the name of the texture
  55144. * @param element Defines the video or canvas the texture is filled with
  55145. * @param options Defines the other none mandatory texture creation options
  55146. */
  55147. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55148. private _createInternalTexture;
  55149. /**
  55150. * Returns the texture matrix used in most of the material.
  55151. */
  55152. getTextureMatrix(): Matrix;
  55153. /**
  55154. * Updates the content of the texture.
  55155. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55156. */
  55157. update(invertY?: Nullable<boolean>): void;
  55158. }
  55159. }
  55160. declare module "babylonjs/Materials/Textures/index" {
  55161. export * from "babylonjs/Materials/Textures/baseTexture";
  55162. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55163. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55164. export * from "babylonjs/Materials/Textures/cubeTexture";
  55165. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55166. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55167. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55168. export * from "babylonjs/Materials/Textures/internalTexture";
  55169. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55170. export * from "babylonjs/Materials/Textures/Loaders/index";
  55171. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55172. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55173. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55174. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55175. export * from "babylonjs/Materials/Textures/rawTexture";
  55176. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55177. export * from "babylonjs/Materials/Textures/refractionTexture";
  55178. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55179. export * from "babylonjs/Materials/Textures/texture";
  55180. export * from "babylonjs/Materials/Textures/videoTexture";
  55181. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55182. }
  55183. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55184. /**
  55185. * Enum used to define the target of a block
  55186. */
  55187. export enum NodeMaterialBlockTargets {
  55188. /** Vertex shader */
  55189. Vertex = 1,
  55190. /** Fragment shader */
  55191. Fragment = 2,
  55192. /** Neutral */
  55193. Neutral = 4,
  55194. /** Vertex and Fragment */
  55195. VertexAndFragment = 3
  55196. }
  55197. }
  55198. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55199. /**
  55200. * Defines the kind of connection point for node based material
  55201. */
  55202. export enum NodeMaterialBlockConnectionPointTypes {
  55203. /** Float */
  55204. Float = 1,
  55205. /** Int */
  55206. Int = 2,
  55207. /** Vector2 */
  55208. Vector2 = 4,
  55209. /** Vector3 */
  55210. Vector3 = 8,
  55211. /** Vector4 */
  55212. Vector4 = 16,
  55213. /** Color3 */
  55214. Color3 = 32,
  55215. /** Color4 */
  55216. Color4 = 64,
  55217. /** Matrix */
  55218. Matrix = 128,
  55219. /** Detect type based on connection */
  55220. AutoDetect = 1024,
  55221. /** Output type that will be defined by input type */
  55222. BasedOnInput = 2048
  55223. }
  55224. }
  55225. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55226. /**
  55227. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55228. */
  55229. export enum NodeMaterialBlockConnectionPointMode {
  55230. /** Value is an uniform */
  55231. Uniform = 0,
  55232. /** Value is a mesh attribute */
  55233. Attribute = 1,
  55234. /** Value is a varying between vertex and fragment shaders */
  55235. Varying = 2,
  55236. /** Mode is undefined */
  55237. Undefined = 3
  55238. }
  55239. }
  55240. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55241. /**
  55242. * Enum used to define system values e.g. values automatically provided by the system
  55243. */
  55244. export enum NodeMaterialSystemValues {
  55245. /** World */
  55246. World = 1,
  55247. /** View */
  55248. View = 2,
  55249. /** Projection */
  55250. Projection = 3,
  55251. /** ViewProjection */
  55252. ViewProjection = 4,
  55253. /** WorldView */
  55254. WorldView = 5,
  55255. /** WorldViewProjection */
  55256. WorldViewProjection = 6,
  55257. /** CameraPosition */
  55258. CameraPosition = 7,
  55259. /** Fog Color */
  55260. FogColor = 8,
  55261. /** Delta time */
  55262. DeltaTime = 9
  55263. }
  55264. }
  55265. declare module "babylonjs/Materials/Node/Enums/index" {
  55266. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55267. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55268. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55269. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55270. }
  55271. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55272. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55273. /**
  55274. * Root class for all node material optimizers
  55275. */
  55276. export class NodeMaterialOptimizer {
  55277. /**
  55278. * Function used to optimize a NodeMaterial graph
  55279. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55280. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55281. */
  55282. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55283. }
  55284. }
  55285. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55286. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55287. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55288. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55289. import { Scene } from "babylonjs/scene";
  55290. /**
  55291. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55292. */
  55293. export class TransformBlock extends NodeMaterialBlock {
  55294. /**
  55295. * Defines the value to use to complement W value to transform it to a Vector4
  55296. */
  55297. complementW: number;
  55298. /**
  55299. * Defines the value to use to complement z value to transform it to a Vector4
  55300. */
  55301. complementZ: number;
  55302. /**
  55303. * Creates a new TransformBlock
  55304. * @param name defines the block name
  55305. */
  55306. constructor(name: string);
  55307. /**
  55308. * Gets the current class name
  55309. * @returns the class name
  55310. */
  55311. getClassName(): string;
  55312. /**
  55313. * Gets the vector input
  55314. */
  55315. readonly vector: NodeMaterialConnectionPoint;
  55316. /**
  55317. * Gets the output component
  55318. */
  55319. readonly output: NodeMaterialConnectionPoint;
  55320. /**
  55321. * Gets the matrix transform input
  55322. */
  55323. readonly transform: NodeMaterialConnectionPoint;
  55324. protected _buildBlock(state: NodeMaterialBuildState): this;
  55325. serialize(): any;
  55326. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55327. protected _dumpPropertiesCode(): string;
  55328. }
  55329. }
  55330. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  55331. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55332. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55333. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55334. /**
  55335. * Block used to output the vertex position
  55336. */
  55337. export class VertexOutputBlock extends NodeMaterialBlock {
  55338. /**
  55339. * Creates a new VertexOutputBlock
  55340. * @param name defines the block name
  55341. */
  55342. constructor(name: string);
  55343. /**
  55344. * Gets the current class name
  55345. * @returns the class name
  55346. */
  55347. getClassName(): string;
  55348. /**
  55349. * Gets the vector input component
  55350. */
  55351. readonly vector: NodeMaterialConnectionPoint;
  55352. protected _buildBlock(state: NodeMaterialBuildState): this;
  55353. }
  55354. }
  55355. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  55356. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55357. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55358. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55359. /**
  55360. * Block used to output the final color
  55361. */
  55362. export class FragmentOutputBlock extends NodeMaterialBlock {
  55363. /**
  55364. * Create a new FragmentOutputBlock
  55365. * @param name defines the block name
  55366. */
  55367. constructor(name: string);
  55368. /**
  55369. * Gets the current class name
  55370. * @returns the class name
  55371. */
  55372. getClassName(): string;
  55373. /**
  55374. * Gets the rgba input component
  55375. */
  55376. readonly rgba: NodeMaterialConnectionPoint;
  55377. /**
  55378. * Gets the rgb input component
  55379. */
  55380. readonly rgb: NodeMaterialConnectionPoint;
  55381. /**
  55382. * Gets the a input component
  55383. */
  55384. readonly a: NodeMaterialConnectionPoint;
  55385. protected _buildBlock(state: NodeMaterialBuildState): this;
  55386. }
  55387. }
  55388. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  55389. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55390. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55391. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55392. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55393. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55394. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55395. import { Effect } from "babylonjs/Materials/effect";
  55396. import { Mesh } from "babylonjs/Meshes/mesh";
  55397. import { Nullable } from "babylonjs/types";
  55398. import { Scene } from "babylonjs/scene";
  55399. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  55400. /**
  55401. * Block used to read a reflection texture from a sampler
  55402. */
  55403. export class ReflectionTextureBlock extends NodeMaterialBlock {
  55404. private _define3DName;
  55405. private _defineCubicName;
  55406. private _defineExplicitName;
  55407. private _defineProjectionName;
  55408. private _defineLocalCubicName;
  55409. private _defineSphericalName;
  55410. private _definePlanarName;
  55411. private _defineEquirectangularName;
  55412. private _defineMirroredEquirectangularFixedName;
  55413. private _defineEquirectangularFixedName;
  55414. private _defineSkyboxName;
  55415. private _cubeSamplerName;
  55416. private _2DSamplerName;
  55417. private _positionUVWName;
  55418. private _directionWName;
  55419. private _reflectionCoordsName;
  55420. private _reflection2DCoordsName;
  55421. private _reflectionColorName;
  55422. private _reflectionMatrixName;
  55423. /**
  55424. * Gets or sets the texture associated with the node
  55425. */
  55426. texture: Nullable<BaseTexture>;
  55427. /**
  55428. * Create a new TextureBlock
  55429. * @param name defines the block name
  55430. */
  55431. constructor(name: string);
  55432. /**
  55433. * Gets the current class name
  55434. * @returns the class name
  55435. */
  55436. getClassName(): string;
  55437. /**
  55438. * Gets the world position input component
  55439. */
  55440. readonly position: NodeMaterialConnectionPoint;
  55441. /**
  55442. * Gets the world position input component
  55443. */
  55444. readonly worldPosition: NodeMaterialConnectionPoint;
  55445. /**
  55446. * Gets the world normal input component
  55447. */
  55448. readonly worldNormal: NodeMaterialConnectionPoint;
  55449. /**
  55450. * Gets the world input component
  55451. */
  55452. readonly world: NodeMaterialConnectionPoint;
  55453. /**
  55454. * Gets the camera (or eye) position component
  55455. */
  55456. readonly cameraPosition: NodeMaterialConnectionPoint;
  55457. /**
  55458. * Gets the view input component
  55459. */
  55460. readonly view: NodeMaterialConnectionPoint;
  55461. /**
  55462. * Gets the rgb output component
  55463. */
  55464. readonly rgb: NodeMaterialConnectionPoint;
  55465. /**
  55466. * Gets the r output component
  55467. */
  55468. readonly r: NodeMaterialConnectionPoint;
  55469. /**
  55470. * Gets the g output component
  55471. */
  55472. readonly g: NodeMaterialConnectionPoint;
  55473. /**
  55474. * Gets the b output component
  55475. */
  55476. readonly b: NodeMaterialConnectionPoint;
  55477. autoConfigure(material: NodeMaterial): void;
  55478. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55479. isReady(): boolean;
  55480. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55481. private _injectVertexCode;
  55482. private _writeOutput;
  55483. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55484. serialize(): any;
  55485. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55486. }
  55487. }
  55488. declare module "babylonjs/Materials/Node/nodeMaterial" {
  55489. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55490. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  55491. import { Scene } from "babylonjs/scene";
  55492. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55493. import { Matrix } from "babylonjs/Maths/math.vector";
  55494. import { Mesh } from "babylonjs/Meshes/mesh";
  55495. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55496. import { Observable } from "babylonjs/Misc/observable";
  55497. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55498. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  55499. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55500. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  55501. import { Nullable } from "babylonjs/types";
  55502. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55503. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55504. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55505. /**
  55506. * Interface used to configure the node material editor
  55507. */
  55508. export interface INodeMaterialEditorOptions {
  55509. /** Define the URl to load node editor script */
  55510. editorURL?: string;
  55511. }
  55512. /** @hidden */
  55513. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  55514. /** BONES */
  55515. NUM_BONE_INFLUENCERS: number;
  55516. BonesPerMesh: number;
  55517. BONETEXTURE: boolean;
  55518. /** MORPH TARGETS */
  55519. MORPHTARGETS: boolean;
  55520. MORPHTARGETS_NORMAL: boolean;
  55521. MORPHTARGETS_TANGENT: boolean;
  55522. MORPHTARGETS_UV: boolean;
  55523. NUM_MORPH_INFLUENCERS: number;
  55524. /** IMAGE PROCESSING */
  55525. IMAGEPROCESSING: boolean;
  55526. VIGNETTE: boolean;
  55527. VIGNETTEBLENDMODEMULTIPLY: boolean;
  55528. VIGNETTEBLENDMODEOPAQUE: boolean;
  55529. TONEMAPPING: boolean;
  55530. TONEMAPPING_ACES: boolean;
  55531. CONTRAST: boolean;
  55532. EXPOSURE: boolean;
  55533. COLORCURVES: boolean;
  55534. COLORGRADING: boolean;
  55535. COLORGRADING3D: boolean;
  55536. SAMPLER3DGREENDEPTH: boolean;
  55537. SAMPLER3DBGRMAP: boolean;
  55538. IMAGEPROCESSINGPOSTPROCESS: boolean;
  55539. /** MISC. */
  55540. BUMPDIRECTUV: number;
  55541. constructor();
  55542. setValue(name: string, value: boolean): void;
  55543. }
  55544. /**
  55545. * Class used to configure NodeMaterial
  55546. */
  55547. export interface INodeMaterialOptions {
  55548. /**
  55549. * Defines if blocks should emit comments
  55550. */
  55551. emitComments: boolean;
  55552. }
  55553. /**
  55554. * Class used to create a node based material built by assembling shader blocks
  55555. */
  55556. export class NodeMaterial extends PushMaterial {
  55557. private static _BuildIdGenerator;
  55558. private _options;
  55559. private _vertexCompilationState;
  55560. private _fragmentCompilationState;
  55561. private _sharedData;
  55562. private _buildId;
  55563. private _buildWasSuccessful;
  55564. private _cachedWorldViewMatrix;
  55565. private _cachedWorldViewProjectionMatrix;
  55566. private _optimizers;
  55567. private _animationFrame;
  55568. /** Define the URl to load node editor script */
  55569. static EditorURL: string;
  55570. private BJSNODEMATERIALEDITOR;
  55571. /** Get the inspector from bundle or global */
  55572. private _getGlobalNodeMaterialEditor;
  55573. /**
  55574. * 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)
  55575. */
  55576. ignoreAlpha: boolean;
  55577. /**
  55578. * Defines the maximum number of lights that can be used in the material
  55579. */
  55580. maxSimultaneousLights: number;
  55581. /**
  55582. * Observable raised when the material is built
  55583. */
  55584. onBuildObservable: Observable<NodeMaterial>;
  55585. /**
  55586. * Gets or sets the root nodes of the material vertex shader
  55587. */
  55588. _vertexOutputNodes: NodeMaterialBlock[];
  55589. /**
  55590. * Gets or sets the root nodes of the material fragment (pixel) shader
  55591. */
  55592. _fragmentOutputNodes: NodeMaterialBlock[];
  55593. /** Gets or sets options to control the node material overall behavior */
  55594. options: INodeMaterialOptions;
  55595. /**
  55596. * Default configuration related to image processing available in the standard Material.
  55597. */
  55598. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  55599. /**
  55600. * Gets the image processing configuration used either in this material.
  55601. */
  55602. /**
  55603. * Sets the Default image processing configuration used either in the this material.
  55604. *
  55605. * If sets to null, the scene one is in use.
  55606. */
  55607. imageProcessingConfiguration: ImageProcessingConfiguration;
  55608. /**
  55609. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  55610. */
  55611. attachedBlocks: NodeMaterialBlock[];
  55612. /**
  55613. * Create a new node based material
  55614. * @param name defines the material name
  55615. * @param scene defines the hosting scene
  55616. * @param options defines creation option
  55617. */
  55618. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  55619. /**
  55620. * Gets the current class name of the material e.g. "NodeMaterial"
  55621. * @returns the class name
  55622. */
  55623. getClassName(): string;
  55624. /**
  55625. * Keep track of the image processing observer to allow dispose and replace.
  55626. */
  55627. private _imageProcessingObserver;
  55628. /**
  55629. * Attaches a new image processing configuration to the Standard Material.
  55630. * @param configuration
  55631. */
  55632. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  55633. /**
  55634. * Get a block by its name
  55635. * @param name defines the name of the block to retrieve
  55636. * @returns the required block or null if not found
  55637. */
  55638. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  55639. /**
  55640. * Get a block by its name
  55641. * @param predicate defines the predicate used to find the good candidate
  55642. * @returns the required block or null if not found
  55643. */
  55644. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  55645. /**
  55646. * Get an input block by its name
  55647. * @param predicate defines the predicate used to find the good candidate
  55648. * @returns the required input block or null if not found
  55649. */
  55650. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  55651. /**
  55652. * Gets the list of input blocks attached to this material
  55653. * @returns an array of InputBlocks
  55654. */
  55655. getInputBlocks(): InputBlock[];
  55656. /**
  55657. * Adds a new optimizer to the list of optimizers
  55658. * @param optimizer defines the optimizers to add
  55659. * @returns the current material
  55660. */
  55661. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  55662. /**
  55663. * Remove an optimizer from the list of optimizers
  55664. * @param optimizer defines the optimizers to remove
  55665. * @returns the current material
  55666. */
  55667. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  55668. /**
  55669. * Add a new block to the list of output nodes
  55670. * @param node defines the node to add
  55671. * @returns the current material
  55672. */
  55673. addOutputNode(node: NodeMaterialBlock): this;
  55674. /**
  55675. * Remove a block from the list of root nodes
  55676. * @param node defines the node to remove
  55677. * @returns the current material
  55678. */
  55679. removeOutputNode(node: NodeMaterialBlock): this;
  55680. private _addVertexOutputNode;
  55681. private _removeVertexOutputNode;
  55682. private _addFragmentOutputNode;
  55683. private _removeFragmentOutputNode;
  55684. /**
  55685. * Specifies if the material will require alpha blending
  55686. * @returns a boolean specifying if alpha blending is needed
  55687. */
  55688. needAlphaBlending(): boolean;
  55689. /**
  55690. * Specifies if this material should be rendered in alpha test mode
  55691. * @returns a boolean specifying if an alpha test is needed.
  55692. */
  55693. needAlphaTesting(): boolean;
  55694. private _initializeBlock;
  55695. private _resetDualBlocks;
  55696. /**
  55697. * Build the material and generates the inner effect
  55698. * @param verbose defines if the build should log activity
  55699. */
  55700. build(verbose?: boolean): void;
  55701. /**
  55702. * Runs an otpimization phase to try to improve the shader code
  55703. */
  55704. optimize(): void;
  55705. private _prepareDefinesForAttributes;
  55706. /**
  55707. * Get if the submesh is ready to be used and all its information available.
  55708. * Child classes can use it to update shaders
  55709. * @param mesh defines the mesh to check
  55710. * @param subMesh defines which submesh to check
  55711. * @param useInstances specifies that instances should be used
  55712. * @returns a boolean indicating that the submesh is ready or not
  55713. */
  55714. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  55715. /**
  55716. * Get a string representing the shaders built by the current node graph
  55717. */
  55718. readonly compiledShaders: string;
  55719. /**
  55720. * Binds the world matrix to the material
  55721. * @param world defines the world transformation matrix
  55722. */
  55723. bindOnlyWorldMatrix(world: Matrix): void;
  55724. /**
  55725. * Binds the submesh to this material by preparing the effect and shader to draw
  55726. * @param world defines the world transformation matrix
  55727. * @param mesh defines the mesh containing the submesh
  55728. * @param subMesh defines the submesh to bind the material to
  55729. */
  55730. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  55731. /**
  55732. * Gets the active textures from the material
  55733. * @returns an array of textures
  55734. */
  55735. getActiveTextures(): BaseTexture[];
  55736. /**
  55737. * Gets the list of texture blocks
  55738. * @returns an array of texture blocks
  55739. */
  55740. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  55741. /**
  55742. * Specifies if the material uses a texture
  55743. * @param texture defines the texture to check against the material
  55744. * @returns a boolean specifying if the material uses the texture
  55745. */
  55746. hasTexture(texture: BaseTexture): boolean;
  55747. /**
  55748. * Disposes the material
  55749. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  55750. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  55751. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  55752. */
  55753. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  55754. /** Creates the node editor window. */
  55755. private _createNodeEditor;
  55756. /**
  55757. * Launch the node material editor
  55758. * @param config Define the configuration of the editor
  55759. * @return a promise fulfilled when the node editor is visible
  55760. */
  55761. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  55762. /**
  55763. * Clear the current material
  55764. */
  55765. clear(): void;
  55766. /**
  55767. * Clear the current material and set it to a default state
  55768. */
  55769. setToDefault(): void;
  55770. /**
  55771. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  55772. * @param url defines the url to load from
  55773. * @returns a promise that will fullfil when the material is fully loaded
  55774. */
  55775. loadAsync(url: string): Promise<void>;
  55776. private _gatherBlocks;
  55777. /**
  55778. * Generate a string containing the code declaration required to create an equivalent of this material
  55779. * @returns a string
  55780. */
  55781. generateCode(): string;
  55782. /**
  55783. * Serializes this material in a JSON representation
  55784. * @returns the serialized material object
  55785. */
  55786. serialize(): any;
  55787. private _restoreConnections;
  55788. /**
  55789. * Clear the current graph and load a new one from a serialization object
  55790. * @param source defines the JSON representation of the material
  55791. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55792. */
  55793. loadFromSerialization(source: any, rootUrl?: string): void;
  55794. /**
  55795. * Creates a node material from parsed material data
  55796. * @param source defines the JSON representation of the material
  55797. * @param scene defines the hosting scene
  55798. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55799. * @returns a new node material
  55800. */
  55801. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  55802. /**
  55803. * Creates a new node material set to default basic configuration
  55804. * @param name defines the name of the material
  55805. * @param scene defines the hosting scene
  55806. * @returns a new NodeMaterial
  55807. */
  55808. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  55809. }
  55810. }
  55811. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  55812. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55813. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55814. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55815. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55816. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55817. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55818. import { Effect } from "babylonjs/Materials/effect";
  55819. import { Mesh } from "babylonjs/Meshes/mesh";
  55820. import { Nullable } from "babylonjs/types";
  55821. import { Texture } from "babylonjs/Materials/Textures/texture";
  55822. import { Scene } from "babylonjs/scene";
  55823. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  55824. /**
  55825. * Block used to read a texture from a sampler
  55826. */
  55827. export class TextureBlock extends NodeMaterialBlock {
  55828. private _defineName;
  55829. private _linearDefineName;
  55830. private _samplerName;
  55831. private _transformedUVName;
  55832. private _textureTransformName;
  55833. private _textureInfoName;
  55834. private _mainUVName;
  55835. private _mainUVDefineName;
  55836. /**
  55837. * Gets or sets the texture associated with the node
  55838. */
  55839. texture: Nullable<Texture>;
  55840. /**
  55841. * Create a new TextureBlock
  55842. * @param name defines the block name
  55843. */
  55844. constructor(name: string);
  55845. /**
  55846. * Gets the current class name
  55847. * @returns the class name
  55848. */
  55849. getClassName(): string;
  55850. /**
  55851. * Gets the uv input component
  55852. */
  55853. readonly uv: NodeMaterialConnectionPoint;
  55854. /**
  55855. * Gets the rgba output component
  55856. */
  55857. readonly rgba: NodeMaterialConnectionPoint;
  55858. /**
  55859. * Gets the rgb output component
  55860. */
  55861. readonly rgb: NodeMaterialConnectionPoint;
  55862. /**
  55863. * Gets the r output component
  55864. */
  55865. readonly r: NodeMaterialConnectionPoint;
  55866. /**
  55867. * Gets the g output component
  55868. */
  55869. readonly g: NodeMaterialConnectionPoint;
  55870. /**
  55871. * Gets the b output component
  55872. */
  55873. readonly b: NodeMaterialConnectionPoint;
  55874. /**
  55875. * Gets the a output component
  55876. */
  55877. readonly a: NodeMaterialConnectionPoint;
  55878. readonly target: NodeMaterialBlockTargets;
  55879. autoConfigure(material: NodeMaterial): void;
  55880. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55881. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55882. isReady(): boolean;
  55883. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55884. private readonly _isMixed;
  55885. private _injectVertexCode;
  55886. private _writeOutput;
  55887. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55888. protected _dumpPropertiesCode(): string;
  55889. serialize(): any;
  55890. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55891. }
  55892. }
  55893. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  55894. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55895. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55896. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55897. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55898. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55899. import { Scene } from "babylonjs/scene";
  55900. /**
  55901. * Class used to store shared data between 2 NodeMaterialBuildState
  55902. */
  55903. export class NodeMaterialBuildStateSharedData {
  55904. /**
  55905. * Gets the list of emitted varyings
  55906. */
  55907. temps: string[];
  55908. /**
  55909. * Gets the list of emitted varyings
  55910. */
  55911. varyings: string[];
  55912. /**
  55913. * Gets the varying declaration string
  55914. */
  55915. varyingDeclaration: string;
  55916. /**
  55917. * Input blocks
  55918. */
  55919. inputBlocks: InputBlock[];
  55920. /**
  55921. * Input blocks
  55922. */
  55923. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  55924. /**
  55925. * Bindable blocks (Blocks that need to set data to the effect)
  55926. */
  55927. bindableBlocks: NodeMaterialBlock[];
  55928. /**
  55929. * List of blocks that can provide a compilation fallback
  55930. */
  55931. blocksWithFallbacks: NodeMaterialBlock[];
  55932. /**
  55933. * List of blocks that can provide a define update
  55934. */
  55935. blocksWithDefines: NodeMaterialBlock[];
  55936. /**
  55937. * List of blocks that can provide a repeatable content
  55938. */
  55939. repeatableContentBlocks: NodeMaterialBlock[];
  55940. /**
  55941. * List of blocks that can provide a dynamic list of uniforms
  55942. */
  55943. dynamicUniformBlocks: NodeMaterialBlock[];
  55944. /**
  55945. * List of blocks that can block the isReady function for the material
  55946. */
  55947. blockingBlocks: NodeMaterialBlock[];
  55948. /**
  55949. * Gets the list of animated inputs
  55950. */
  55951. animatedInputs: InputBlock[];
  55952. /**
  55953. * Build Id used to avoid multiple recompilations
  55954. */
  55955. buildId: number;
  55956. /** List of emitted variables */
  55957. variableNames: {
  55958. [key: string]: number;
  55959. };
  55960. /** List of emitted defines */
  55961. defineNames: {
  55962. [key: string]: number;
  55963. };
  55964. /** Should emit comments? */
  55965. emitComments: boolean;
  55966. /** Emit build activity */
  55967. verbose: boolean;
  55968. /** Gets or sets the hosting scene */
  55969. scene: Scene;
  55970. /**
  55971. * Gets the compilation hints emitted at compilation time
  55972. */
  55973. hints: {
  55974. needWorldViewMatrix: boolean;
  55975. needWorldViewProjectionMatrix: boolean;
  55976. needAlphaBlending: boolean;
  55977. needAlphaTesting: boolean;
  55978. };
  55979. /**
  55980. * List of compilation checks
  55981. */
  55982. checks: {
  55983. emitVertex: boolean;
  55984. emitFragment: boolean;
  55985. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  55986. };
  55987. /** Creates a new shared data */
  55988. constructor();
  55989. /**
  55990. * Emits console errors and exceptions if there is a failing check
  55991. */
  55992. emitErrors(): void;
  55993. }
  55994. }
  55995. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  55996. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55997. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55998. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  55999. /**
  56000. * Class used to store node based material build state
  56001. */
  56002. export class NodeMaterialBuildState {
  56003. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56004. supportUniformBuffers: boolean;
  56005. /**
  56006. * Gets the list of emitted attributes
  56007. */
  56008. attributes: string[];
  56009. /**
  56010. * Gets the list of emitted uniforms
  56011. */
  56012. uniforms: string[];
  56013. /**
  56014. * Gets the list of emitted constants
  56015. */
  56016. constants: string[];
  56017. /**
  56018. * Gets the list of emitted samplers
  56019. */
  56020. samplers: string[];
  56021. /**
  56022. * Gets the list of emitted functions
  56023. */
  56024. functions: {
  56025. [key: string]: string;
  56026. };
  56027. /**
  56028. * Gets the list of emitted extensions
  56029. */
  56030. extensions: {
  56031. [key: string]: string;
  56032. };
  56033. /**
  56034. * Gets the target of the compilation state
  56035. */
  56036. target: NodeMaterialBlockTargets;
  56037. /**
  56038. * Gets the list of emitted counters
  56039. */
  56040. counters: {
  56041. [key: string]: number;
  56042. };
  56043. /**
  56044. * Shared data between multiple NodeMaterialBuildState instances
  56045. */
  56046. sharedData: NodeMaterialBuildStateSharedData;
  56047. /** @hidden */
  56048. _vertexState: NodeMaterialBuildState;
  56049. /** @hidden */
  56050. _attributeDeclaration: string;
  56051. /** @hidden */
  56052. _uniformDeclaration: string;
  56053. /** @hidden */
  56054. _constantDeclaration: string;
  56055. /** @hidden */
  56056. _samplerDeclaration: string;
  56057. /** @hidden */
  56058. _varyingTransfer: string;
  56059. private _repeatableContentAnchorIndex;
  56060. /** @hidden */
  56061. _builtCompilationString: string;
  56062. /**
  56063. * Gets the emitted compilation strings
  56064. */
  56065. compilationString: string;
  56066. /**
  56067. * Finalize the compilation strings
  56068. * @param state defines the current compilation state
  56069. */
  56070. finalize(state: NodeMaterialBuildState): void;
  56071. /** @hidden */
  56072. readonly _repeatableContentAnchor: string;
  56073. /** @hidden */
  56074. _getFreeVariableName(prefix: string): string;
  56075. /** @hidden */
  56076. _getFreeDefineName(prefix: string): string;
  56077. /** @hidden */
  56078. _excludeVariableName(name: string): void;
  56079. /** @hidden */
  56080. _emit2DSampler(name: string): void;
  56081. /** @hidden */
  56082. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56083. /** @hidden */
  56084. _emitExtension(name: string, extension: string): void;
  56085. /** @hidden */
  56086. _emitFunction(name: string, code: string, comments: string): void;
  56087. /** @hidden */
  56088. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56089. replaceStrings?: {
  56090. search: RegExp;
  56091. replace: string;
  56092. }[];
  56093. repeatKey?: string;
  56094. }): string;
  56095. /** @hidden */
  56096. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56097. repeatKey?: string;
  56098. removeAttributes?: boolean;
  56099. removeUniforms?: boolean;
  56100. removeVaryings?: boolean;
  56101. removeIfDef?: boolean;
  56102. replaceStrings?: {
  56103. search: RegExp;
  56104. replace: string;
  56105. }[];
  56106. }, storeKey?: string): void;
  56107. /** @hidden */
  56108. _registerTempVariable(name: string): boolean;
  56109. /** @hidden */
  56110. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56111. /** @hidden */
  56112. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56113. /** @hidden */
  56114. _emitFloat(value: number): string;
  56115. }
  56116. }
  56117. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56118. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56119. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56120. import { Nullable } from "babylonjs/types";
  56121. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56122. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56123. import { Effect } from "babylonjs/Materials/effect";
  56124. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56125. import { Mesh } from "babylonjs/Meshes/mesh";
  56126. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56127. import { Scene } from "babylonjs/scene";
  56128. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56129. /**
  56130. * Defines a block that can be used inside a node based material
  56131. */
  56132. export class NodeMaterialBlock {
  56133. private _buildId;
  56134. private _buildTarget;
  56135. private _target;
  56136. private _isFinalMerger;
  56137. private _isInput;
  56138. /** @hidden */
  56139. _codeVariableName: string;
  56140. /** @hidden */
  56141. _inputs: NodeMaterialConnectionPoint[];
  56142. /** @hidden */
  56143. _outputs: NodeMaterialConnectionPoint[];
  56144. /** @hidden */
  56145. _preparationId: number;
  56146. /**
  56147. * Gets or sets the name of the block
  56148. */
  56149. name: string;
  56150. /**
  56151. * Gets or sets the unique id of the node
  56152. */
  56153. uniqueId: number;
  56154. /**
  56155. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56156. */
  56157. readonly isFinalMerger: boolean;
  56158. /**
  56159. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56160. */
  56161. readonly isInput: boolean;
  56162. /**
  56163. * Gets or sets the build Id
  56164. */
  56165. buildId: number;
  56166. /**
  56167. * Gets or sets the target of the block
  56168. */
  56169. target: NodeMaterialBlockTargets;
  56170. /**
  56171. * Gets the list of input points
  56172. */
  56173. readonly inputs: NodeMaterialConnectionPoint[];
  56174. /** Gets the list of output points */
  56175. readonly outputs: NodeMaterialConnectionPoint[];
  56176. /**
  56177. * Find an input by its name
  56178. * @param name defines the name of the input to look for
  56179. * @returns the input or null if not found
  56180. */
  56181. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56182. /**
  56183. * Find an output by its name
  56184. * @param name defines the name of the outputto look for
  56185. * @returns the output or null if not found
  56186. */
  56187. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56188. /**
  56189. * Creates a new NodeMaterialBlock
  56190. * @param name defines the block name
  56191. * @param target defines the target of that block (Vertex by default)
  56192. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56193. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56194. */
  56195. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56196. /**
  56197. * Initialize the block and prepare the context for build
  56198. * @param state defines the state that will be used for the build
  56199. */
  56200. initialize(state: NodeMaterialBuildState): void;
  56201. /**
  56202. * Bind data to effect. Will only be called for blocks with isBindable === true
  56203. * @param effect defines the effect to bind data to
  56204. * @param nodeMaterial defines the hosting NodeMaterial
  56205. * @param mesh defines the mesh that will be rendered
  56206. */
  56207. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56208. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56209. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56210. protected _writeFloat(value: number): string;
  56211. /**
  56212. * Gets the current class name e.g. "NodeMaterialBlock"
  56213. * @returns the class name
  56214. */
  56215. getClassName(): string;
  56216. /**
  56217. * Register a new input. Must be called inside a block constructor
  56218. * @param name defines the connection point name
  56219. * @param type defines the connection point type
  56220. * @param isOptional defines a boolean indicating that this input can be omitted
  56221. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56222. * @returns the current block
  56223. */
  56224. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56225. /**
  56226. * Register a new output. Must be called inside a block constructor
  56227. * @param name defines the connection point name
  56228. * @param type defines the connection point type
  56229. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56230. * @returns the current block
  56231. */
  56232. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56233. /**
  56234. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56235. * @param forOutput defines an optional connection point to check compatibility with
  56236. * @returns the first available input or null
  56237. */
  56238. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56239. /**
  56240. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56241. * @param forBlock defines an optional block to check compatibility with
  56242. * @returns the first available input or null
  56243. */
  56244. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56245. /**
  56246. * Gets the sibling of the given output
  56247. * @param current defines the current output
  56248. * @returns the next output in the list or null
  56249. */
  56250. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56251. /**
  56252. * Connect current block with another block
  56253. * @param other defines the block to connect with
  56254. * @param options define the various options to help pick the right connections
  56255. * @returns the current block
  56256. */
  56257. connectTo(other: NodeMaterialBlock, options?: {
  56258. input?: string;
  56259. output?: string;
  56260. outputSwizzle?: string;
  56261. }): this | undefined;
  56262. protected _buildBlock(state: NodeMaterialBuildState): void;
  56263. /**
  56264. * Add uniforms, samplers and uniform buffers at compilation time
  56265. * @param state defines the state to update
  56266. * @param nodeMaterial defines the node material requesting the update
  56267. * @param defines defines the material defines to update
  56268. * @param uniformBuffers defines the list of uniform buffer names
  56269. */
  56270. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56271. /**
  56272. * Add potential fallbacks if shader compilation fails
  56273. * @param mesh defines the mesh to be rendered
  56274. * @param fallbacks defines the current prioritized list of fallbacks
  56275. */
  56276. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56277. /**
  56278. * Initialize defines for shader compilation
  56279. * @param mesh defines the mesh to be rendered
  56280. * @param nodeMaterial defines the node material requesting the update
  56281. * @param defines defines the material defines to update
  56282. * @param useInstances specifies that instances should be used
  56283. */
  56284. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56285. /**
  56286. * Update defines for shader compilation
  56287. * @param mesh defines the mesh to be rendered
  56288. * @param nodeMaterial defines the node material requesting the update
  56289. * @param defines defines the material defines to update
  56290. * @param useInstances specifies that instances should be used
  56291. */
  56292. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56293. /**
  56294. * Lets the block try to connect some inputs automatically
  56295. * @param material defines the hosting NodeMaterial
  56296. */
  56297. autoConfigure(material: NodeMaterial): void;
  56298. /**
  56299. * Function called when a block is declared as repeatable content generator
  56300. * @param vertexShaderState defines the current compilation state for the vertex shader
  56301. * @param fragmentShaderState defines the current compilation state for the fragment shader
  56302. * @param mesh defines the mesh to be rendered
  56303. * @param defines defines the material defines to update
  56304. */
  56305. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56306. /**
  56307. * Checks if the block is ready
  56308. * @param mesh defines the mesh to be rendered
  56309. * @param nodeMaterial defines the node material requesting the update
  56310. * @param defines defines the material defines to update
  56311. * @param useInstances specifies that instances should be used
  56312. * @returns true if the block is ready
  56313. */
  56314. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  56315. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  56316. private _processBuild;
  56317. /**
  56318. * Compile the current node and generate the shader code
  56319. * @param state defines the current compilation state (uniforms, samplers, current string)
  56320. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  56321. * @returns true if already built
  56322. */
  56323. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  56324. protected _inputRename(name: string): string;
  56325. protected _outputRename(name: string): string;
  56326. protected _dumpPropertiesCode(): string;
  56327. /** @hidden */
  56328. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  56329. /**
  56330. * Clone the current block to a new identical block
  56331. * @param scene defines the hosting scene
  56332. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56333. * @returns a copy of the current block
  56334. */
  56335. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  56336. /**
  56337. * Serializes this block in a JSON representation
  56338. * @returns the serialized block object
  56339. */
  56340. serialize(): any;
  56341. /** @hidden */
  56342. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56343. }
  56344. }
  56345. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  56346. /**
  56347. * Enum defining the type of animations supported by InputBlock
  56348. */
  56349. export enum AnimatedInputBlockTypes {
  56350. /** No animation */
  56351. None = 0,
  56352. /** Time based animation. Will only work for floats */
  56353. Time = 1
  56354. }
  56355. }
  56356. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  56357. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56358. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56359. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  56360. import { Nullable } from "babylonjs/types";
  56361. import { Effect } from "babylonjs/Materials/effect";
  56362. import { Matrix } from "babylonjs/Maths/math.vector";
  56363. import { Scene } from "babylonjs/scene";
  56364. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56365. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56366. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56367. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56368. /**
  56369. * Block used to expose an input value
  56370. */
  56371. export class InputBlock extends NodeMaterialBlock {
  56372. private _mode;
  56373. private _associatedVariableName;
  56374. private _storedValue;
  56375. private _valueCallback;
  56376. private _type;
  56377. private _animationType;
  56378. /** Gets or set a value used to limit the range of float values */
  56379. min: number;
  56380. /** Gets or set a value used to limit the range of float values */
  56381. max: number;
  56382. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  56383. matrixMode: number;
  56384. /** @hidden */
  56385. _systemValue: Nullable<NodeMaterialSystemValues>;
  56386. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  56387. visibleInInspector: boolean;
  56388. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  56389. isConstant: boolean;
  56390. /**
  56391. * Gets or sets the connection point type (default is float)
  56392. */
  56393. readonly type: NodeMaterialBlockConnectionPointTypes;
  56394. /**
  56395. * Creates a new InputBlock
  56396. * @param name defines the block name
  56397. * @param target defines the target of that block (Vertex by default)
  56398. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  56399. */
  56400. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  56401. /**
  56402. * Gets the output component
  56403. */
  56404. readonly output: NodeMaterialConnectionPoint;
  56405. /**
  56406. * Set the source of this connection point to a vertex attribute
  56407. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  56408. * @returns the current connection point
  56409. */
  56410. setAsAttribute(attributeName?: string): InputBlock;
  56411. /**
  56412. * Set the source of this connection point to a system value
  56413. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  56414. * @returns the current connection point
  56415. */
  56416. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  56417. /**
  56418. * Gets or sets the value of that point.
  56419. * Please note that this value will be ignored if valueCallback is defined
  56420. */
  56421. value: any;
  56422. /**
  56423. * Gets or sets a callback used to get the value of that point.
  56424. * Please note that setting this value will force the connection point to ignore the value property
  56425. */
  56426. valueCallback: () => any;
  56427. /**
  56428. * Gets or sets the associated variable name in the shader
  56429. */
  56430. associatedVariableName: string;
  56431. /** Gets or sets the type of animation applied to the input */
  56432. animationType: AnimatedInputBlockTypes;
  56433. /**
  56434. * Gets a boolean indicating that this connection point not defined yet
  56435. */
  56436. readonly isUndefined: boolean;
  56437. /**
  56438. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  56439. * In this case the connection point name must be the name of the uniform to use.
  56440. * Can only be set on inputs
  56441. */
  56442. isUniform: boolean;
  56443. /**
  56444. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  56445. * In this case the connection point name must be the name of the attribute to use
  56446. * Can only be set on inputs
  56447. */
  56448. isAttribute: boolean;
  56449. /**
  56450. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  56451. * Can only be set on exit points
  56452. */
  56453. isVarying: boolean;
  56454. /**
  56455. * Gets a boolean indicating that the current connection point is a system value
  56456. */
  56457. readonly isSystemValue: boolean;
  56458. /**
  56459. * Gets or sets the current well known value or null if not defined as a system value
  56460. */
  56461. systemValue: Nullable<NodeMaterialSystemValues>;
  56462. /**
  56463. * Gets the current class name
  56464. * @returns the class name
  56465. */
  56466. getClassName(): string;
  56467. /**
  56468. * Animate the input if animationType !== None
  56469. * @param scene defines the rendering scene
  56470. */
  56471. animate(scene: Scene): void;
  56472. private _emitDefine;
  56473. initialize(state: NodeMaterialBuildState): void;
  56474. /**
  56475. * Set the input block to its default value (based on its type)
  56476. */
  56477. setDefaultValue(): void;
  56478. private _emitConstant;
  56479. private _emit;
  56480. /** @hidden */
  56481. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  56482. /** @hidden */
  56483. _transmit(effect: Effect, scene: Scene): void;
  56484. protected _buildBlock(state: NodeMaterialBuildState): void;
  56485. protected _dumpPropertiesCode(): string;
  56486. serialize(): any;
  56487. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56488. }
  56489. }
  56490. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  56491. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56492. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56493. import { Nullable } from "babylonjs/types";
  56494. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56495. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56496. /**
  56497. * Defines a connection point for a block
  56498. */
  56499. export class NodeMaterialConnectionPoint {
  56500. /** @hidden */
  56501. _ownerBlock: NodeMaterialBlock;
  56502. /** @hidden */
  56503. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56504. private _endpoints;
  56505. private _associatedVariableName;
  56506. /** @hidden */
  56507. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56508. /** @hidden */
  56509. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56510. private _type;
  56511. /** @hidden */
  56512. _enforceAssociatedVariableName: boolean;
  56513. /**
  56514. * Gets or sets the additional types supported by this connection point
  56515. */
  56516. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  56517. /**
  56518. * Gets or sets the additional types excluded by this connection point
  56519. */
  56520. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  56521. /**
  56522. * Gets or sets the associated variable name in the shader
  56523. */
  56524. associatedVariableName: string;
  56525. /**
  56526. * Gets or sets the connection point type (default is float)
  56527. */
  56528. type: NodeMaterialBlockConnectionPointTypes;
  56529. /**
  56530. * Gets or sets the connection point name
  56531. */
  56532. name: string;
  56533. /**
  56534. * Gets or sets a boolean indicating that this connection point can be omitted
  56535. */
  56536. isOptional: boolean;
  56537. /**
  56538. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  56539. */
  56540. define: string;
  56541. /** @hidden */
  56542. _prioritizeVertex: boolean;
  56543. private _target;
  56544. /** Gets or sets the target of that connection point */
  56545. target: NodeMaterialBlockTargets;
  56546. /**
  56547. * Gets a boolean indicating that the current point is connected
  56548. */
  56549. readonly isConnected: boolean;
  56550. /**
  56551. * Gets a boolean indicating that the current point is connected to an input block
  56552. */
  56553. readonly isConnectedToInputBlock: boolean;
  56554. /**
  56555. * Gets a the connected input block (if any)
  56556. */
  56557. readonly connectInputBlock: Nullable<InputBlock>;
  56558. /** Get the other side of the connection (if any) */
  56559. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56560. /** Get the block that owns this connection point */
  56561. readonly ownerBlock: NodeMaterialBlock;
  56562. /** Get the block connected on the other side of this connection (if any) */
  56563. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  56564. /** Get the block connected on the endpoints of this connection (if any) */
  56565. readonly connectedBlocks: Array<NodeMaterialBlock>;
  56566. /** Gets the list of connected endpoints */
  56567. readonly endpoints: NodeMaterialConnectionPoint[];
  56568. /** Gets a boolean indicating if that output point is connected to at least one input */
  56569. readonly hasEndpoints: boolean;
  56570. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  56571. readonly isConnectedInVertexShader: boolean;
  56572. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  56573. readonly isConnectedInFragmentShader: boolean;
  56574. /**
  56575. * Creates a new connection point
  56576. * @param name defines the connection point name
  56577. * @param ownerBlock defines the block hosting this connection point
  56578. */
  56579. constructor(name: string, ownerBlock: NodeMaterialBlock);
  56580. /**
  56581. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  56582. * @returns the class name
  56583. */
  56584. getClassName(): string;
  56585. /**
  56586. * Gets an boolean indicating if the current point can be connected to another point
  56587. * @param connectionPoint defines the other connection point
  56588. * @returns true if the connection is possible
  56589. */
  56590. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  56591. /**
  56592. * Connect this point to another connection point
  56593. * @param connectionPoint defines the other connection point
  56594. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  56595. * @returns the current connection point
  56596. */
  56597. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  56598. /**
  56599. * Disconnect this point from one of his endpoint
  56600. * @param endpoint defines the other connection point
  56601. * @returns the current connection point
  56602. */
  56603. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  56604. /**
  56605. * Serializes this point in a JSON representation
  56606. * @returns the serialized point object
  56607. */
  56608. serialize(): any;
  56609. }
  56610. }
  56611. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  56612. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56613. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56614. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56615. import { Mesh } from "babylonjs/Meshes/mesh";
  56616. import { Effect } from "babylonjs/Materials/effect";
  56617. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56618. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56619. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  56620. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  56621. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56622. /**
  56623. * Block used to add support for vertex skinning (bones)
  56624. */
  56625. export class BonesBlock extends NodeMaterialBlock {
  56626. /**
  56627. * Creates a new BonesBlock
  56628. * @param name defines the block name
  56629. */
  56630. constructor(name: string);
  56631. /**
  56632. * Initialize the block and prepare the context for build
  56633. * @param state defines the state that will be used for the build
  56634. */
  56635. initialize(state: NodeMaterialBuildState): void;
  56636. /**
  56637. * Gets the current class name
  56638. * @returns the class name
  56639. */
  56640. getClassName(): string;
  56641. /**
  56642. * Gets the matrix indices input component
  56643. */
  56644. readonly matricesIndices: NodeMaterialConnectionPoint;
  56645. /**
  56646. * Gets the matrix weights input component
  56647. */
  56648. readonly matricesWeights: NodeMaterialConnectionPoint;
  56649. /**
  56650. * Gets the extra matrix indices input component
  56651. */
  56652. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  56653. /**
  56654. * Gets the extra matrix weights input component
  56655. */
  56656. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  56657. /**
  56658. * Gets the world input component
  56659. */
  56660. readonly world: NodeMaterialConnectionPoint;
  56661. /**
  56662. * Gets the output component
  56663. */
  56664. readonly output: NodeMaterialConnectionPoint;
  56665. autoConfigure(material: NodeMaterial): void;
  56666. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56667. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56668. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56669. protected _buildBlock(state: NodeMaterialBuildState): this;
  56670. }
  56671. }
  56672. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  56673. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56674. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56675. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56676. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56677. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56678. /**
  56679. * Block used to add support for instances
  56680. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  56681. */
  56682. export class InstancesBlock extends NodeMaterialBlock {
  56683. /**
  56684. * Creates a new InstancesBlock
  56685. * @param name defines the block name
  56686. */
  56687. constructor(name: string);
  56688. /**
  56689. * Gets the current class name
  56690. * @returns the class name
  56691. */
  56692. getClassName(): string;
  56693. /**
  56694. * Gets the first world row input component
  56695. */
  56696. readonly world0: NodeMaterialConnectionPoint;
  56697. /**
  56698. * Gets the second world row input component
  56699. */
  56700. readonly world1: NodeMaterialConnectionPoint;
  56701. /**
  56702. * Gets the third world row input component
  56703. */
  56704. readonly world2: NodeMaterialConnectionPoint;
  56705. /**
  56706. * Gets the forth world row input component
  56707. */
  56708. readonly world3: NodeMaterialConnectionPoint;
  56709. /**
  56710. * Gets the world input component
  56711. */
  56712. readonly world: NodeMaterialConnectionPoint;
  56713. /**
  56714. * Gets the output component
  56715. */
  56716. readonly output: NodeMaterialConnectionPoint;
  56717. autoConfigure(material: NodeMaterial): void;
  56718. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56719. protected _buildBlock(state: NodeMaterialBuildState): this;
  56720. }
  56721. }
  56722. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  56723. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56724. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56725. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56726. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56727. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56728. import { Effect } from "babylonjs/Materials/effect";
  56729. import { Mesh } from "babylonjs/Meshes/mesh";
  56730. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  56731. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  56732. /**
  56733. * Block used to add morph targets support to vertex shader
  56734. */
  56735. export class MorphTargetsBlock extends NodeMaterialBlock {
  56736. private _repeatableContentAnchor;
  56737. private _repeatebleContentGenerated;
  56738. /**
  56739. * Create a new MorphTargetsBlock
  56740. * @param name defines the block name
  56741. */
  56742. constructor(name: string);
  56743. /**
  56744. * Gets the current class name
  56745. * @returns the class name
  56746. */
  56747. getClassName(): string;
  56748. /**
  56749. * Gets the position input component
  56750. */
  56751. readonly position: NodeMaterialConnectionPoint;
  56752. /**
  56753. * Gets the normal input component
  56754. */
  56755. readonly normal: NodeMaterialConnectionPoint;
  56756. /**
  56757. * Gets the tangent input component
  56758. */
  56759. readonly tangent: NodeMaterialConnectionPoint;
  56760. /**
  56761. * Gets the tangent input component
  56762. */
  56763. readonly uv: NodeMaterialConnectionPoint;
  56764. /**
  56765. * Gets the position output component
  56766. */
  56767. readonly positionOutput: NodeMaterialConnectionPoint;
  56768. /**
  56769. * Gets the normal output component
  56770. */
  56771. readonly normalOutput: NodeMaterialConnectionPoint;
  56772. /**
  56773. * Gets the tangent output component
  56774. */
  56775. readonly tangentOutput: NodeMaterialConnectionPoint;
  56776. /**
  56777. * Gets the tangent output component
  56778. */
  56779. readonly uvOutput: NodeMaterialConnectionPoint;
  56780. initialize(state: NodeMaterialBuildState): void;
  56781. autoConfigure(material: NodeMaterial): void;
  56782. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56783. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56784. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56785. protected _buildBlock(state: NodeMaterialBuildState): this;
  56786. }
  56787. }
  56788. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  56789. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56790. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56791. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56792. import { Nullable } from "babylonjs/types";
  56793. import { Scene } from "babylonjs/scene";
  56794. import { Effect } from "babylonjs/Materials/effect";
  56795. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56796. import { Mesh } from "babylonjs/Meshes/mesh";
  56797. import { Light } from "babylonjs/Lights/light";
  56798. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56799. /**
  56800. * Block used to get data information from a light
  56801. */
  56802. export class LightInformationBlock extends NodeMaterialBlock {
  56803. private _lightDataUniformName;
  56804. private _lightColorUniformName;
  56805. private _lightTypeDefineName;
  56806. /**
  56807. * Gets or sets the light associated with this block
  56808. */
  56809. light: Nullable<Light>;
  56810. /**
  56811. * Creates a new LightInformationBlock
  56812. * @param name defines the block name
  56813. */
  56814. constructor(name: string);
  56815. /**
  56816. * Gets the current class name
  56817. * @returns the class name
  56818. */
  56819. getClassName(): string;
  56820. /**
  56821. * Gets the world position input component
  56822. */
  56823. readonly worldPosition: NodeMaterialConnectionPoint;
  56824. /**
  56825. * Gets the direction output component
  56826. */
  56827. readonly direction: NodeMaterialConnectionPoint;
  56828. /**
  56829. * Gets the direction output component
  56830. */
  56831. readonly color: NodeMaterialConnectionPoint;
  56832. /**
  56833. * Gets the direction output component
  56834. */
  56835. readonly intensity: NodeMaterialConnectionPoint;
  56836. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56837. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56838. protected _buildBlock(state: NodeMaterialBuildState): this;
  56839. serialize(): any;
  56840. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56841. }
  56842. }
  56843. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  56844. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  56845. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  56846. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  56847. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  56848. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  56849. }
  56850. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  56851. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56852. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56853. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56854. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56855. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56856. import { Effect } from "babylonjs/Materials/effect";
  56857. import { Mesh } from "babylonjs/Meshes/mesh";
  56858. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56859. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  56860. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  56861. /**
  56862. * Block used to add image processing support to fragment shader
  56863. */
  56864. export class ImageProcessingBlock extends NodeMaterialBlock {
  56865. /**
  56866. * Create a new ImageProcessingBlock
  56867. * @param name defines the block name
  56868. */
  56869. constructor(name: string);
  56870. /**
  56871. * Gets the current class name
  56872. * @returns the class name
  56873. */
  56874. getClassName(): string;
  56875. /**
  56876. * Gets the color input component
  56877. */
  56878. readonly color: NodeMaterialConnectionPoint;
  56879. /**
  56880. * Gets the output component
  56881. */
  56882. readonly output: NodeMaterialConnectionPoint;
  56883. /**
  56884. * Initialize the block and prepare the context for build
  56885. * @param state defines the state that will be used for the build
  56886. */
  56887. initialize(state: NodeMaterialBuildState): void;
  56888. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  56889. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56890. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56891. protected _buildBlock(state: NodeMaterialBuildState): this;
  56892. }
  56893. }
  56894. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  56895. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56896. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56897. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56898. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56899. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56900. import { Effect } from "babylonjs/Materials/effect";
  56901. import { Mesh } from "babylonjs/Meshes/mesh";
  56902. import { Scene } from "babylonjs/scene";
  56903. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  56904. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  56905. /**
  56906. * Block used to pertub normals based on a normal map
  56907. */
  56908. export class PerturbNormalBlock extends NodeMaterialBlock {
  56909. private _tangentSpaceParameterName;
  56910. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  56911. invertX: boolean;
  56912. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  56913. invertY: boolean;
  56914. /**
  56915. * Create a new PerturbNormalBlock
  56916. * @param name defines the block name
  56917. */
  56918. constructor(name: string);
  56919. /**
  56920. * Gets the current class name
  56921. * @returns the class name
  56922. */
  56923. getClassName(): string;
  56924. /**
  56925. * Gets the world position input component
  56926. */
  56927. readonly worldPosition: NodeMaterialConnectionPoint;
  56928. /**
  56929. * Gets the world normal input component
  56930. */
  56931. readonly worldNormal: NodeMaterialConnectionPoint;
  56932. /**
  56933. * Gets the uv input component
  56934. */
  56935. readonly uv: NodeMaterialConnectionPoint;
  56936. /**
  56937. * Gets the normal map color input component
  56938. */
  56939. readonly normalMapColor: NodeMaterialConnectionPoint;
  56940. /**
  56941. * Gets the strength input component
  56942. */
  56943. readonly strength: NodeMaterialConnectionPoint;
  56944. /**
  56945. * Gets the output component
  56946. */
  56947. readonly output: NodeMaterialConnectionPoint;
  56948. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56949. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56950. autoConfigure(material: NodeMaterial): void;
  56951. protected _buildBlock(state: NodeMaterialBuildState): this;
  56952. protected _dumpPropertiesCode(): string;
  56953. serialize(): any;
  56954. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56955. }
  56956. }
  56957. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  56958. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56959. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56960. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56961. /**
  56962. * Block used to discard a pixel if a value is smaller than a cutoff
  56963. */
  56964. export class DiscardBlock extends NodeMaterialBlock {
  56965. /**
  56966. * Create a new DiscardBlock
  56967. * @param name defines the block name
  56968. */
  56969. constructor(name: string);
  56970. /**
  56971. * Gets the current class name
  56972. * @returns the class name
  56973. */
  56974. getClassName(): string;
  56975. /**
  56976. * Gets the color input component
  56977. */
  56978. readonly value: NodeMaterialConnectionPoint;
  56979. /**
  56980. * Gets the cutoff input component
  56981. */
  56982. readonly cutoff: NodeMaterialConnectionPoint;
  56983. protected _buildBlock(state: NodeMaterialBuildState): this;
  56984. }
  56985. }
  56986. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  56987. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  56988. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  56989. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  56990. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  56991. }
  56992. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  56993. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56994. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56995. import { Mesh } from "babylonjs/Meshes/mesh";
  56996. import { Effect } from "babylonjs/Materials/effect";
  56997. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56998. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56999. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57000. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57001. /**
  57002. * Block used to add support for scene fog
  57003. */
  57004. export class FogBlock extends NodeMaterialBlock {
  57005. private _fogDistanceName;
  57006. private _fogParameters;
  57007. /**
  57008. * Create a new FogBlock
  57009. * @param name defines the block name
  57010. */
  57011. constructor(name: string);
  57012. /**
  57013. * Gets the current class name
  57014. * @returns the class name
  57015. */
  57016. getClassName(): string;
  57017. /**
  57018. * Gets the world position input component
  57019. */
  57020. readonly worldPosition: NodeMaterialConnectionPoint;
  57021. /**
  57022. * Gets the view input component
  57023. */
  57024. readonly view: NodeMaterialConnectionPoint;
  57025. /**
  57026. * Gets the color input component
  57027. */
  57028. readonly input: NodeMaterialConnectionPoint;
  57029. /**
  57030. * Gets the fog color input component
  57031. */
  57032. readonly fogColor: NodeMaterialConnectionPoint;
  57033. /**
  57034. * Gets the output component
  57035. */
  57036. readonly output: NodeMaterialConnectionPoint;
  57037. autoConfigure(material: NodeMaterial): void;
  57038. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57039. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57040. protected _buildBlock(state: NodeMaterialBuildState): this;
  57041. }
  57042. }
  57043. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57044. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57045. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57046. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57047. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57048. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57049. import { Effect } from "babylonjs/Materials/effect";
  57050. import { Mesh } from "babylonjs/Meshes/mesh";
  57051. import { Light } from "babylonjs/Lights/light";
  57052. import { Nullable } from "babylonjs/types";
  57053. import { Scene } from "babylonjs/scene";
  57054. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57055. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57056. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57057. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57058. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57059. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57060. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57061. /**
  57062. * Block used to add light in the fragment shader
  57063. */
  57064. export class LightBlock extends NodeMaterialBlock {
  57065. private _lightId;
  57066. /**
  57067. * Gets or sets the light associated with this block
  57068. */
  57069. light: Nullable<Light>;
  57070. /**
  57071. * Create a new LightBlock
  57072. * @param name defines the block name
  57073. */
  57074. constructor(name: string);
  57075. /**
  57076. * Gets the current class name
  57077. * @returns the class name
  57078. */
  57079. getClassName(): string;
  57080. /**
  57081. * Gets the world position input component
  57082. */
  57083. readonly worldPosition: NodeMaterialConnectionPoint;
  57084. /**
  57085. * Gets the world normal input component
  57086. */
  57087. readonly worldNormal: NodeMaterialConnectionPoint;
  57088. /**
  57089. * Gets the camera (or eye) position component
  57090. */
  57091. readonly cameraPosition: NodeMaterialConnectionPoint;
  57092. /**
  57093. * Gets the glossiness component
  57094. */
  57095. readonly glossiness: NodeMaterialConnectionPoint;
  57096. /**
  57097. * Gets the glossinness power component
  57098. */
  57099. readonly glossPower: NodeMaterialConnectionPoint;
  57100. /**
  57101. * Gets the diffuse color component
  57102. */
  57103. readonly diffuseColor: NodeMaterialConnectionPoint;
  57104. /**
  57105. * Gets the specular color component
  57106. */
  57107. readonly specularColor: NodeMaterialConnectionPoint;
  57108. /**
  57109. * Gets the diffuse output component
  57110. */
  57111. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57112. /**
  57113. * Gets the specular output component
  57114. */
  57115. readonly specularOutput: NodeMaterialConnectionPoint;
  57116. autoConfigure(material: NodeMaterial): void;
  57117. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57118. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57119. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57120. private _injectVertexCode;
  57121. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57122. serialize(): any;
  57123. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57124. }
  57125. }
  57126. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57127. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57128. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57129. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57130. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57131. }
  57132. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57133. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57134. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57135. }
  57136. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57137. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57138. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57139. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57140. /**
  57141. * Block used to multiply 2 values
  57142. */
  57143. export class MultiplyBlock extends NodeMaterialBlock {
  57144. /**
  57145. * Creates a new MultiplyBlock
  57146. * @param name defines the block name
  57147. */
  57148. constructor(name: string);
  57149. /**
  57150. * Gets the current class name
  57151. * @returns the class name
  57152. */
  57153. getClassName(): string;
  57154. /**
  57155. * Gets the left operand input component
  57156. */
  57157. readonly left: NodeMaterialConnectionPoint;
  57158. /**
  57159. * Gets the right operand input component
  57160. */
  57161. readonly right: NodeMaterialConnectionPoint;
  57162. /**
  57163. * Gets the output component
  57164. */
  57165. readonly output: NodeMaterialConnectionPoint;
  57166. protected _buildBlock(state: NodeMaterialBuildState): this;
  57167. }
  57168. }
  57169. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57170. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57171. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57172. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57173. /**
  57174. * Block used to add 2 vectors
  57175. */
  57176. export class AddBlock extends NodeMaterialBlock {
  57177. /**
  57178. * Creates a new AddBlock
  57179. * @param name defines the block name
  57180. */
  57181. constructor(name: string);
  57182. /**
  57183. * Gets the current class name
  57184. * @returns the class name
  57185. */
  57186. getClassName(): string;
  57187. /**
  57188. * Gets the left operand input component
  57189. */
  57190. readonly left: NodeMaterialConnectionPoint;
  57191. /**
  57192. * Gets the right operand input component
  57193. */
  57194. readonly right: NodeMaterialConnectionPoint;
  57195. /**
  57196. * Gets the output component
  57197. */
  57198. readonly output: NodeMaterialConnectionPoint;
  57199. protected _buildBlock(state: NodeMaterialBuildState): this;
  57200. }
  57201. }
  57202. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  57203. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57204. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57205. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57206. /**
  57207. * Block used to scale a vector by a float
  57208. */
  57209. export class ScaleBlock extends NodeMaterialBlock {
  57210. /**
  57211. * Creates a new ScaleBlock
  57212. * @param name defines the block name
  57213. */
  57214. constructor(name: string);
  57215. /**
  57216. * Gets the current class name
  57217. * @returns the class name
  57218. */
  57219. getClassName(): string;
  57220. /**
  57221. * Gets the input component
  57222. */
  57223. readonly input: NodeMaterialConnectionPoint;
  57224. /**
  57225. * Gets the factor input component
  57226. */
  57227. readonly factor: NodeMaterialConnectionPoint;
  57228. /**
  57229. * Gets the output component
  57230. */
  57231. readonly output: NodeMaterialConnectionPoint;
  57232. protected _buildBlock(state: NodeMaterialBuildState): this;
  57233. }
  57234. }
  57235. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  57236. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57237. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57238. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57239. import { Scene } from "babylonjs/scene";
  57240. /**
  57241. * Block used to clamp a float
  57242. */
  57243. export class ClampBlock extends NodeMaterialBlock {
  57244. /** Gets or sets the minimum range */
  57245. minimum: number;
  57246. /** Gets or sets the maximum range */
  57247. maximum: number;
  57248. /**
  57249. * Creates a new ClampBlock
  57250. * @param name defines the block name
  57251. */
  57252. constructor(name: string);
  57253. /**
  57254. * Gets the current class name
  57255. * @returns the class name
  57256. */
  57257. getClassName(): string;
  57258. /**
  57259. * Gets the value input component
  57260. */
  57261. readonly value: NodeMaterialConnectionPoint;
  57262. /**
  57263. * Gets the output component
  57264. */
  57265. readonly output: NodeMaterialConnectionPoint;
  57266. protected _buildBlock(state: NodeMaterialBuildState): this;
  57267. protected _dumpPropertiesCode(): string;
  57268. serialize(): any;
  57269. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57270. }
  57271. }
  57272. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  57273. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57274. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57275. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57276. /**
  57277. * Block used to apply a cross product between 2 vectors
  57278. */
  57279. export class CrossBlock extends NodeMaterialBlock {
  57280. /**
  57281. * Creates a new CrossBlock
  57282. * @param name defines the block name
  57283. */
  57284. constructor(name: string);
  57285. /**
  57286. * Gets the current class name
  57287. * @returns the class name
  57288. */
  57289. getClassName(): string;
  57290. /**
  57291. * Gets the left operand input component
  57292. */
  57293. readonly left: NodeMaterialConnectionPoint;
  57294. /**
  57295. * Gets the right operand input component
  57296. */
  57297. readonly right: NodeMaterialConnectionPoint;
  57298. /**
  57299. * Gets the output component
  57300. */
  57301. readonly output: NodeMaterialConnectionPoint;
  57302. protected _buildBlock(state: NodeMaterialBuildState): this;
  57303. }
  57304. }
  57305. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  57306. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57307. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57308. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57309. /**
  57310. * Block used to apply a dot product between 2 vectors
  57311. */
  57312. export class DotBlock extends NodeMaterialBlock {
  57313. /**
  57314. * Creates a new DotBlock
  57315. * @param name defines the block name
  57316. */
  57317. constructor(name: string);
  57318. /**
  57319. * Gets the current class name
  57320. * @returns the class name
  57321. */
  57322. getClassName(): string;
  57323. /**
  57324. * Gets the left operand input component
  57325. */
  57326. readonly left: NodeMaterialConnectionPoint;
  57327. /**
  57328. * Gets the right operand input component
  57329. */
  57330. readonly right: NodeMaterialConnectionPoint;
  57331. /**
  57332. * Gets the output component
  57333. */
  57334. readonly output: NodeMaterialConnectionPoint;
  57335. protected _buildBlock(state: NodeMaterialBuildState): this;
  57336. }
  57337. }
  57338. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  57339. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57340. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57341. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57342. import { Vector2 } from "babylonjs/Maths/math.vector";
  57343. import { Scene } from "babylonjs/scene";
  57344. /**
  57345. * Block used to remap a float from a range to a new one
  57346. */
  57347. export class RemapBlock extends NodeMaterialBlock {
  57348. /**
  57349. * Gets or sets the source range
  57350. */
  57351. sourceRange: Vector2;
  57352. /**
  57353. * Gets or sets the target range
  57354. */
  57355. targetRange: Vector2;
  57356. /**
  57357. * Creates a new RemapBlock
  57358. * @param name defines the block name
  57359. */
  57360. constructor(name: string);
  57361. /**
  57362. * Gets the current class name
  57363. * @returns the class name
  57364. */
  57365. getClassName(): string;
  57366. /**
  57367. * Gets the input component
  57368. */
  57369. readonly input: NodeMaterialConnectionPoint;
  57370. /**
  57371. * Gets the source min input component
  57372. */
  57373. readonly sourceMin: NodeMaterialConnectionPoint;
  57374. /**
  57375. * Gets the source max input component
  57376. */
  57377. readonly sourceMax: NodeMaterialConnectionPoint;
  57378. /**
  57379. * Gets the target min input component
  57380. */
  57381. readonly targetMin: NodeMaterialConnectionPoint;
  57382. /**
  57383. * Gets the target max input component
  57384. */
  57385. readonly targetMax: NodeMaterialConnectionPoint;
  57386. /**
  57387. * Gets the output component
  57388. */
  57389. readonly output: NodeMaterialConnectionPoint;
  57390. protected _buildBlock(state: NodeMaterialBuildState): this;
  57391. protected _dumpPropertiesCode(): string;
  57392. serialize(): any;
  57393. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57394. }
  57395. }
  57396. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  57397. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57398. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57399. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57400. /**
  57401. * Block used to normalize a vector
  57402. */
  57403. export class NormalizeBlock extends NodeMaterialBlock {
  57404. /**
  57405. * Creates a new NormalizeBlock
  57406. * @param name defines the block name
  57407. */
  57408. constructor(name: string);
  57409. /**
  57410. * Gets the current class name
  57411. * @returns the class name
  57412. */
  57413. getClassName(): string;
  57414. /**
  57415. * Gets the input component
  57416. */
  57417. readonly input: NodeMaterialConnectionPoint;
  57418. /**
  57419. * Gets the output component
  57420. */
  57421. readonly output: NodeMaterialConnectionPoint;
  57422. protected _buildBlock(state: NodeMaterialBuildState): this;
  57423. }
  57424. }
  57425. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  57426. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57427. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57428. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57429. import { Scene } from "babylonjs/scene";
  57430. /**
  57431. * Operations supported by the Trigonometry block
  57432. */
  57433. export enum TrigonometryBlockOperations {
  57434. /** Cos */
  57435. Cos = 0,
  57436. /** Sin */
  57437. Sin = 1,
  57438. /** Abs */
  57439. Abs = 2,
  57440. /** Exp */
  57441. Exp = 3,
  57442. /** Exp2 */
  57443. Exp2 = 4,
  57444. /** Round */
  57445. Round = 5,
  57446. /** Floor */
  57447. Floor = 6,
  57448. /** Ceiling */
  57449. Ceiling = 7,
  57450. /** Square root */
  57451. Sqrt = 8,
  57452. /** Log */
  57453. Log = 9,
  57454. /** Tangent */
  57455. Tan = 10,
  57456. /** Arc tangent */
  57457. ArcTan = 11,
  57458. /** Arc cosinus */
  57459. ArcCos = 12,
  57460. /** Arc sinus */
  57461. ArcSin = 13,
  57462. /** Fraction */
  57463. Fract = 14,
  57464. /** Sign */
  57465. Sign = 15,
  57466. /** To radians (from degrees) */
  57467. Radians = 16,
  57468. /** To degrees (from radians) */
  57469. Degrees = 17
  57470. }
  57471. /**
  57472. * Block used to apply trigonometry operation to floats
  57473. */
  57474. export class TrigonometryBlock extends NodeMaterialBlock {
  57475. /**
  57476. * Gets or sets the operation applied by the block
  57477. */
  57478. operation: TrigonometryBlockOperations;
  57479. /**
  57480. * Creates a new TrigonometryBlock
  57481. * @param name defines the block name
  57482. */
  57483. constructor(name: string);
  57484. /**
  57485. * Gets the current class name
  57486. * @returns the class name
  57487. */
  57488. getClassName(): string;
  57489. /**
  57490. * Gets the input component
  57491. */
  57492. readonly input: NodeMaterialConnectionPoint;
  57493. /**
  57494. * Gets the output component
  57495. */
  57496. readonly output: NodeMaterialConnectionPoint;
  57497. protected _buildBlock(state: NodeMaterialBuildState): this;
  57498. serialize(): any;
  57499. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57500. }
  57501. }
  57502. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  57503. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57504. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57505. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57506. /**
  57507. * Block used to create a Color3/4 out of individual inputs (one for each component)
  57508. */
  57509. export class ColorMergerBlock extends NodeMaterialBlock {
  57510. /**
  57511. * Create a new ColorMergerBlock
  57512. * @param name defines the block name
  57513. */
  57514. constructor(name: string);
  57515. /**
  57516. * Gets the current class name
  57517. * @returns the class name
  57518. */
  57519. getClassName(): string;
  57520. /**
  57521. * Gets the r component (input)
  57522. */
  57523. readonly r: NodeMaterialConnectionPoint;
  57524. /**
  57525. * Gets the g component (input)
  57526. */
  57527. readonly g: NodeMaterialConnectionPoint;
  57528. /**
  57529. * Gets the b component (input)
  57530. */
  57531. readonly b: NodeMaterialConnectionPoint;
  57532. /**
  57533. * Gets the a component (input)
  57534. */
  57535. readonly a: NodeMaterialConnectionPoint;
  57536. /**
  57537. * Gets the rgba component (output)
  57538. */
  57539. readonly rgba: NodeMaterialConnectionPoint;
  57540. /**
  57541. * Gets the rgb component (output)
  57542. */
  57543. readonly rgb: NodeMaterialConnectionPoint;
  57544. protected _buildBlock(state: NodeMaterialBuildState): this;
  57545. }
  57546. }
  57547. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  57548. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57549. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57550. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57551. /**
  57552. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  57553. */
  57554. export class VectorMergerBlock extends NodeMaterialBlock {
  57555. /**
  57556. * Create a new VectorMergerBlock
  57557. * @param name defines the block name
  57558. */
  57559. constructor(name: string);
  57560. /**
  57561. * Gets the current class name
  57562. * @returns the class name
  57563. */
  57564. getClassName(): string;
  57565. /**
  57566. * Gets the x component (input)
  57567. */
  57568. readonly x: NodeMaterialConnectionPoint;
  57569. /**
  57570. * Gets the y component (input)
  57571. */
  57572. readonly y: NodeMaterialConnectionPoint;
  57573. /**
  57574. * Gets the z component (input)
  57575. */
  57576. readonly z: NodeMaterialConnectionPoint;
  57577. /**
  57578. * Gets the w component (input)
  57579. */
  57580. readonly w: NodeMaterialConnectionPoint;
  57581. /**
  57582. * Gets the xyzw component (output)
  57583. */
  57584. readonly xyzw: NodeMaterialConnectionPoint;
  57585. /**
  57586. * Gets the xyz component (output)
  57587. */
  57588. readonly xyz: NodeMaterialConnectionPoint;
  57589. /**
  57590. * Gets the xy component (output)
  57591. */
  57592. readonly xy: NodeMaterialConnectionPoint;
  57593. protected _buildBlock(state: NodeMaterialBuildState): this;
  57594. }
  57595. }
  57596. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  57597. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57598. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57599. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57600. /**
  57601. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  57602. */
  57603. export class ColorSplitterBlock extends NodeMaterialBlock {
  57604. /**
  57605. * Create a new ColorSplitterBlock
  57606. * @param name defines the block name
  57607. */
  57608. constructor(name: string);
  57609. /**
  57610. * Gets the current class name
  57611. * @returns the class name
  57612. */
  57613. getClassName(): string;
  57614. /**
  57615. * Gets the rgba component (input)
  57616. */
  57617. readonly rgba: NodeMaterialConnectionPoint;
  57618. /**
  57619. * Gets the rgb component (input)
  57620. */
  57621. readonly rgbIn: NodeMaterialConnectionPoint;
  57622. /**
  57623. * Gets the rgb component (output)
  57624. */
  57625. readonly rgbOut: NodeMaterialConnectionPoint;
  57626. /**
  57627. * Gets the r component (output)
  57628. */
  57629. readonly r: NodeMaterialConnectionPoint;
  57630. /**
  57631. * Gets the g component (output)
  57632. */
  57633. readonly g: NodeMaterialConnectionPoint;
  57634. /**
  57635. * Gets the b component (output)
  57636. */
  57637. readonly b: NodeMaterialConnectionPoint;
  57638. /**
  57639. * Gets the a component (output)
  57640. */
  57641. readonly a: NodeMaterialConnectionPoint;
  57642. protected _inputRename(name: string): string;
  57643. protected _outputRename(name: string): string;
  57644. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57645. }
  57646. }
  57647. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  57648. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57649. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57650. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57651. /**
  57652. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  57653. */
  57654. export class VectorSplitterBlock extends NodeMaterialBlock {
  57655. /**
  57656. * Create a new VectorSplitterBlock
  57657. * @param name defines the block name
  57658. */
  57659. constructor(name: string);
  57660. /**
  57661. * Gets the current class name
  57662. * @returns the class name
  57663. */
  57664. getClassName(): string;
  57665. /**
  57666. * Gets the xyzw component (input)
  57667. */
  57668. readonly xyzw: NodeMaterialConnectionPoint;
  57669. /**
  57670. * Gets the xyz component (input)
  57671. */
  57672. readonly xyzIn: NodeMaterialConnectionPoint;
  57673. /**
  57674. * Gets the xy component (input)
  57675. */
  57676. readonly xyIn: NodeMaterialConnectionPoint;
  57677. /**
  57678. * Gets the xyz component (output)
  57679. */
  57680. readonly xyzOut: NodeMaterialConnectionPoint;
  57681. /**
  57682. * Gets the xy component (output)
  57683. */
  57684. readonly xyOut: NodeMaterialConnectionPoint;
  57685. /**
  57686. * Gets the x component (output)
  57687. */
  57688. readonly x: NodeMaterialConnectionPoint;
  57689. /**
  57690. * Gets the y component (output)
  57691. */
  57692. readonly y: NodeMaterialConnectionPoint;
  57693. /**
  57694. * Gets the z component (output)
  57695. */
  57696. readonly z: NodeMaterialConnectionPoint;
  57697. /**
  57698. * Gets the w component (output)
  57699. */
  57700. readonly w: NodeMaterialConnectionPoint;
  57701. protected _inputRename(name: string): string;
  57702. protected _outputRename(name: string): string;
  57703. protected _buildBlock(state: NodeMaterialBuildState): this;
  57704. }
  57705. }
  57706. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  57707. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57708. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57709. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57710. /**
  57711. * Block used to lerp between 2 values
  57712. */
  57713. export class LerpBlock extends NodeMaterialBlock {
  57714. /**
  57715. * Creates a new LerpBlock
  57716. * @param name defines the block name
  57717. */
  57718. constructor(name: string);
  57719. /**
  57720. * Gets the current class name
  57721. * @returns the class name
  57722. */
  57723. getClassName(): string;
  57724. /**
  57725. * Gets the left operand input component
  57726. */
  57727. readonly left: NodeMaterialConnectionPoint;
  57728. /**
  57729. * Gets the right operand input component
  57730. */
  57731. readonly right: NodeMaterialConnectionPoint;
  57732. /**
  57733. * Gets the gradient operand input component
  57734. */
  57735. readonly gradient: NodeMaterialConnectionPoint;
  57736. /**
  57737. * Gets the output component
  57738. */
  57739. readonly output: NodeMaterialConnectionPoint;
  57740. protected _buildBlock(state: NodeMaterialBuildState): this;
  57741. }
  57742. }
  57743. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  57744. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57745. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57746. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57747. /**
  57748. * Block used to divide 2 vectors
  57749. */
  57750. export class DivideBlock extends NodeMaterialBlock {
  57751. /**
  57752. * Creates a new DivideBlock
  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 left operand input component
  57763. */
  57764. readonly left: NodeMaterialConnectionPoint;
  57765. /**
  57766. * Gets the right operand input component
  57767. */
  57768. readonly right: NodeMaterialConnectionPoint;
  57769. /**
  57770. * Gets the output component
  57771. */
  57772. readonly output: NodeMaterialConnectionPoint;
  57773. protected _buildBlock(state: NodeMaterialBuildState): this;
  57774. }
  57775. }
  57776. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  57777. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57778. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57779. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57780. /**
  57781. * Block used to subtract 2 vectors
  57782. */
  57783. export class SubtractBlock extends NodeMaterialBlock {
  57784. /**
  57785. * Creates a new SubtractBlock
  57786. * @param name defines the block name
  57787. */
  57788. constructor(name: string);
  57789. /**
  57790. * Gets the current class name
  57791. * @returns the class name
  57792. */
  57793. getClassName(): string;
  57794. /**
  57795. * Gets the left operand input component
  57796. */
  57797. readonly left: NodeMaterialConnectionPoint;
  57798. /**
  57799. * Gets the right operand input component
  57800. */
  57801. readonly right: NodeMaterialConnectionPoint;
  57802. /**
  57803. * Gets the output component
  57804. */
  57805. readonly output: NodeMaterialConnectionPoint;
  57806. protected _buildBlock(state: NodeMaterialBuildState): this;
  57807. }
  57808. }
  57809. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  57810. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57811. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57812. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57813. /**
  57814. * Block used to step a value
  57815. */
  57816. export class StepBlock extends NodeMaterialBlock {
  57817. /**
  57818. * Creates a new StepBlock
  57819. * @param name defines the block name
  57820. */
  57821. constructor(name: string);
  57822. /**
  57823. * Gets the current class name
  57824. * @returns the class name
  57825. */
  57826. getClassName(): string;
  57827. /**
  57828. * Gets the value operand input component
  57829. */
  57830. readonly value: NodeMaterialConnectionPoint;
  57831. /**
  57832. * Gets the edge operand input component
  57833. */
  57834. readonly edge: NodeMaterialConnectionPoint;
  57835. /**
  57836. * Gets the output component
  57837. */
  57838. readonly output: NodeMaterialConnectionPoint;
  57839. protected _buildBlock(state: NodeMaterialBuildState): this;
  57840. }
  57841. }
  57842. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  57843. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57844. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57845. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57846. /**
  57847. * Block used to get the opposite (1 - x) of a value
  57848. */
  57849. export class OneMinusBlock extends NodeMaterialBlock {
  57850. /**
  57851. * Creates a new OneMinusBlock
  57852. * @param name defines the block name
  57853. */
  57854. constructor(name: string);
  57855. /**
  57856. * Gets the current class name
  57857. * @returns the class name
  57858. */
  57859. getClassName(): string;
  57860. /**
  57861. * Gets the input component
  57862. */
  57863. readonly input: NodeMaterialConnectionPoint;
  57864. /**
  57865. * Gets the output component
  57866. */
  57867. readonly output: NodeMaterialConnectionPoint;
  57868. protected _buildBlock(state: NodeMaterialBuildState): this;
  57869. }
  57870. }
  57871. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  57872. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57873. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57874. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57875. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  57876. /**
  57877. * Block used to get the view direction
  57878. */
  57879. export class ViewDirectionBlock extends NodeMaterialBlock {
  57880. /**
  57881. * Creates a new ViewDirectionBlock
  57882. * @param name defines the block name
  57883. */
  57884. constructor(name: string);
  57885. /**
  57886. * Gets the current class name
  57887. * @returns the class name
  57888. */
  57889. getClassName(): string;
  57890. /**
  57891. * Gets the world position component
  57892. */
  57893. readonly worldPosition: NodeMaterialConnectionPoint;
  57894. /**
  57895. * Gets the camera position component
  57896. */
  57897. readonly cameraPosition: NodeMaterialConnectionPoint;
  57898. /**
  57899. * Gets the output component
  57900. */
  57901. readonly output: NodeMaterialConnectionPoint;
  57902. autoConfigure(material: NodeMaterial): void;
  57903. protected _buildBlock(state: NodeMaterialBuildState): this;
  57904. }
  57905. }
  57906. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  57907. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57908. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57909. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57910. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  57911. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  57912. /**
  57913. * Block used to compute fresnel value
  57914. */
  57915. export class FresnelBlock extends NodeMaterialBlock {
  57916. /**
  57917. * Create a new FresnelBlock
  57918. * @param name defines the block name
  57919. */
  57920. constructor(name: string);
  57921. /**
  57922. * Gets the current class name
  57923. * @returns the class name
  57924. */
  57925. getClassName(): string;
  57926. /**
  57927. * Gets the world normal input component
  57928. */
  57929. readonly worldNormal: NodeMaterialConnectionPoint;
  57930. /**
  57931. * Gets the view direction input component
  57932. */
  57933. readonly viewDirection: NodeMaterialConnectionPoint;
  57934. /**
  57935. * Gets the bias input component
  57936. */
  57937. readonly bias: NodeMaterialConnectionPoint;
  57938. /**
  57939. * Gets the camera (or eye) position component
  57940. */
  57941. readonly power: NodeMaterialConnectionPoint;
  57942. /**
  57943. * Gets the fresnel output component
  57944. */
  57945. readonly fresnel: NodeMaterialConnectionPoint;
  57946. autoConfigure(material: NodeMaterial): void;
  57947. protected _buildBlock(state: NodeMaterialBuildState): this;
  57948. }
  57949. }
  57950. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  57951. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57952. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57953. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57954. /**
  57955. * Block used to get the max of 2 values
  57956. */
  57957. export class MaxBlock extends NodeMaterialBlock {
  57958. /**
  57959. * Creates a new MaxBlock
  57960. * @param name defines the block name
  57961. */
  57962. constructor(name: string);
  57963. /**
  57964. * Gets the current class name
  57965. * @returns the class name
  57966. */
  57967. getClassName(): string;
  57968. /**
  57969. * Gets the left operand input component
  57970. */
  57971. readonly left: NodeMaterialConnectionPoint;
  57972. /**
  57973. * Gets the right operand input component
  57974. */
  57975. readonly right: NodeMaterialConnectionPoint;
  57976. /**
  57977. * Gets the output component
  57978. */
  57979. readonly output: NodeMaterialConnectionPoint;
  57980. protected _buildBlock(state: NodeMaterialBuildState): this;
  57981. }
  57982. }
  57983. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  57984. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57985. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57986. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57987. /**
  57988. * Block used to get the min of 2 values
  57989. */
  57990. export class MinBlock extends NodeMaterialBlock {
  57991. /**
  57992. * Creates a new MinBlock
  57993. * @param name defines the block name
  57994. */
  57995. constructor(name: string);
  57996. /**
  57997. * Gets the current class name
  57998. * @returns the class name
  57999. */
  58000. getClassName(): string;
  58001. /**
  58002. * Gets the left operand input component
  58003. */
  58004. readonly left: NodeMaterialConnectionPoint;
  58005. /**
  58006. * Gets the right operand input component
  58007. */
  58008. readonly right: NodeMaterialConnectionPoint;
  58009. /**
  58010. * Gets the output component
  58011. */
  58012. readonly output: NodeMaterialConnectionPoint;
  58013. protected _buildBlock(state: NodeMaterialBuildState): this;
  58014. }
  58015. }
  58016. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58017. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58018. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58019. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58020. /**
  58021. * Block used to get the distance between 2 values
  58022. */
  58023. export class DistanceBlock extends NodeMaterialBlock {
  58024. /**
  58025. * Creates a new DistanceBlock
  58026. * @param name defines the block name
  58027. */
  58028. constructor(name: string);
  58029. /**
  58030. * Gets the current class name
  58031. * @returns the class name
  58032. */
  58033. getClassName(): string;
  58034. /**
  58035. * Gets the left operand input component
  58036. */
  58037. readonly left: NodeMaterialConnectionPoint;
  58038. /**
  58039. * Gets the right operand input component
  58040. */
  58041. readonly right: NodeMaterialConnectionPoint;
  58042. /**
  58043. * Gets the output component
  58044. */
  58045. readonly output: NodeMaterialConnectionPoint;
  58046. protected _buildBlock(state: NodeMaterialBuildState): this;
  58047. }
  58048. }
  58049. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58050. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58051. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58052. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58053. /**
  58054. * Block used to get the length of a vector
  58055. */
  58056. export class LengthBlock extends NodeMaterialBlock {
  58057. /**
  58058. * Creates a new LengthBlock
  58059. * @param name defines the block name
  58060. */
  58061. constructor(name: string);
  58062. /**
  58063. * Gets the current class name
  58064. * @returns the class name
  58065. */
  58066. getClassName(): string;
  58067. /**
  58068. * Gets the value input component
  58069. */
  58070. readonly value: NodeMaterialConnectionPoint;
  58071. /**
  58072. * Gets the output component
  58073. */
  58074. readonly output: NodeMaterialConnectionPoint;
  58075. protected _buildBlock(state: NodeMaterialBuildState): this;
  58076. }
  58077. }
  58078. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58079. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58080. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58081. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58082. /**
  58083. * Block used to get negative version of a value (i.e. x * -1)
  58084. */
  58085. export class NegateBlock extends NodeMaterialBlock {
  58086. /**
  58087. * Creates a new NegateBlock
  58088. * @param name defines the block name
  58089. */
  58090. constructor(name: string);
  58091. /**
  58092. * Gets the current class name
  58093. * @returns the class name
  58094. */
  58095. getClassName(): string;
  58096. /**
  58097. * Gets the value input component
  58098. */
  58099. readonly value: NodeMaterialConnectionPoint;
  58100. /**
  58101. * Gets the output component
  58102. */
  58103. readonly output: NodeMaterialConnectionPoint;
  58104. protected _buildBlock(state: NodeMaterialBuildState): this;
  58105. }
  58106. }
  58107. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58108. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58109. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58110. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58111. /**
  58112. * Block used to get the value of the first parameter raised to the power of the second
  58113. */
  58114. export class PowBlock extends NodeMaterialBlock {
  58115. /**
  58116. * Creates a new PowBlock
  58117. * @param name defines the block name
  58118. */
  58119. constructor(name: string);
  58120. /**
  58121. * Gets the current class name
  58122. * @returns the class name
  58123. */
  58124. getClassName(): string;
  58125. /**
  58126. * Gets the value operand input component
  58127. */
  58128. readonly value: NodeMaterialConnectionPoint;
  58129. /**
  58130. * Gets the power operand input component
  58131. */
  58132. readonly power: NodeMaterialConnectionPoint;
  58133. /**
  58134. * Gets the output component
  58135. */
  58136. readonly output: NodeMaterialConnectionPoint;
  58137. protected _buildBlock(state: NodeMaterialBuildState): this;
  58138. }
  58139. }
  58140. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58141. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58142. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58143. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58144. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58145. /**
  58146. * Block used to get a random number
  58147. */
  58148. export class RandomNumberBlock extends NodeMaterialBlock {
  58149. /**
  58150. * Creates a new RandomNumberBlock
  58151. * @param name defines the block name
  58152. */
  58153. constructor(name: string);
  58154. /**
  58155. * Gets the current class name
  58156. * @returns the class name
  58157. */
  58158. getClassName(): string;
  58159. /**
  58160. * Gets the seed input component
  58161. */
  58162. readonly seed: NodeMaterialConnectionPoint;
  58163. /**
  58164. * Gets the output component
  58165. */
  58166. readonly output: NodeMaterialConnectionPoint;
  58167. protected _buildBlock(state: NodeMaterialBuildState): this;
  58168. }
  58169. }
  58170. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58171. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58172. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58173. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58174. /**
  58175. * Block used to compute arc tangent of 2 values
  58176. */
  58177. export class ArcTan2Block extends NodeMaterialBlock {
  58178. /**
  58179. * Creates a new ArcTan2Block
  58180. * @param name defines the block name
  58181. */
  58182. constructor(name: string);
  58183. /**
  58184. * Gets the current class name
  58185. * @returns the class name
  58186. */
  58187. getClassName(): string;
  58188. /**
  58189. * Gets the x operand input component
  58190. */
  58191. readonly x: NodeMaterialConnectionPoint;
  58192. /**
  58193. * Gets the y operand input component
  58194. */
  58195. readonly y: NodeMaterialConnectionPoint;
  58196. /**
  58197. * Gets the output component
  58198. */
  58199. readonly output: NodeMaterialConnectionPoint;
  58200. protected _buildBlock(state: NodeMaterialBuildState): this;
  58201. }
  58202. }
  58203. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  58204. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58205. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58206. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58207. /**
  58208. * Block used to smooth step a value
  58209. */
  58210. export class SmoothStepBlock extends NodeMaterialBlock {
  58211. /**
  58212. * Creates a new SmoothStepBlock
  58213. * @param name defines the block name
  58214. */
  58215. constructor(name: string);
  58216. /**
  58217. * Gets the current class name
  58218. * @returns the class name
  58219. */
  58220. getClassName(): string;
  58221. /**
  58222. * Gets the value operand input component
  58223. */
  58224. readonly value: NodeMaterialConnectionPoint;
  58225. /**
  58226. * Gets the first edge operand input component
  58227. */
  58228. readonly edge0: NodeMaterialConnectionPoint;
  58229. /**
  58230. * Gets the second edge operand input component
  58231. */
  58232. readonly edge1: NodeMaterialConnectionPoint;
  58233. /**
  58234. * Gets the output component
  58235. */
  58236. readonly output: NodeMaterialConnectionPoint;
  58237. protected _buildBlock(state: NodeMaterialBuildState): this;
  58238. }
  58239. }
  58240. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  58241. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58242. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58243. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58244. /**
  58245. * Block used to get the reciprocal (1 / x) of a value
  58246. */
  58247. export class ReciprocalBlock extends NodeMaterialBlock {
  58248. /**
  58249. * Creates a new ReciprocalBlock
  58250. * @param name defines the block name
  58251. */
  58252. constructor(name: string);
  58253. /**
  58254. * Gets the current class name
  58255. * @returns the class name
  58256. */
  58257. getClassName(): string;
  58258. /**
  58259. * Gets the input component
  58260. */
  58261. readonly input: NodeMaterialConnectionPoint;
  58262. /**
  58263. * Gets the output component
  58264. */
  58265. readonly output: NodeMaterialConnectionPoint;
  58266. protected _buildBlock(state: NodeMaterialBuildState): this;
  58267. }
  58268. }
  58269. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  58270. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58271. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58272. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58273. /**
  58274. * Block used to replace a color by another one
  58275. */
  58276. export class ReplaceColorBlock extends NodeMaterialBlock {
  58277. /**
  58278. * Creates a new ReplaceColorBlock
  58279. * @param name defines the block name
  58280. */
  58281. constructor(name: string);
  58282. /**
  58283. * Gets the current class name
  58284. * @returns the class name
  58285. */
  58286. getClassName(): string;
  58287. /**
  58288. * Gets the value input component
  58289. */
  58290. readonly value: NodeMaterialConnectionPoint;
  58291. /**
  58292. * Gets the reference input component
  58293. */
  58294. readonly reference: NodeMaterialConnectionPoint;
  58295. /**
  58296. * Gets the distance input component
  58297. */
  58298. readonly distance: NodeMaterialConnectionPoint;
  58299. /**
  58300. * Gets the replacement input component
  58301. */
  58302. readonly replacement: NodeMaterialConnectionPoint;
  58303. /**
  58304. * Gets the output component
  58305. */
  58306. readonly output: NodeMaterialConnectionPoint;
  58307. protected _buildBlock(state: NodeMaterialBuildState): this;
  58308. }
  58309. }
  58310. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  58311. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58312. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58313. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58314. /**
  58315. * Block used to posterize a value
  58316. * @see https://en.wikipedia.org/wiki/Posterization
  58317. */
  58318. export class PosterizeBlock extends NodeMaterialBlock {
  58319. /**
  58320. * Creates a new PosterizeBlock
  58321. * @param name defines the block name
  58322. */
  58323. constructor(name: string);
  58324. /**
  58325. * Gets the current class name
  58326. * @returns the class name
  58327. */
  58328. getClassName(): string;
  58329. /**
  58330. * Gets the value input component
  58331. */
  58332. readonly value: NodeMaterialConnectionPoint;
  58333. /**
  58334. * Gets the steps input component
  58335. */
  58336. readonly steps: NodeMaterialConnectionPoint;
  58337. /**
  58338. * Gets the output component
  58339. */
  58340. readonly output: NodeMaterialConnectionPoint;
  58341. protected _buildBlock(state: NodeMaterialBuildState): this;
  58342. }
  58343. }
  58344. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  58345. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58346. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58347. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58348. import { Scene } from "babylonjs/scene";
  58349. /**
  58350. * Operations supported by the Wave block
  58351. */
  58352. export enum WaveBlockKind {
  58353. /** SawTooth */
  58354. SawTooth = 0,
  58355. /** Square */
  58356. Square = 1,
  58357. /** Triangle */
  58358. Triangle = 2
  58359. }
  58360. /**
  58361. * Block used to apply wave operation to floats
  58362. */
  58363. export class WaveBlock extends NodeMaterialBlock {
  58364. /**
  58365. * Gets or sets the kibnd of wave to be applied by the block
  58366. */
  58367. kind: WaveBlockKind;
  58368. /**
  58369. * Creates a new WaveBlock
  58370. * @param name defines the block name
  58371. */
  58372. constructor(name: string);
  58373. /**
  58374. * Gets the current class name
  58375. * @returns the class name
  58376. */
  58377. getClassName(): string;
  58378. /**
  58379. * Gets the input component
  58380. */
  58381. readonly input: NodeMaterialConnectionPoint;
  58382. /**
  58383. * Gets the output component
  58384. */
  58385. readonly output: NodeMaterialConnectionPoint;
  58386. protected _buildBlock(state: NodeMaterialBuildState): this;
  58387. serialize(): any;
  58388. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58389. }
  58390. }
  58391. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  58392. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58393. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58394. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58395. import { Color3 } from "babylonjs/Maths/math.color";
  58396. import { Scene } from "babylonjs/scene";
  58397. /**
  58398. * Class used to store a color step for the GradientBlock
  58399. */
  58400. export class GradientBlockColorStep {
  58401. /**
  58402. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58403. */
  58404. step: number;
  58405. /**
  58406. * Gets or sets the color associated with this step
  58407. */
  58408. color: Color3;
  58409. /**
  58410. * Creates a new GradientBlockColorStep
  58411. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  58412. * @param color defines the color associated with this step
  58413. */
  58414. constructor(
  58415. /**
  58416. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58417. */
  58418. step: number,
  58419. /**
  58420. * Gets or sets the color associated with this step
  58421. */
  58422. color: Color3);
  58423. }
  58424. /**
  58425. * Block used to return a color from a gradient based on an input value between 0 and 1
  58426. */
  58427. export class GradientBlock extends NodeMaterialBlock {
  58428. /**
  58429. * Gets or sets the list of color steps
  58430. */
  58431. colorSteps: GradientBlockColorStep[];
  58432. /**
  58433. * Creates a new GradientBlock
  58434. * @param name defines the block name
  58435. */
  58436. constructor(name: string);
  58437. /**
  58438. * Gets the current class name
  58439. * @returns the class name
  58440. */
  58441. getClassName(): string;
  58442. /**
  58443. * Gets the gradient input component
  58444. */
  58445. readonly gradient: NodeMaterialConnectionPoint;
  58446. /**
  58447. * Gets the output component
  58448. */
  58449. readonly output: NodeMaterialConnectionPoint;
  58450. private _writeColorConstant;
  58451. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58452. serialize(): any;
  58453. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58454. protected _dumpPropertiesCode(): string;
  58455. }
  58456. }
  58457. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  58458. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58459. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58460. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58461. /**
  58462. * Block used to normalize lerp between 2 values
  58463. */
  58464. export class NLerpBlock extends NodeMaterialBlock {
  58465. /**
  58466. * Creates a new NLerpBlock
  58467. * @param name defines the block name
  58468. */
  58469. constructor(name: string);
  58470. /**
  58471. * Gets the current class name
  58472. * @returns the class name
  58473. */
  58474. getClassName(): string;
  58475. /**
  58476. * Gets the left operand input component
  58477. */
  58478. readonly left: NodeMaterialConnectionPoint;
  58479. /**
  58480. * Gets the right operand input component
  58481. */
  58482. readonly right: NodeMaterialConnectionPoint;
  58483. /**
  58484. * Gets the gradient operand input component
  58485. */
  58486. readonly gradient: NodeMaterialConnectionPoint;
  58487. /**
  58488. * Gets the output component
  58489. */
  58490. readonly output: NodeMaterialConnectionPoint;
  58491. protected _buildBlock(state: NodeMaterialBuildState): this;
  58492. }
  58493. }
  58494. declare module "babylonjs/Materials/Node/Blocks/index" {
  58495. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  58496. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  58497. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  58498. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  58499. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  58500. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  58501. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  58502. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  58503. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  58504. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  58505. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  58506. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  58507. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  58508. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  58509. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  58510. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  58511. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  58512. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  58513. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  58514. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  58515. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  58516. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  58517. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  58518. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  58519. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  58520. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  58521. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  58522. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  58523. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  58524. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  58525. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  58526. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  58527. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  58528. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  58529. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  58530. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  58531. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  58532. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  58533. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  58534. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  58535. }
  58536. declare module "babylonjs/Materials/Node/Optimizers/index" {
  58537. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  58538. }
  58539. declare module "babylonjs/Materials/Node/index" {
  58540. export * from "babylonjs/Materials/Node/Enums/index";
  58541. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58542. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  58543. export * from "babylonjs/Materials/Node/nodeMaterial";
  58544. export * from "babylonjs/Materials/Node/Blocks/index";
  58545. export * from "babylonjs/Materials/Node/Optimizers/index";
  58546. }
  58547. declare module "babylonjs/Materials/effectRenderer" {
  58548. import { Nullable } from "babylonjs/types";
  58549. import { Texture } from "babylonjs/Materials/Textures/texture";
  58550. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  58551. import { Viewport } from "babylonjs/Maths/math.viewport";
  58552. import { Observable } from "babylonjs/Misc/observable";
  58553. import { Effect } from "babylonjs/Materials/effect";
  58554. import "babylonjs/Engines/Extensions/engine.renderTarget";
  58555. import "babylonjs/Shaders/postprocess.vertex";
  58556. /**
  58557. * Effect Render Options
  58558. */
  58559. export interface IEffectRendererOptions {
  58560. /**
  58561. * Defines the vertices positions.
  58562. */
  58563. positions?: number[];
  58564. /**
  58565. * Defines the indices.
  58566. */
  58567. indices?: number[];
  58568. }
  58569. /**
  58570. * Helper class to render one or more effects
  58571. */
  58572. export class EffectRenderer {
  58573. private engine;
  58574. private static _DefaultOptions;
  58575. private _vertexBuffers;
  58576. private _indexBuffer;
  58577. private _ringBufferIndex;
  58578. private _ringScreenBuffer;
  58579. private _fullscreenViewport;
  58580. private _getNextFrameBuffer;
  58581. /**
  58582. * Creates an effect renderer
  58583. * @param engine the engine to use for rendering
  58584. * @param options defines the options of the effect renderer
  58585. */
  58586. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  58587. /**
  58588. * Sets the current viewport in normalized coordinates 0-1
  58589. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  58590. */
  58591. setViewport(viewport?: Viewport): void;
  58592. /**
  58593. * Binds the embedded attributes buffer to the effect.
  58594. * @param effect Defines the effect to bind the attributes for
  58595. */
  58596. bindBuffers(effect: Effect): void;
  58597. /**
  58598. * Sets the current effect wrapper to use during draw.
  58599. * The effect needs to be ready before calling this api.
  58600. * This also sets the default full screen position attribute.
  58601. * @param effectWrapper Defines the effect to draw with
  58602. */
  58603. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  58604. /**
  58605. * Draws a full screen quad.
  58606. */
  58607. draw(): void;
  58608. /**
  58609. * renders one or more effects to a specified texture
  58610. * @param effectWrappers list of effects to renderer
  58611. * @param outputTexture texture to draw to, if null it will render to the screen
  58612. */
  58613. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  58614. /**
  58615. * Disposes of the effect renderer
  58616. */
  58617. dispose(): void;
  58618. }
  58619. /**
  58620. * Options to create an EffectWrapper
  58621. */
  58622. interface EffectWrapperCreationOptions {
  58623. /**
  58624. * Engine to use to create the effect
  58625. */
  58626. engine: ThinEngine;
  58627. /**
  58628. * Fragment shader for the effect
  58629. */
  58630. fragmentShader: string;
  58631. /**
  58632. * Vertex shader for the effect
  58633. */
  58634. vertexShader?: string;
  58635. /**
  58636. * Attributes to use in the shader
  58637. */
  58638. attributeNames?: Array<string>;
  58639. /**
  58640. * Uniforms to use in the shader
  58641. */
  58642. uniformNames?: Array<string>;
  58643. /**
  58644. * Texture sampler names to use in the shader
  58645. */
  58646. samplerNames?: Array<string>;
  58647. /**
  58648. * The friendly name of the effect displayed in Spector.
  58649. */
  58650. name?: string;
  58651. }
  58652. /**
  58653. * Wraps an effect to be used for rendering
  58654. */
  58655. export class EffectWrapper {
  58656. /**
  58657. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  58658. */
  58659. onApplyObservable: Observable<{}>;
  58660. /**
  58661. * The underlying effect
  58662. */
  58663. effect: Effect;
  58664. /**
  58665. * Creates an effect to be renderer
  58666. * @param creationOptions options to create the effect
  58667. */
  58668. constructor(creationOptions: EffectWrapperCreationOptions);
  58669. /**
  58670. * Disposes of the effect wrapper
  58671. */
  58672. dispose(): void;
  58673. }
  58674. }
  58675. declare module "babylonjs/Materials/index" {
  58676. export * from "babylonjs/Materials/Background/index";
  58677. export * from "babylonjs/Materials/colorCurves";
  58678. export * from "babylonjs/Materials/iEffectFallbacks";
  58679. export * from "babylonjs/Materials/effectFallbacks";
  58680. export * from "babylonjs/Materials/effect";
  58681. export * from "babylonjs/Materials/fresnelParameters";
  58682. export * from "babylonjs/Materials/imageProcessingConfiguration";
  58683. export * from "babylonjs/Materials/material";
  58684. export * from "babylonjs/Materials/materialDefines";
  58685. export * from "babylonjs/Materials/materialHelper";
  58686. export * from "babylonjs/Materials/multiMaterial";
  58687. export * from "babylonjs/Materials/PBR/index";
  58688. export * from "babylonjs/Materials/pushMaterial";
  58689. export * from "babylonjs/Materials/shaderMaterial";
  58690. export * from "babylonjs/Materials/standardMaterial";
  58691. export * from "babylonjs/Materials/Textures/index";
  58692. export * from "babylonjs/Materials/uniformBuffer";
  58693. export * from "babylonjs/Materials/materialFlags";
  58694. export * from "babylonjs/Materials/Node/index";
  58695. export * from "babylonjs/Materials/effectRenderer";
  58696. }
  58697. declare module "babylonjs/Maths/index" {
  58698. export * from "babylonjs/Maths/math.scalar";
  58699. export * from "babylonjs/Maths/math";
  58700. export * from "babylonjs/Maths/sphericalPolynomial";
  58701. }
  58702. declare module "babylonjs/Misc/workerPool" {
  58703. import { IDisposable } from "babylonjs/scene";
  58704. /**
  58705. * Helper class to push actions to a pool of workers.
  58706. */
  58707. export class WorkerPool implements IDisposable {
  58708. private _workerInfos;
  58709. private _pendingActions;
  58710. /**
  58711. * Constructor
  58712. * @param workers Array of workers to use for actions
  58713. */
  58714. constructor(workers: Array<Worker>);
  58715. /**
  58716. * Terminates all workers and clears any pending actions.
  58717. */
  58718. dispose(): void;
  58719. /**
  58720. * Pushes an action to the worker pool. If all the workers are active, the action will be
  58721. * pended until a worker has completed its action.
  58722. * @param action The action to perform. Call onComplete when the action is complete.
  58723. */
  58724. push(action: (worker: Worker, onComplete: () => void) => void): void;
  58725. private _execute;
  58726. }
  58727. }
  58728. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  58729. import { IDisposable } from "babylonjs/scene";
  58730. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  58731. /**
  58732. * Configuration for Draco compression
  58733. */
  58734. export interface IDracoCompressionConfiguration {
  58735. /**
  58736. * Configuration for the decoder.
  58737. */
  58738. decoder: {
  58739. /**
  58740. * The url to the WebAssembly module.
  58741. */
  58742. wasmUrl?: string;
  58743. /**
  58744. * The url to the WebAssembly binary.
  58745. */
  58746. wasmBinaryUrl?: string;
  58747. /**
  58748. * The url to the fallback JavaScript module.
  58749. */
  58750. fallbackUrl?: string;
  58751. };
  58752. }
  58753. /**
  58754. * Draco compression (https://google.github.io/draco/)
  58755. *
  58756. * This class wraps the Draco module.
  58757. *
  58758. * **Encoder**
  58759. *
  58760. * The encoder is not currently implemented.
  58761. *
  58762. * **Decoder**
  58763. *
  58764. * 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.
  58765. *
  58766. * To update the configuration, use the following code:
  58767. * ```javascript
  58768. * DracoCompression.Configuration = {
  58769. * decoder: {
  58770. * wasmUrl: "<url to the WebAssembly library>",
  58771. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  58772. * fallbackUrl: "<url to the fallback JavaScript library>",
  58773. * }
  58774. * };
  58775. * ```
  58776. *
  58777. * 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.
  58778. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  58779. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  58780. *
  58781. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  58782. * ```javascript
  58783. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  58784. * ```
  58785. *
  58786. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  58787. */
  58788. export class DracoCompression implements IDisposable {
  58789. private _workerPoolPromise?;
  58790. private _decoderModulePromise?;
  58791. /**
  58792. * The configuration. Defaults to the following urls:
  58793. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  58794. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  58795. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  58796. */
  58797. static Configuration: IDracoCompressionConfiguration;
  58798. /**
  58799. * Returns true if the decoder configuration is available.
  58800. */
  58801. static readonly DecoderAvailable: boolean;
  58802. /**
  58803. * Default number of workers to create when creating the draco compression object.
  58804. */
  58805. static DefaultNumWorkers: number;
  58806. private static GetDefaultNumWorkers;
  58807. private static _Default;
  58808. /**
  58809. * Default instance for the draco compression object.
  58810. */
  58811. static readonly Default: DracoCompression;
  58812. /**
  58813. * Constructor
  58814. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  58815. */
  58816. constructor(numWorkers?: number);
  58817. /**
  58818. * Stop all async operations and release resources.
  58819. */
  58820. dispose(): void;
  58821. /**
  58822. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  58823. * @returns a promise that resolves when ready
  58824. */
  58825. whenReadyAsync(): Promise<void>;
  58826. /**
  58827. * Decode Draco compressed mesh data to vertex data.
  58828. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  58829. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  58830. * @returns A promise that resolves with the decoded vertex data
  58831. */
  58832. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  58833. [kind: string]: number;
  58834. }): Promise<VertexData>;
  58835. }
  58836. }
  58837. declare module "babylonjs/Meshes/Compression/index" {
  58838. export * from "babylonjs/Meshes/Compression/dracoCompression";
  58839. }
  58840. declare module "babylonjs/Meshes/csg" {
  58841. import { Nullable } from "babylonjs/types";
  58842. import { Scene } from "babylonjs/scene";
  58843. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  58844. import { Mesh } from "babylonjs/Meshes/mesh";
  58845. import { Material } from "babylonjs/Materials/material";
  58846. /**
  58847. * Class for building Constructive Solid Geometry
  58848. */
  58849. export class CSG {
  58850. private polygons;
  58851. /**
  58852. * The world matrix
  58853. */
  58854. matrix: Matrix;
  58855. /**
  58856. * Stores the position
  58857. */
  58858. position: Vector3;
  58859. /**
  58860. * Stores the rotation
  58861. */
  58862. rotation: Vector3;
  58863. /**
  58864. * Stores the rotation quaternion
  58865. */
  58866. rotationQuaternion: Nullable<Quaternion>;
  58867. /**
  58868. * Stores the scaling vector
  58869. */
  58870. scaling: Vector3;
  58871. /**
  58872. * Convert the Mesh to CSG
  58873. * @param mesh The Mesh to convert to CSG
  58874. * @returns A new CSG from the Mesh
  58875. */
  58876. static FromMesh(mesh: Mesh): CSG;
  58877. /**
  58878. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  58879. * @param polygons Polygons used to construct a CSG solid
  58880. */
  58881. private static FromPolygons;
  58882. /**
  58883. * Clones, or makes a deep copy, of the CSG
  58884. * @returns A new CSG
  58885. */
  58886. clone(): CSG;
  58887. /**
  58888. * Unions this CSG with another CSG
  58889. * @param csg The CSG to union against this CSG
  58890. * @returns The unioned CSG
  58891. */
  58892. union(csg: CSG): CSG;
  58893. /**
  58894. * Unions this CSG with another CSG in place
  58895. * @param csg The CSG to union against this CSG
  58896. */
  58897. unionInPlace(csg: CSG): void;
  58898. /**
  58899. * Subtracts this CSG with another CSG
  58900. * @param csg The CSG to subtract against this CSG
  58901. * @returns A new CSG
  58902. */
  58903. subtract(csg: CSG): CSG;
  58904. /**
  58905. * Subtracts this CSG with another CSG in place
  58906. * @param csg The CSG to subtact against this CSG
  58907. */
  58908. subtractInPlace(csg: CSG): void;
  58909. /**
  58910. * Intersect this CSG with another CSG
  58911. * @param csg The CSG to intersect against this CSG
  58912. * @returns A new CSG
  58913. */
  58914. intersect(csg: CSG): CSG;
  58915. /**
  58916. * Intersects this CSG with another CSG in place
  58917. * @param csg The CSG to intersect against this CSG
  58918. */
  58919. intersectInPlace(csg: CSG): void;
  58920. /**
  58921. * Return a new CSG solid with solid and empty space switched. This solid is
  58922. * not modified.
  58923. * @returns A new CSG solid with solid and empty space switched
  58924. */
  58925. inverse(): CSG;
  58926. /**
  58927. * Inverses the CSG in place
  58928. */
  58929. inverseInPlace(): void;
  58930. /**
  58931. * This is used to keep meshes transformations so they can be restored
  58932. * when we build back a Babylon Mesh
  58933. * NB : All CSG operations are performed in world coordinates
  58934. * @param csg The CSG to copy the transform attributes from
  58935. * @returns This CSG
  58936. */
  58937. copyTransformAttributes(csg: CSG): CSG;
  58938. /**
  58939. * Build Raw mesh from CSG
  58940. * Coordinates here are in world space
  58941. * @param name The name of the mesh geometry
  58942. * @param scene The Scene
  58943. * @param keepSubMeshes Specifies if the submeshes should be kept
  58944. * @returns A new Mesh
  58945. */
  58946. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  58947. /**
  58948. * Build Mesh from CSG taking material and transforms into account
  58949. * @param name The name of the Mesh
  58950. * @param material The material of the Mesh
  58951. * @param scene The Scene
  58952. * @param keepSubMeshes Specifies if submeshes should be kept
  58953. * @returns The new Mesh
  58954. */
  58955. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  58956. }
  58957. }
  58958. declare module "babylonjs/Meshes/trailMesh" {
  58959. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58960. import { Mesh } from "babylonjs/Meshes/mesh";
  58961. import { Scene } from "babylonjs/scene";
  58962. /**
  58963. * Class used to create a trail following a mesh
  58964. */
  58965. export class TrailMesh extends Mesh {
  58966. private _generator;
  58967. private _autoStart;
  58968. private _running;
  58969. private _diameter;
  58970. private _length;
  58971. private _sectionPolygonPointsCount;
  58972. private _sectionVectors;
  58973. private _sectionNormalVectors;
  58974. private _beforeRenderObserver;
  58975. /**
  58976. * @constructor
  58977. * @param name The value used by scene.getMeshByName() to do a lookup.
  58978. * @param generator The mesh to generate a trail.
  58979. * @param scene The scene to add this mesh to.
  58980. * @param diameter Diameter of trailing mesh. Default is 1.
  58981. * @param length Length of trailing mesh. Default is 60.
  58982. * @param autoStart Automatically start trailing mesh. Default true.
  58983. */
  58984. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  58985. /**
  58986. * "TrailMesh"
  58987. * @returns "TrailMesh"
  58988. */
  58989. getClassName(): string;
  58990. private _createMesh;
  58991. /**
  58992. * Start trailing mesh.
  58993. */
  58994. start(): void;
  58995. /**
  58996. * Stop trailing mesh.
  58997. */
  58998. stop(): void;
  58999. /**
  59000. * Update trailing mesh geometry.
  59001. */
  59002. update(): void;
  59003. /**
  59004. * Returns a new TrailMesh object.
  59005. * @param name is a string, the name given to the new mesh
  59006. * @param newGenerator use new generator object for cloned trail mesh
  59007. * @returns a new mesh
  59008. */
  59009. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59010. /**
  59011. * Serializes this trail mesh
  59012. * @param serializationObject object to write serialization to
  59013. */
  59014. serialize(serializationObject: any): void;
  59015. /**
  59016. * Parses a serialized trail mesh
  59017. * @param parsedMesh the serialized mesh
  59018. * @param scene the scene to create the trail mesh in
  59019. * @returns the created trail mesh
  59020. */
  59021. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59022. }
  59023. }
  59024. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59025. import { Nullable } from "babylonjs/types";
  59026. import { Scene } from "babylonjs/scene";
  59027. import { Vector4 } from "babylonjs/Maths/math.vector";
  59028. import { Color4 } from "babylonjs/Maths/math.color";
  59029. import { Mesh } from "babylonjs/Meshes/mesh";
  59030. /**
  59031. * Class containing static functions to help procedurally build meshes
  59032. */
  59033. export class TiledBoxBuilder {
  59034. /**
  59035. * Creates a box mesh
  59036. * 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)
  59037. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59038. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59039. * * 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
  59040. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59041. * @param name defines the name of the mesh
  59042. * @param options defines the options used to create the mesh
  59043. * @param scene defines the hosting scene
  59044. * @returns the box mesh
  59045. */
  59046. static CreateTiledBox(name: string, options: {
  59047. pattern?: number;
  59048. width?: number;
  59049. height?: number;
  59050. depth?: number;
  59051. tileSize?: number;
  59052. tileWidth?: number;
  59053. tileHeight?: number;
  59054. alignHorizontal?: number;
  59055. alignVertical?: number;
  59056. faceUV?: Vector4[];
  59057. faceColors?: Color4[];
  59058. sideOrientation?: number;
  59059. updatable?: boolean;
  59060. }, scene?: Nullable<Scene>): Mesh;
  59061. }
  59062. }
  59063. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  59064. import { Vector4 } from "babylonjs/Maths/math.vector";
  59065. import { Mesh } from "babylonjs/Meshes/mesh";
  59066. /**
  59067. * Class containing static functions to help procedurally build meshes
  59068. */
  59069. export class TorusKnotBuilder {
  59070. /**
  59071. * Creates a torus knot mesh
  59072. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59073. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59074. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59075. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59076. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59077. * * 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
  59078. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59079. * @param name defines the name of the mesh
  59080. * @param options defines the options used to create the mesh
  59081. * @param scene defines the hosting scene
  59082. * @returns the torus knot mesh
  59083. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59084. */
  59085. static CreateTorusKnot(name: string, options: {
  59086. radius?: number;
  59087. tube?: number;
  59088. radialSegments?: number;
  59089. tubularSegments?: number;
  59090. p?: number;
  59091. q?: number;
  59092. updatable?: boolean;
  59093. sideOrientation?: number;
  59094. frontUVs?: Vector4;
  59095. backUVs?: Vector4;
  59096. }, scene: any): Mesh;
  59097. }
  59098. }
  59099. declare module "babylonjs/Meshes/polygonMesh" {
  59100. import { Scene } from "babylonjs/scene";
  59101. import { Vector2 } from "babylonjs/Maths/math.vector";
  59102. import { Mesh } from "babylonjs/Meshes/mesh";
  59103. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59104. import { Path2 } from "babylonjs/Maths/math.path";
  59105. /**
  59106. * Polygon
  59107. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  59108. */
  59109. export class Polygon {
  59110. /**
  59111. * Creates a rectangle
  59112. * @param xmin bottom X coord
  59113. * @param ymin bottom Y coord
  59114. * @param xmax top X coord
  59115. * @param ymax top Y coord
  59116. * @returns points that make the resulting rectation
  59117. */
  59118. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  59119. /**
  59120. * Creates a circle
  59121. * @param radius radius of circle
  59122. * @param cx scale in x
  59123. * @param cy scale in y
  59124. * @param numberOfSides number of sides that make up the circle
  59125. * @returns points that make the resulting circle
  59126. */
  59127. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  59128. /**
  59129. * Creates a polygon from input string
  59130. * @param input Input polygon data
  59131. * @returns the parsed points
  59132. */
  59133. static Parse(input: string): Vector2[];
  59134. /**
  59135. * Starts building a polygon from x and y coordinates
  59136. * @param x x coordinate
  59137. * @param y y coordinate
  59138. * @returns the started path2
  59139. */
  59140. static StartingAt(x: number, y: number): Path2;
  59141. }
  59142. /**
  59143. * Builds a polygon
  59144. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  59145. */
  59146. export class PolygonMeshBuilder {
  59147. private _points;
  59148. private _outlinepoints;
  59149. private _holes;
  59150. private _name;
  59151. private _scene;
  59152. private _epoints;
  59153. private _eholes;
  59154. private _addToepoint;
  59155. /**
  59156. * Babylon reference to the earcut plugin.
  59157. */
  59158. bjsEarcut: any;
  59159. /**
  59160. * Creates a PolygonMeshBuilder
  59161. * @param name name of the builder
  59162. * @param contours Path of the polygon
  59163. * @param scene scene to add to when creating the mesh
  59164. * @param earcutInjection can be used to inject your own earcut reference
  59165. */
  59166. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  59167. /**
  59168. * Adds a whole within the polygon
  59169. * @param hole Array of points defining the hole
  59170. * @returns this
  59171. */
  59172. addHole(hole: Vector2[]): PolygonMeshBuilder;
  59173. /**
  59174. * Creates the polygon
  59175. * @param updatable If the mesh should be updatable
  59176. * @param depth The depth of the mesh created
  59177. * @returns the created mesh
  59178. */
  59179. build(updatable?: boolean, depth?: number): Mesh;
  59180. /**
  59181. * Creates the polygon
  59182. * @param depth The depth of the mesh created
  59183. * @returns the created VertexData
  59184. */
  59185. buildVertexData(depth?: number): VertexData;
  59186. /**
  59187. * Adds a side to the polygon
  59188. * @param positions points that make the polygon
  59189. * @param normals normals of the polygon
  59190. * @param uvs uvs of the polygon
  59191. * @param indices indices of the polygon
  59192. * @param bounds bounds of the polygon
  59193. * @param points points of the polygon
  59194. * @param depth depth of the polygon
  59195. * @param flip flip of the polygon
  59196. */
  59197. private addSide;
  59198. }
  59199. }
  59200. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  59201. import { Scene } from "babylonjs/scene";
  59202. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59203. import { Color4 } from "babylonjs/Maths/math.color";
  59204. import { Mesh } from "babylonjs/Meshes/mesh";
  59205. import { Nullable } from "babylonjs/types";
  59206. /**
  59207. * Class containing static functions to help procedurally build meshes
  59208. */
  59209. export class PolygonBuilder {
  59210. /**
  59211. * Creates a polygon mesh
  59212. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  59213. * * 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
  59214. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59215. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59216. * * 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)
  59217. * * Remember you can only change the shape positions, not their number when updating a polygon
  59218. * @param name defines the name of the mesh
  59219. * @param options defines the options used to create the mesh
  59220. * @param scene defines the hosting scene
  59221. * @param earcutInjection can be used to inject your own earcut reference
  59222. * @returns the polygon mesh
  59223. */
  59224. static CreatePolygon(name: string, options: {
  59225. shape: Vector3[];
  59226. holes?: Vector3[][];
  59227. depth?: number;
  59228. faceUV?: Vector4[];
  59229. faceColors?: Color4[];
  59230. updatable?: boolean;
  59231. sideOrientation?: number;
  59232. frontUVs?: Vector4;
  59233. backUVs?: Vector4;
  59234. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59235. /**
  59236. * Creates an extruded polygon mesh, with depth in the Y direction.
  59237. * * 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)
  59238. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59239. * @param name defines the name of the mesh
  59240. * @param options defines the options used to create the mesh
  59241. * @param scene defines the hosting scene
  59242. * @param earcutInjection can be used to inject your own earcut reference
  59243. * @returns the polygon mesh
  59244. */
  59245. static ExtrudePolygon(name: string, options: {
  59246. shape: Vector3[];
  59247. holes?: Vector3[][];
  59248. depth?: number;
  59249. faceUV?: Vector4[];
  59250. faceColors?: Color4[];
  59251. updatable?: boolean;
  59252. sideOrientation?: number;
  59253. frontUVs?: Vector4;
  59254. backUVs?: Vector4;
  59255. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59256. }
  59257. }
  59258. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  59259. import { Scene } from "babylonjs/scene";
  59260. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59261. import { Mesh } from "babylonjs/Meshes/mesh";
  59262. import { Nullable } from "babylonjs/types";
  59263. /**
  59264. * Class containing static functions to help procedurally build meshes
  59265. */
  59266. export class LatheBuilder {
  59267. /**
  59268. * Creates lathe mesh.
  59269. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  59270. * * 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
  59271. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  59272. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  59273. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  59274. * * 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
  59275. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  59276. * * 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
  59277. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59278. * * 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
  59279. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59280. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59281. * @param name defines the name of the mesh
  59282. * @param options defines the options used to create the mesh
  59283. * @param scene defines the hosting scene
  59284. * @returns the lathe mesh
  59285. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  59286. */
  59287. static CreateLathe(name: string, options: {
  59288. shape: Vector3[];
  59289. radius?: number;
  59290. tessellation?: number;
  59291. clip?: number;
  59292. arc?: number;
  59293. closed?: boolean;
  59294. updatable?: boolean;
  59295. sideOrientation?: number;
  59296. frontUVs?: Vector4;
  59297. backUVs?: Vector4;
  59298. cap?: number;
  59299. invertUV?: boolean;
  59300. }, scene?: Nullable<Scene>): Mesh;
  59301. }
  59302. }
  59303. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  59304. import { Nullable } from "babylonjs/types";
  59305. import { Scene } from "babylonjs/scene";
  59306. import { Vector4 } from "babylonjs/Maths/math.vector";
  59307. import { Mesh } from "babylonjs/Meshes/mesh";
  59308. /**
  59309. * Class containing static functions to help procedurally build meshes
  59310. */
  59311. export class TiledPlaneBuilder {
  59312. /**
  59313. * Creates a tiled plane mesh
  59314. * * The parameter `pattern` will, depending on value, do nothing or
  59315. * * * flip (reflect about central vertical) alternate tiles across and up
  59316. * * * flip every tile on alternate rows
  59317. * * * rotate (180 degs) alternate tiles across and up
  59318. * * * rotate every tile on alternate rows
  59319. * * * flip and rotate alternate tiles across and up
  59320. * * * flip and rotate every tile on alternate rows
  59321. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  59322. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  59323. * * 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
  59324. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59325. * * 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)
  59326. * * 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)
  59327. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59328. * @param name defines the name of the mesh
  59329. * @param options defines the options used to create the mesh
  59330. * @param scene defines the hosting scene
  59331. * @returns the box mesh
  59332. */
  59333. static CreateTiledPlane(name: string, options: {
  59334. pattern?: number;
  59335. tileSize?: number;
  59336. tileWidth?: number;
  59337. tileHeight?: number;
  59338. size?: number;
  59339. width?: number;
  59340. height?: number;
  59341. alignHorizontal?: number;
  59342. alignVertical?: number;
  59343. sideOrientation?: number;
  59344. frontUVs?: Vector4;
  59345. backUVs?: Vector4;
  59346. updatable?: boolean;
  59347. }, scene?: Nullable<Scene>): Mesh;
  59348. }
  59349. }
  59350. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  59351. import { Nullable } from "babylonjs/types";
  59352. import { Scene } from "babylonjs/scene";
  59353. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59354. import { Mesh } from "babylonjs/Meshes/mesh";
  59355. /**
  59356. * Class containing static functions to help procedurally build meshes
  59357. */
  59358. export class TubeBuilder {
  59359. /**
  59360. * Creates a tube mesh.
  59361. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59362. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  59363. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  59364. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  59365. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  59366. * * 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)
  59367. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  59368. * * 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
  59369. * * 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
  59370. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59371. * * 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
  59372. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59373. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59374. * @param name defines the name of the mesh
  59375. * @param options defines the options used to create the mesh
  59376. * @param scene defines the hosting scene
  59377. * @returns the tube mesh
  59378. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59379. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  59380. */
  59381. static CreateTube(name: string, options: {
  59382. path: Vector3[];
  59383. radius?: number;
  59384. tessellation?: number;
  59385. radiusFunction?: {
  59386. (i: number, distance: number): number;
  59387. };
  59388. cap?: number;
  59389. arc?: number;
  59390. updatable?: boolean;
  59391. sideOrientation?: number;
  59392. frontUVs?: Vector4;
  59393. backUVs?: Vector4;
  59394. instance?: Mesh;
  59395. invertUV?: boolean;
  59396. }, scene?: Nullable<Scene>): Mesh;
  59397. }
  59398. }
  59399. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  59400. import { Scene } from "babylonjs/scene";
  59401. import { Vector4 } from "babylonjs/Maths/math.vector";
  59402. import { Mesh } from "babylonjs/Meshes/mesh";
  59403. import { Nullable } from "babylonjs/types";
  59404. /**
  59405. * Class containing static functions to help procedurally build meshes
  59406. */
  59407. export class IcoSphereBuilder {
  59408. /**
  59409. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59410. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59411. * * 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`)
  59412. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59413. * * 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
  59414. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59415. * * 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
  59416. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59417. * @param name defines the name of the mesh
  59418. * @param options defines the options used to create the mesh
  59419. * @param scene defines the hosting scene
  59420. * @returns the icosahedron mesh
  59421. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59422. */
  59423. static CreateIcoSphere(name: string, options: {
  59424. radius?: number;
  59425. radiusX?: number;
  59426. radiusY?: number;
  59427. radiusZ?: number;
  59428. flat?: boolean;
  59429. subdivisions?: number;
  59430. sideOrientation?: number;
  59431. frontUVs?: Vector4;
  59432. backUVs?: Vector4;
  59433. updatable?: boolean;
  59434. }, scene?: Nullable<Scene>): Mesh;
  59435. }
  59436. }
  59437. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  59438. import { Vector3 } from "babylonjs/Maths/math.vector";
  59439. import { Mesh } from "babylonjs/Meshes/mesh";
  59440. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59441. /**
  59442. * Class containing static functions to help procedurally build meshes
  59443. */
  59444. export class DecalBuilder {
  59445. /**
  59446. * Creates a decal mesh.
  59447. * 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
  59448. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  59449. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  59450. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  59451. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  59452. * @param name defines the name of the mesh
  59453. * @param sourceMesh defines the mesh where the decal must be applied
  59454. * @param options defines the options used to create the mesh
  59455. * @param scene defines the hosting scene
  59456. * @returns the decal mesh
  59457. * @see https://doc.babylonjs.com/how_to/decals
  59458. */
  59459. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  59460. position?: Vector3;
  59461. normal?: Vector3;
  59462. size?: Vector3;
  59463. angle?: number;
  59464. }): Mesh;
  59465. }
  59466. }
  59467. declare module "babylonjs/Meshes/meshBuilder" {
  59468. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  59469. import { Nullable } from "babylonjs/types";
  59470. import { Scene } from "babylonjs/scene";
  59471. import { Mesh } from "babylonjs/Meshes/mesh";
  59472. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  59473. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  59474. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59475. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59476. import { Plane } from "babylonjs/Maths/math.plane";
  59477. /**
  59478. * Class containing static functions to help procedurally build meshes
  59479. */
  59480. export class MeshBuilder {
  59481. /**
  59482. * Creates a box mesh
  59483. * * The parameter `size` sets the size (float) of each box side (default 1)
  59484. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  59485. * * 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)
  59486. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59487. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59488. * * 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
  59489. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59490. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59491. * @param name defines the name of the mesh
  59492. * @param options defines the options used to create the mesh
  59493. * @param scene defines the hosting scene
  59494. * @returns the box mesh
  59495. */
  59496. static CreateBox(name: string, options: {
  59497. size?: number;
  59498. width?: number;
  59499. height?: number;
  59500. depth?: number;
  59501. faceUV?: Vector4[];
  59502. faceColors?: Color4[];
  59503. sideOrientation?: number;
  59504. frontUVs?: Vector4;
  59505. backUVs?: Vector4;
  59506. updatable?: boolean;
  59507. }, scene?: Nullable<Scene>): Mesh;
  59508. /**
  59509. * Creates a tiled box mesh
  59510. * * faceTiles sets the pattern, tile size and number of tiles for a face
  59511. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59512. * @param name defines the name of the mesh
  59513. * @param options defines the options used to create the mesh
  59514. * @param scene defines the hosting scene
  59515. * @returns the tiled box mesh
  59516. */
  59517. static CreateTiledBox(name: string, options: {
  59518. pattern?: number;
  59519. size?: number;
  59520. width?: number;
  59521. height?: number;
  59522. depth: number;
  59523. tileSize?: number;
  59524. tileWidth?: number;
  59525. tileHeight?: number;
  59526. faceUV?: Vector4[];
  59527. faceColors?: Color4[];
  59528. alignHorizontal?: number;
  59529. alignVertical?: number;
  59530. sideOrientation?: number;
  59531. updatable?: boolean;
  59532. }, scene?: Nullable<Scene>): Mesh;
  59533. /**
  59534. * Creates a sphere mesh
  59535. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  59536. * * 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`)
  59537. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  59538. * * 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
  59539. * * 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)
  59540. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59541. * * 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
  59542. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59543. * @param name defines the name of the mesh
  59544. * @param options defines the options used to create the mesh
  59545. * @param scene defines the hosting scene
  59546. * @returns the sphere mesh
  59547. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  59548. */
  59549. static CreateSphere(name: string, options: {
  59550. segments?: number;
  59551. diameter?: number;
  59552. diameterX?: number;
  59553. diameterY?: number;
  59554. diameterZ?: number;
  59555. arc?: number;
  59556. slice?: number;
  59557. sideOrientation?: number;
  59558. frontUVs?: Vector4;
  59559. backUVs?: Vector4;
  59560. updatable?: boolean;
  59561. }, scene?: Nullable<Scene>): Mesh;
  59562. /**
  59563. * Creates a plane polygonal mesh. By default, this is a disc
  59564. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  59565. * * 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
  59566. * * 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
  59567. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59568. * * 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
  59569. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59570. * @param name defines the name of the mesh
  59571. * @param options defines the options used to create the mesh
  59572. * @param scene defines the hosting scene
  59573. * @returns the plane polygonal mesh
  59574. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  59575. */
  59576. static CreateDisc(name: string, options: {
  59577. radius?: number;
  59578. tessellation?: number;
  59579. arc?: number;
  59580. updatable?: boolean;
  59581. sideOrientation?: number;
  59582. frontUVs?: Vector4;
  59583. backUVs?: Vector4;
  59584. }, scene?: Nullable<Scene>): Mesh;
  59585. /**
  59586. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59587. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59588. * * 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`)
  59589. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59590. * * 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
  59591. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59592. * * 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
  59593. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59594. * @param name defines the name of the mesh
  59595. * @param options defines the options used to create the mesh
  59596. * @param scene defines the hosting scene
  59597. * @returns the icosahedron mesh
  59598. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59599. */
  59600. static CreateIcoSphere(name: string, options: {
  59601. radius?: number;
  59602. radiusX?: number;
  59603. radiusY?: number;
  59604. radiusZ?: number;
  59605. flat?: boolean;
  59606. subdivisions?: number;
  59607. sideOrientation?: number;
  59608. frontUVs?: Vector4;
  59609. backUVs?: Vector4;
  59610. updatable?: boolean;
  59611. }, scene?: Nullable<Scene>): Mesh;
  59612. /**
  59613. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59614. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  59615. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  59616. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  59617. * * 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
  59618. * * 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
  59619. * * 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
  59620. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59621. * * 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
  59622. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59623. * * 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
  59624. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  59625. * * 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
  59626. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  59627. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59628. * @param name defines the name of the mesh
  59629. * @param options defines the options used to create the mesh
  59630. * @param scene defines the hosting scene
  59631. * @returns the ribbon mesh
  59632. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  59633. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59634. */
  59635. static CreateRibbon(name: string, options: {
  59636. pathArray: Vector3[][];
  59637. closeArray?: boolean;
  59638. closePath?: boolean;
  59639. offset?: number;
  59640. updatable?: boolean;
  59641. sideOrientation?: number;
  59642. frontUVs?: Vector4;
  59643. backUVs?: Vector4;
  59644. instance?: Mesh;
  59645. invertUV?: boolean;
  59646. uvs?: Vector2[];
  59647. colors?: Color4[];
  59648. }, scene?: Nullable<Scene>): Mesh;
  59649. /**
  59650. * Creates a cylinder or a cone mesh
  59651. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  59652. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  59653. * * 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.
  59654. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  59655. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  59656. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  59657. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  59658. * * 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).
  59659. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  59660. * * 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).
  59661. * * 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
  59662. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  59663. * * 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
  59664. * * 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.
  59665. * * If `enclose` is false, a ring surface is one element.
  59666. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  59667. * * 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
  59668. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59669. * * 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
  59670. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59671. * @param name defines the name of the mesh
  59672. * @param options defines the options used to create the mesh
  59673. * @param scene defines the hosting scene
  59674. * @returns the cylinder mesh
  59675. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  59676. */
  59677. static CreateCylinder(name: string, options: {
  59678. height?: number;
  59679. diameterTop?: number;
  59680. diameterBottom?: number;
  59681. diameter?: number;
  59682. tessellation?: number;
  59683. subdivisions?: number;
  59684. arc?: number;
  59685. faceColors?: Color4[];
  59686. faceUV?: Vector4[];
  59687. updatable?: boolean;
  59688. hasRings?: boolean;
  59689. enclose?: boolean;
  59690. cap?: number;
  59691. sideOrientation?: number;
  59692. frontUVs?: Vector4;
  59693. backUVs?: Vector4;
  59694. }, scene?: Nullable<Scene>): Mesh;
  59695. /**
  59696. * Creates a torus mesh
  59697. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  59698. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  59699. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  59700. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59701. * * 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
  59702. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59703. * @param name defines the name of the mesh
  59704. * @param options defines the options used to create the mesh
  59705. * @param scene defines the hosting scene
  59706. * @returns the torus mesh
  59707. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  59708. */
  59709. static CreateTorus(name: string, options: {
  59710. diameter?: number;
  59711. thickness?: number;
  59712. tessellation?: number;
  59713. updatable?: boolean;
  59714. sideOrientation?: number;
  59715. frontUVs?: Vector4;
  59716. backUVs?: Vector4;
  59717. }, scene?: Nullable<Scene>): Mesh;
  59718. /**
  59719. * Creates a torus knot mesh
  59720. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59721. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59722. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59723. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59724. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59725. * * 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
  59726. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59727. * @param name defines the name of the mesh
  59728. * @param options defines the options used to create the mesh
  59729. * @param scene defines the hosting scene
  59730. * @returns the torus knot mesh
  59731. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59732. */
  59733. static CreateTorusKnot(name: string, options: {
  59734. radius?: number;
  59735. tube?: number;
  59736. radialSegments?: number;
  59737. tubularSegments?: number;
  59738. p?: number;
  59739. q?: number;
  59740. updatable?: boolean;
  59741. sideOrientation?: number;
  59742. frontUVs?: Vector4;
  59743. backUVs?: Vector4;
  59744. }, scene?: Nullable<Scene>): Mesh;
  59745. /**
  59746. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  59747. * * 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
  59748. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  59749. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  59750. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  59751. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  59752. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  59753. * * 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
  59754. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  59755. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59756. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  59757. * @param name defines the name of the new line system
  59758. * @param options defines the options used to create the line system
  59759. * @param scene defines the hosting scene
  59760. * @returns a new line system mesh
  59761. */
  59762. static CreateLineSystem(name: string, options: {
  59763. lines: Vector3[][];
  59764. updatable?: boolean;
  59765. instance?: Nullable<LinesMesh>;
  59766. colors?: Nullable<Color4[][]>;
  59767. useVertexAlpha?: boolean;
  59768. }, scene: Nullable<Scene>): LinesMesh;
  59769. /**
  59770. * Creates a line mesh
  59771. * 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
  59772. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  59773. * * The parameter `points` is an array successive Vector3
  59774. * * 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
  59775. * * The optional parameter `colors` is an array of successive Color4, one per line point
  59776. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  59777. * * When updating an instance, remember that only point positions can change, not the number of points
  59778. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59779. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  59780. * @param name defines the name of the new line system
  59781. * @param options defines the options used to create the line system
  59782. * @param scene defines the hosting scene
  59783. * @returns a new line mesh
  59784. */
  59785. static CreateLines(name: string, options: {
  59786. points: Vector3[];
  59787. updatable?: boolean;
  59788. instance?: Nullable<LinesMesh>;
  59789. colors?: Color4[];
  59790. useVertexAlpha?: boolean;
  59791. }, scene?: Nullable<Scene>): LinesMesh;
  59792. /**
  59793. * Creates a dashed line mesh
  59794. * * 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
  59795. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  59796. * * The parameter `points` is an array successive Vector3
  59797. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  59798. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  59799. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  59800. * * 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
  59801. * * When updating an instance, remember that only point positions can change, not the number of points
  59802. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59803. * @param name defines the name of the mesh
  59804. * @param options defines the options used to create the mesh
  59805. * @param scene defines the hosting scene
  59806. * @returns the dashed line mesh
  59807. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  59808. */
  59809. static CreateDashedLines(name: string, options: {
  59810. points: Vector3[];
  59811. dashSize?: number;
  59812. gapSize?: number;
  59813. dashNb?: number;
  59814. updatable?: boolean;
  59815. instance?: LinesMesh;
  59816. }, scene?: Nullable<Scene>): LinesMesh;
  59817. /**
  59818. * 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.
  59819. * * 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.
  59820. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  59821. * * 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.
  59822. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  59823. * * 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
  59824. * * 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
  59825. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  59826. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59827. * * 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
  59828. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  59829. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59830. * @param name defines the name of the mesh
  59831. * @param options defines the options used to create the mesh
  59832. * @param scene defines the hosting scene
  59833. * @returns the extruded shape mesh
  59834. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59835. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  59836. */
  59837. static ExtrudeShape(name: string, options: {
  59838. shape: Vector3[];
  59839. path: Vector3[];
  59840. scale?: number;
  59841. rotation?: number;
  59842. cap?: number;
  59843. updatable?: boolean;
  59844. sideOrientation?: number;
  59845. frontUVs?: Vector4;
  59846. backUVs?: Vector4;
  59847. instance?: Mesh;
  59848. invertUV?: boolean;
  59849. }, scene?: Nullable<Scene>): Mesh;
  59850. /**
  59851. * Creates an custom extruded shape mesh.
  59852. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  59853. * * 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.
  59854. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  59855. * * 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
  59856. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  59857. * * 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
  59858. * * It must returns a float value that will be the scale value applied to the shape on each path point
  59859. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  59860. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  59861. * * 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
  59862. * * 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
  59863. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  59864. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59865. * * 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
  59866. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59867. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59868. * @param name defines the name of the mesh
  59869. * @param options defines the options used to create the mesh
  59870. * @param scene defines the hosting scene
  59871. * @returns the custom extruded shape mesh
  59872. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  59873. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59874. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  59875. */
  59876. static ExtrudeShapeCustom(name: string, options: {
  59877. shape: Vector3[];
  59878. path: Vector3[];
  59879. scaleFunction?: any;
  59880. rotationFunction?: any;
  59881. ribbonCloseArray?: boolean;
  59882. ribbonClosePath?: boolean;
  59883. cap?: number;
  59884. updatable?: boolean;
  59885. sideOrientation?: number;
  59886. frontUVs?: Vector4;
  59887. backUVs?: Vector4;
  59888. instance?: Mesh;
  59889. invertUV?: boolean;
  59890. }, scene?: Nullable<Scene>): Mesh;
  59891. /**
  59892. * Creates lathe mesh.
  59893. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  59894. * * 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
  59895. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  59896. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  59897. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  59898. * * 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
  59899. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  59900. * * 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
  59901. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59902. * * 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
  59903. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59904. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59905. * @param name defines the name of the mesh
  59906. * @param options defines the options used to create the mesh
  59907. * @param scene defines the hosting scene
  59908. * @returns the lathe mesh
  59909. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  59910. */
  59911. static CreateLathe(name: string, options: {
  59912. shape: Vector3[];
  59913. radius?: number;
  59914. tessellation?: number;
  59915. clip?: number;
  59916. arc?: number;
  59917. closed?: boolean;
  59918. updatable?: boolean;
  59919. sideOrientation?: number;
  59920. frontUVs?: Vector4;
  59921. backUVs?: Vector4;
  59922. cap?: number;
  59923. invertUV?: boolean;
  59924. }, scene?: Nullable<Scene>): Mesh;
  59925. /**
  59926. * Creates a tiled plane mesh
  59927. * * You can set a limited pattern arrangement with the tiles
  59928. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59929. * * 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
  59930. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59931. * @param name defines the name of the mesh
  59932. * @param options defines the options used to create the mesh
  59933. * @param scene defines the hosting scene
  59934. * @returns the plane mesh
  59935. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  59936. */
  59937. static CreateTiledPlane(name: string, options: {
  59938. pattern?: number;
  59939. tileSize?: number;
  59940. tileWidth?: number;
  59941. tileHeight?: number;
  59942. size?: number;
  59943. width?: number;
  59944. height?: number;
  59945. alignHorizontal?: number;
  59946. alignVertical?: number;
  59947. sideOrientation?: number;
  59948. frontUVs?: Vector4;
  59949. backUVs?: Vector4;
  59950. updatable?: boolean;
  59951. }, scene?: Nullable<Scene>): Mesh;
  59952. /**
  59953. * Creates a plane mesh
  59954. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  59955. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  59956. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  59957. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59958. * * 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
  59959. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59960. * @param name defines the name of the mesh
  59961. * @param options defines the options used to create the mesh
  59962. * @param scene defines the hosting scene
  59963. * @returns the plane mesh
  59964. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  59965. */
  59966. static CreatePlane(name: string, options: {
  59967. size?: number;
  59968. width?: number;
  59969. height?: number;
  59970. sideOrientation?: number;
  59971. frontUVs?: Vector4;
  59972. backUVs?: Vector4;
  59973. updatable?: boolean;
  59974. sourcePlane?: Plane;
  59975. }, scene?: Nullable<Scene>): Mesh;
  59976. /**
  59977. * Creates a ground mesh
  59978. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  59979. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  59980. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59981. * @param name defines the name of the mesh
  59982. * @param options defines the options used to create the mesh
  59983. * @param scene defines the hosting scene
  59984. * @returns the ground mesh
  59985. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  59986. */
  59987. static CreateGround(name: string, options: {
  59988. width?: number;
  59989. height?: number;
  59990. subdivisions?: number;
  59991. subdivisionsX?: number;
  59992. subdivisionsY?: number;
  59993. updatable?: boolean;
  59994. }, scene?: Nullable<Scene>): Mesh;
  59995. /**
  59996. * Creates a tiled ground mesh
  59997. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  59998. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  59999. * * 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
  60000. * * 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
  60001. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60002. * @param name defines the name of the mesh
  60003. * @param options defines the options used to create the mesh
  60004. * @param scene defines the hosting scene
  60005. * @returns the tiled ground mesh
  60006. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60007. */
  60008. static CreateTiledGround(name: string, options: {
  60009. xmin: number;
  60010. zmin: number;
  60011. xmax: number;
  60012. zmax: number;
  60013. subdivisions?: {
  60014. w: number;
  60015. h: number;
  60016. };
  60017. precision?: {
  60018. w: number;
  60019. h: number;
  60020. };
  60021. updatable?: boolean;
  60022. }, scene?: Nullable<Scene>): Mesh;
  60023. /**
  60024. * Creates a ground mesh from a height map
  60025. * * The parameter `url` sets the URL of the height map image resource.
  60026. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60027. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60028. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60029. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60030. * * 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.
  60031. * * 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).
  60032. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60033. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60034. * @param name defines the name of the mesh
  60035. * @param url defines the url to the height map
  60036. * @param options defines the options used to create the mesh
  60037. * @param scene defines the hosting scene
  60038. * @returns the ground mesh
  60039. * @see https://doc.babylonjs.com/babylon101/height_map
  60040. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60041. */
  60042. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60043. width?: number;
  60044. height?: number;
  60045. subdivisions?: number;
  60046. minHeight?: number;
  60047. maxHeight?: number;
  60048. colorFilter?: Color3;
  60049. alphaFilter?: number;
  60050. updatable?: boolean;
  60051. onReady?: (mesh: GroundMesh) => void;
  60052. }, scene?: Nullable<Scene>): GroundMesh;
  60053. /**
  60054. * Creates a polygon mesh
  60055. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60056. * * 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
  60057. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60058. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60059. * * 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)
  60060. * * Remember you can only change the shape positions, not their number when updating a polygon
  60061. * @param name defines the name of the mesh
  60062. * @param options defines the options used to create the mesh
  60063. * @param scene defines the hosting scene
  60064. * @param earcutInjection can be used to inject your own earcut reference
  60065. * @returns the polygon mesh
  60066. */
  60067. static CreatePolygon(name: string, options: {
  60068. shape: Vector3[];
  60069. holes?: Vector3[][];
  60070. depth?: number;
  60071. faceUV?: Vector4[];
  60072. faceColors?: Color4[];
  60073. updatable?: boolean;
  60074. sideOrientation?: number;
  60075. frontUVs?: Vector4;
  60076. backUVs?: Vector4;
  60077. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60078. /**
  60079. * Creates an extruded polygon mesh, with depth in the Y direction.
  60080. * * 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)
  60081. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60082. * @param name defines the name of the mesh
  60083. * @param options defines the options used to create the mesh
  60084. * @param scene defines the hosting scene
  60085. * @param earcutInjection can be used to inject your own earcut reference
  60086. * @returns the polygon mesh
  60087. */
  60088. static ExtrudePolygon(name: string, options: {
  60089. shape: Vector3[];
  60090. holes?: Vector3[][];
  60091. depth?: number;
  60092. faceUV?: Vector4[];
  60093. faceColors?: Color4[];
  60094. updatable?: boolean;
  60095. sideOrientation?: number;
  60096. frontUVs?: Vector4;
  60097. backUVs?: Vector4;
  60098. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60099. /**
  60100. * Creates a tube mesh.
  60101. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60102. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60103. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60104. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60105. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60106. * * 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)
  60107. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60108. * * 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
  60109. * * 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
  60110. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60111. * * 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
  60112. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60113. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60114. * @param name defines the name of the mesh
  60115. * @param options defines the options used to create the mesh
  60116. * @param scene defines the hosting scene
  60117. * @returns the tube mesh
  60118. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60119. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60120. */
  60121. static CreateTube(name: string, options: {
  60122. path: Vector3[];
  60123. radius?: number;
  60124. tessellation?: number;
  60125. radiusFunction?: {
  60126. (i: number, distance: number): number;
  60127. };
  60128. cap?: number;
  60129. arc?: number;
  60130. updatable?: boolean;
  60131. sideOrientation?: number;
  60132. frontUVs?: Vector4;
  60133. backUVs?: Vector4;
  60134. instance?: Mesh;
  60135. invertUV?: boolean;
  60136. }, scene?: Nullable<Scene>): Mesh;
  60137. /**
  60138. * Creates a polyhedron mesh
  60139. * * 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
  60140. * * The parameter `size` (positive float, default 1) sets the polygon size
  60141. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  60142. * * 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`
  60143. * * 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
  60144. * * 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)`)
  60145. * * 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
  60146. * * 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
  60147. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60148. * * 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
  60149. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60150. * @param name defines the name of the mesh
  60151. * @param options defines the options used to create the mesh
  60152. * @param scene defines the hosting scene
  60153. * @returns the polyhedron mesh
  60154. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  60155. */
  60156. static CreatePolyhedron(name: string, options: {
  60157. type?: number;
  60158. size?: number;
  60159. sizeX?: number;
  60160. sizeY?: number;
  60161. sizeZ?: number;
  60162. custom?: any;
  60163. faceUV?: Vector4[];
  60164. faceColors?: Color4[];
  60165. flat?: boolean;
  60166. updatable?: boolean;
  60167. sideOrientation?: number;
  60168. frontUVs?: Vector4;
  60169. backUVs?: Vector4;
  60170. }, scene?: Nullable<Scene>): Mesh;
  60171. /**
  60172. * Creates a decal mesh.
  60173. * 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
  60174. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60175. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60176. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60177. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60178. * @param name defines the name of the mesh
  60179. * @param sourceMesh defines the mesh where the decal must be applied
  60180. * @param options defines the options used to create the mesh
  60181. * @param scene defines the hosting scene
  60182. * @returns the decal mesh
  60183. * @see https://doc.babylonjs.com/how_to/decals
  60184. */
  60185. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60186. position?: Vector3;
  60187. normal?: Vector3;
  60188. size?: Vector3;
  60189. angle?: number;
  60190. }): Mesh;
  60191. }
  60192. }
  60193. declare module "babylonjs/Meshes/meshSimplification" {
  60194. import { Mesh } from "babylonjs/Meshes/mesh";
  60195. /**
  60196. * A simplifier interface for future simplification implementations
  60197. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60198. */
  60199. export interface ISimplifier {
  60200. /**
  60201. * Simplification of a given mesh according to the given settings.
  60202. * Since this requires computation, it is assumed that the function runs async.
  60203. * @param settings The settings of the simplification, including quality and distance
  60204. * @param successCallback A callback that will be called after the mesh was simplified.
  60205. * @param errorCallback in case of an error, this callback will be called. optional.
  60206. */
  60207. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  60208. }
  60209. /**
  60210. * Expected simplification settings.
  60211. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  60212. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60213. */
  60214. export interface ISimplificationSettings {
  60215. /**
  60216. * Gets or sets the expected quality
  60217. */
  60218. quality: number;
  60219. /**
  60220. * Gets or sets the distance when this optimized version should be used
  60221. */
  60222. distance: number;
  60223. /**
  60224. * Gets an already optimized mesh
  60225. */
  60226. optimizeMesh?: boolean;
  60227. }
  60228. /**
  60229. * Class used to specify simplification options
  60230. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60231. */
  60232. export class SimplificationSettings implements ISimplificationSettings {
  60233. /** expected quality */
  60234. quality: number;
  60235. /** distance when this optimized version should be used */
  60236. distance: number;
  60237. /** already optimized mesh */
  60238. optimizeMesh?: boolean | undefined;
  60239. /**
  60240. * Creates a SimplificationSettings
  60241. * @param quality expected quality
  60242. * @param distance distance when this optimized version should be used
  60243. * @param optimizeMesh already optimized mesh
  60244. */
  60245. constructor(
  60246. /** expected quality */
  60247. quality: number,
  60248. /** distance when this optimized version should be used */
  60249. distance: number,
  60250. /** already optimized mesh */
  60251. optimizeMesh?: boolean | undefined);
  60252. }
  60253. /**
  60254. * Interface used to define a simplification task
  60255. */
  60256. export interface ISimplificationTask {
  60257. /**
  60258. * Array of settings
  60259. */
  60260. settings: Array<ISimplificationSettings>;
  60261. /**
  60262. * Simplification type
  60263. */
  60264. simplificationType: SimplificationType;
  60265. /**
  60266. * Mesh to simplify
  60267. */
  60268. mesh: Mesh;
  60269. /**
  60270. * Callback called on success
  60271. */
  60272. successCallback?: () => void;
  60273. /**
  60274. * Defines if parallel processing can be used
  60275. */
  60276. parallelProcessing: boolean;
  60277. }
  60278. /**
  60279. * Queue used to order the simplification tasks
  60280. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60281. */
  60282. export class SimplificationQueue {
  60283. private _simplificationArray;
  60284. /**
  60285. * Gets a boolean indicating that the process is still running
  60286. */
  60287. running: boolean;
  60288. /**
  60289. * Creates a new queue
  60290. */
  60291. constructor();
  60292. /**
  60293. * Adds a new simplification task
  60294. * @param task defines a task to add
  60295. */
  60296. addTask(task: ISimplificationTask): void;
  60297. /**
  60298. * Execute next task
  60299. */
  60300. executeNext(): void;
  60301. /**
  60302. * Execute a simplification task
  60303. * @param task defines the task to run
  60304. */
  60305. runSimplification(task: ISimplificationTask): void;
  60306. private getSimplifier;
  60307. }
  60308. /**
  60309. * The implemented types of simplification
  60310. * At the moment only Quadratic Error Decimation is implemented
  60311. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60312. */
  60313. export enum SimplificationType {
  60314. /** Quadratic error decimation */
  60315. QUADRATIC = 0
  60316. }
  60317. }
  60318. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  60319. import { Scene } from "babylonjs/scene";
  60320. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  60321. import { ISceneComponent } from "babylonjs/sceneComponent";
  60322. module "babylonjs/scene" {
  60323. interface Scene {
  60324. /** @hidden (Backing field) */
  60325. _simplificationQueue: SimplificationQueue;
  60326. /**
  60327. * Gets or sets the simplification queue attached to the scene
  60328. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60329. */
  60330. simplificationQueue: SimplificationQueue;
  60331. }
  60332. }
  60333. module "babylonjs/Meshes/mesh" {
  60334. interface Mesh {
  60335. /**
  60336. * Simplify the mesh according to the given array of settings.
  60337. * Function will return immediately and will simplify async
  60338. * @param settings a collection of simplification settings
  60339. * @param parallelProcessing should all levels calculate parallel or one after the other
  60340. * @param simplificationType the type of simplification to run
  60341. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  60342. * @returns the current mesh
  60343. */
  60344. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  60345. }
  60346. }
  60347. /**
  60348. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  60349. * created in a scene
  60350. */
  60351. export class SimplicationQueueSceneComponent implements ISceneComponent {
  60352. /**
  60353. * The component name helpfull to identify the component in the list of scene components.
  60354. */
  60355. readonly name: string;
  60356. /**
  60357. * The scene the component belongs to.
  60358. */
  60359. scene: Scene;
  60360. /**
  60361. * Creates a new instance of the component for the given scene
  60362. * @param scene Defines the scene to register the component in
  60363. */
  60364. constructor(scene: Scene);
  60365. /**
  60366. * Registers the component in a given scene
  60367. */
  60368. register(): void;
  60369. /**
  60370. * Rebuilds the elements related to this component in case of
  60371. * context lost for instance.
  60372. */
  60373. rebuild(): void;
  60374. /**
  60375. * Disposes the component and the associated ressources
  60376. */
  60377. dispose(): void;
  60378. private _beforeCameraUpdate;
  60379. }
  60380. }
  60381. declare module "babylonjs/Meshes/Builders/index" {
  60382. export * from "babylonjs/Meshes/Builders/boxBuilder";
  60383. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  60384. export * from "babylonjs/Meshes/Builders/discBuilder";
  60385. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  60386. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  60387. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  60388. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  60389. export * from "babylonjs/Meshes/Builders/torusBuilder";
  60390. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  60391. export * from "babylonjs/Meshes/Builders/linesBuilder";
  60392. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  60393. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  60394. export * from "babylonjs/Meshes/Builders/latheBuilder";
  60395. export * from "babylonjs/Meshes/Builders/planeBuilder";
  60396. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  60397. export * from "babylonjs/Meshes/Builders/groundBuilder";
  60398. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  60399. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  60400. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  60401. export * from "babylonjs/Meshes/Builders/decalBuilder";
  60402. }
  60403. declare module "babylonjs/Meshes/index" {
  60404. export * from "babylonjs/Meshes/abstractMesh";
  60405. export * from "babylonjs/Meshes/buffer";
  60406. export * from "babylonjs/Meshes/Compression/index";
  60407. export * from "babylonjs/Meshes/csg";
  60408. export * from "babylonjs/Meshes/geometry";
  60409. export * from "babylonjs/Meshes/groundMesh";
  60410. export * from "babylonjs/Meshes/trailMesh";
  60411. export * from "babylonjs/Meshes/instancedMesh";
  60412. export * from "babylonjs/Meshes/linesMesh";
  60413. export * from "babylonjs/Meshes/mesh";
  60414. export * from "babylonjs/Meshes/mesh.vertexData";
  60415. export * from "babylonjs/Meshes/meshBuilder";
  60416. export * from "babylonjs/Meshes/meshSimplification";
  60417. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  60418. export * from "babylonjs/Meshes/polygonMesh";
  60419. export * from "babylonjs/Meshes/subMesh";
  60420. export * from "babylonjs/Meshes/meshLODLevel";
  60421. export * from "babylonjs/Meshes/transformNode";
  60422. export * from "babylonjs/Meshes/Builders/index";
  60423. export * from "babylonjs/Meshes/dataBuffer";
  60424. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  60425. }
  60426. declare module "babylonjs/Morph/index" {
  60427. export * from "babylonjs/Morph/morphTarget";
  60428. export * from "babylonjs/Morph/morphTargetManager";
  60429. }
  60430. declare module "babylonjs/Navigation/INavigationEngine" {
  60431. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60432. import { Vector3 } from "babylonjs/Maths/math";
  60433. import { Mesh } from "babylonjs/Meshes/mesh";
  60434. import { Scene } from "babylonjs/scene";
  60435. /**
  60436. * Navigation plugin interface to add navigation constrained by a navigation mesh
  60437. */
  60438. export interface INavigationEnginePlugin {
  60439. /**
  60440. * plugin name
  60441. */
  60442. name: string;
  60443. /**
  60444. * Creates a navigation mesh
  60445. * @param meshes array of all the geometry used to compute the navigatio mesh
  60446. * @param parameters bunch of parameters used to filter geometry
  60447. */
  60448. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60449. /**
  60450. * Create a navigation mesh debug mesh
  60451. * @param scene is where the mesh will be added
  60452. * @returns debug display mesh
  60453. */
  60454. createDebugNavMesh(scene: Scene): Mesh;
  60455. /**
  60456. * Get a navigation mesh constrained position, closest to the parameter position
  60457. * @param position world position
  60458. * @returns the closest point to position constrained by the navigation mesh
  60459. */
  60460. getClosestPoint(position: Vector3): Vector3;
  60461. /**
  60462. * Get a navigation mesh constrained position, within a particular radius
  60463. * @param position world position
  60464. * @param maxRadius the maximum distance to the constrained world position
  60465. * @returns the closest point to position constrained by the navigation mesh
  60466. */
  60467. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60468. /**
  60469. * Compute the final position from a segment made of destination-position
  60470. * @param position world position
  60471. * @param destination world position
  60472. * @returns the resulting point along the navmesh
  60473. */
  60474. moveAlong(position: Vector3, destination: Vector3): Vector3;
  60475. /**
  60476. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  60477. * @param start world position
  60478. * @param end world position
  60479. * @returns array containing world position composing the path
  60480. */
  60481. computePath(start: Vector3, end: Vector3): Vector3[];
  60482. /**
  60483. * If this plugin is supported
  60484. * @returns true if plugin is supported
  60485. */
  60486. isSupported(): boolean;
  60487. /**
  60488. * Create a new Crowd so you can add agents
  60489. * @param maxAgents the maximum agent count in the crowd
  60490. * @param maxAgentRadius the maximum radius an agent can have
  60491. * @param scene to attach the crowd to
  60492. * @returns the crowd you can add agents to
  60493. */
  60494. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  60495. /**
  60496. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60497. * The queries will try to find a solution within those bounds
  60498. * default is (1,1,1)
  60499. * @param extent x,y,z value that define the extent around the queries point of reference
  60500. */
  60501. setDefaultQueryExtent(extent: Vector3): void;
  60502. /**
  60503. * Get the Bounding box extent specified by setDefaultQueryExtent
  60504. * @returns the box extent values
  60505. */
  60506. getDefaultQueryExtent(): Vector3;
  60507. /**
  60508. * Release all resources
  60509. */
  60510. dispose(): void;
  60511. }
  60512. /**
  60513. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  60514. */
  60515. export interface ICrowd {
  60516. /**
  60517. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  60518. * You can attach anything to that node. The node position is updated in the scene update tick.
  60519. * @param pos world position that will be constrained by the navigation mesh
  60520. * @param parameters agent parameters
  60521. * @param transform hooked to the agent that will be update by the scene
  60522. * @returns agent index
  60523. */
  60524. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  60525. /**
  60526. * Returns the agent position in world space
  60527. * @param index agent index returned by addAgent
  60528. * @returns world space position
  60529. */
  60530. getAgentPosition(index: number): Vector3;
  60531. /**
  60532. * Gets the agent velocity in world space
  60533. * @param index agent index returned by addAgent
  60534. * @returns world space velocity
  60535. */
  60536. getAgentVelocity(index: number): Vector3;
  60537. /**
  60538. * remove a particular agent previously created
  60539. * @param index agent index returned by addAgent
  60540. */
  60541. removeAgent(index: number): void;
  60542. /**
  60543. * get the list of all agents attached to this crowd
  60544. * @returns list of agent indices
  60545. */
  60546. getAgents(): number[];
  60547. /**
  60548. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  60549. * @param deltaTime in seconds
  60550. */
  60551. update(deltaTime: number): void;
  60552. /**
  60553. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  60554. * @param index agent index returned by addAgent
  60555. * @param destination targeted world position
  60556. */
  60557. agentGoto(index: number, destination: Vector3): void;
  60558. /**
  60559. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60560. * The queries will try to find a solution within those bounds
  60561. * default is (1,1,1)
  60562. * @param extent x,y,z value that define the extent around the queries point of reference
  60563. */
  60564. setDefaultQueryExtent(extent: Vector3): void;
  60565. /**
  60566. * Get the Bounding box extent specified by setDefaultQueryExtent
  60567. * @returns the box extent values
  60568. */
  60569. getDefaultQueryExtent(): Vector3;
  60570. /**
  60571. * Release all resources
  60572. */
  60573. dispose(): void;
  60574. }
  60575. /**
  60576. * Configures an agent
  60577. */
  60578. export interface IAgentParameters {
  60579. /**
  60580. * Agent radius. [Limit: >= 0]
  60581. */
  60582. radius: number;
  60583. /**
  60584. * Agent height. [Limit: > 0]
  60585. */
  60586. height: number;
  60587. /**
  60588. * Maximum allowed acceleration. [Limit: >= 0]
  60589. */
  60590. maxAcceleration: number;
  60591. /**
  60592. * Maximum allowed speed. [Limit: >= 0]
  60593. */
  60594. maxSpeed: number;
  60595. /**
  60596. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  60597. */
  60598. collisionQueryRange: number;
  60599. /**
  60600. * The path visibility optimization range. [Limit: > 0]
  60601. */
  60602. pathOptimizationRange: number;
  60603. /**
  60604. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  60605. */
  60606. separationWeight: number;
  60607. }
  60608. /**
  60609. * Configures the navigation mesh creation
  60610. */
  60611. export interface INavMeshParameters {
  60612. /**
  60613. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  60614. */
  60615. cs: number;
  60616. /**
  60617. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  60618. */
  60619. ch: number;
  60620. /**
  60621. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  60622. */
  60623. walkableSlopeAngle: number;
  60624. /**
  60625. * Minimum floor to 'ceiling' height that will still allow the floor area to
  60626. * be considered walkable. [Limit: >= 3] [Units: vx]
  60627. */
  60628. walkableHeight: number;
  60629. /**
  60630. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  60631. */
  60632. walkableClimb: number;
  60633. /**
  60634. * The distance to erode/shrink the walkable area of the heightfield away from
  60635. * obstructions. [Limit: >=0] [Units: vx]
  60636. */
  60637. walkableRadius: number;
  60638. /**
  60639. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  60640. */
  60641. maxEdgeLen: number;
  60642. /**
  60643. * The maximum distance a simplfied contour's border edges should deviate
  60644. * the original raw contour. [Limit: >=0] [Units: vx]
  60645. */
  60646. maxSimplificationError: number;
  60647. /**
  60648. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  60649. */
  60650. minRegionArea: number;
  60651. /**
  60652. * Any regions with a span count smaller than this value will, if possible,
  60653. * be merged with larger regions. [Limit: >=0] [Units: vx]
  60654. */
  60655. mergeRegionArea: number;
  60656. /**
  60657. * The maximum number of vertices allowed for polygons generated during the
  60658. * contour to polygon conversion process. [Limit: >= 3]
  60659. */
  60660. maxVertsPerPoly: number;
  60661. /**
  60662. * Sets the sampling distance to use when generating the detail mesh.
  60663. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  60664. */
  60665. detailSampleDist: number;
  60666. /**
  60667. * The maximum distance the detail mesh surface should deviate from heightfield
  60668. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  60669. */
  60670. detailSampleMaxError: number;
  60671. }
  60672. }
  60673. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  60674. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  60675. import { Mesh } from "babylonjs/Meshes/mesh";
  60676. import { Scene } from "babylonjs/scene";
  60677. import { Vector3 } from "babylonjs/Maths/math";
  60678. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60679. /**
  60680. * RecastJS navigation plugin
  60681. */
  60682. export class RecastJSPlugin implements INavigationEnginePlugin {
  60683. /**
  60684. * Reference to the Recast library
  60685. */
  60686. bjsRECAST: any;
  60687. /**
  60688. * plugin name
  60689. */
  60690. name: string;
  60691. /**
  60692. * the first navmesh created. We might extend this to support multiple navmeshes
  60693. */
  60694. navMesh: any;
  60695. /**
  60696. * Initializes the recastJS plugin
  60697. * @param recastInjection can be used to inject your own recast reference
  60698. */
  60699. constructor(recastInjection?: any);
  60700. /**
  60701. * Creates a navigation mesh
  60702. * @param meshes array of all the geometry used to compute the navigatio mesh
  60703. * @param parameters bunch of parameters used to filter geometry
  60704. */
  60705. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60706. /**
  60707. * Create a navigation mesh debug mesh
  60708. * @param scene is where the mesh will be added
  60709. * @returns debug display mesh
  60710. */
  60711. createDebugNavMesh(scene: Scene): Mesh;
  60712. /**
  60713. * Get a navigation mesh constrained position, closest to the parameter position
  60714. * @param position world position
  60715. * @returns the closest point to position constrained by the navigation mesh
  60716. */
  60717. getClosestPoint(position: Vector3): Vector3;
  60718. /**
  60719. * Get a navigation mesh constrained position, within a particular radius
  60720. * @param position world position
  60721. * @param maxRadius the maximum distance to the constrained world position
  60722. * @returns the closest point to position constrained by the navigation mesh
  60723. */
  60724. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60725. /**
  60726. * Compute the final position from a segment made of destination-position
  60727. * @param position world position
  60728. * @param destination world position
  60729. * @returns the resulting point along the navmesh
  60730. */
  60731. moveAlong(position: Vector3, destination: Vector3): Vector3;
  60732. /**
  60733. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  60734. * @param start world position
  60735. * @param end world position
  60736. * @returns array containing world position composing the path
  60737. */
  60738. computePath(start: Vector3, end: Vector3): Vector3[];
  60739. /**
  60740. * Create a new Crowd so you can add agents
  60741. * @param maxAgents the maximum agent count in the crowd
  60742. * @param maxAgentRadius the maximum radius an agent can have
  60743. * @param scene to attach the crowd to
  60744. * @returns the crowd you can add agents to
  60745. */
  60746. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  60747. /**
  60748. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60749. * The queries will try to find a solution within those bounds
  60750. * default is (1,1,1)
  60751. * @param extent x,y,z value that define the extent around the queries point of reference
  60752. */
  60753. setDefaultQueryExtent(extent: Vector3): void;
  60754. /**
  60755. * Get the Bounding box extent specified by setDefaultQueryExtent
  60756. * @returns the box extent values
  60757. */
  60758. getDefaultQueryExtent(): Vector3;
  60759. /**
  60760. * Disposes
  60761. */
  60762. dispose(): void;
  60763. /**
  60764. * If this plugin is supported
  60765. * @returns true if plugin is supported
  60766. */
  60767. isSupported(): boolean;
  60768. }
  60769. /**
  60770. * Recast detour crowd implementation
  60771. */
  60772. export class RecastJSCrowd implements ICrowd {
  60773. /**
  60774. * Recast/detour plugin
  60775. */
  60776. bjsRECASTPlugin: RecastJSPlugin;
  60777. /**
  60778. * Link to the detour crowd
  60779. */
  60780. recastCrowd: any;
  60781. /**
  60782. * One transform per agent
  60783. */
  60784. transforms: TransformNode[];
  60785. /**
  60786. * All agents created
  60787. */
  60788. agents: number[];
  60789. /**
  60790. * Link to the scene is kept to unregister the crowd from the scene
  60791. */
  60792. private _scene;
  60793. /**
  60794. * Observer for crowd updates
  60795. */
  60796. private _onBeforeAnimationsObserver;
  60797. /**
  60798. * Constructor
  60799. * @param plugin recastJS plugin
  60800. * @param maxAgents the maximum agent count in the crowd
  60801. * @param maxAgentRadius the maximum radius an agent can have
  60802. * @param scene to attach the crowd to
  60803. * @returns the crowd you can add agents to
  60804. */
  60805. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  60806. /**
  60807. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  60808. * You can attach anything to that node. The node position is updated in the scene update tick.
  60809. * @param pos world position that will be constrained by the navigation mesh
  60810. * @param parameters agent parameters
  60811. * @param transform hooked to the agent that will be update by the scene
  60812. * @returns agent index
  60813. */
  60814. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  60815. /**
  60816. * Returns the agent position in world space
  60817. * @param index agent index returned by addAgent
  60818. * @returns world space position
  60819. */
  60820. getAgentPosition(index: number): Vector3;
  60821. /**
  60822. * Returns the agent velocity in world space
  60823. * @param index agent index returned by addAgent
  60824. * @returns world space velocity
  60825. */
  60826. getAgentVelocity(index: number): Vector3;
  60827. /**
  60828. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  60829. * @param index agent index returned by addAgent
  60830. * @param destination targeted world position
  60831. */
  60832. agentGoto(index: number, destination: Vector3): void;
  60833. /**
  60834. * remove a particular agent previously created
  60835. * @param index agent index returned by addAgent
  60836. */
  60837. removeAgent(index: number): void;
  60838. /**
  60839. * get the list of all agents attached to this crowd
  60840. * @returns list of agent indices
  60841. */
  60842. getAgents(): number[];
  60843. /**
  60844. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  60845. * @param deltaTime in seconds
  60846. */
  60847. update(deltaTime: number): void;
  60848. /**
  60849. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60850. * The queries will try to find a solution within those bounds
  60851. * default is (1,1,1)
  60852. * @param extent x,y,z value that define the extent around the queries point of reference
  60853. */
  60854. setDefaultQueryExtent(extent: Vector3): void;
  60855. /**
  60856. * Get the Bounding box extent specified by setDefaultQueryExtent
  60857. * @returns the box extent values
  60858. */
  60859. getDefaultQueryExtent(): Vector3;
  60860. /**
  60861. * Release all resources
  60862. */
  60863. dispose(): void;
  60864. }
  60865. }
  60866. declare module "babylonjs/Navigation/Plugins/index" {
  60867. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  60868. }
  60869. declare module "babylonjs/Navigation/index" {
  60870. export * from "babylonjs/Navigation/INavigationEngine";
  60871. export * from "babylonjs/Navigation/Plugins/index";
  60872. }
  60873. declare module "babylonjs/Offline/database" {
  60874. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  60875. /**
  60876. * Class used to enable access to IndexedDB
  60877. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  60878. */
  60879. export class Database implements IOfflineProvider {
  60880. private _callbackManifestChecked;
  60881. private _currentSceneUrl;
  60882. private _db;
  60883. private _enableSceneOffline;
  60884. private _enableTexturesOffline;
  60885. private _manifestVersionFound;
  60886. private _mustUpdateRessources;
  60887. private _hasReachedQuota;
  60888. private _isSupported;
  60889. private _idbFactory;
  60890. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  60891. private static IsUASupportingBlobStorage;
  60892. /**
  60893. * Gets a boolean indicating if Database storate is enabled (off by default)
  60894. */
  60895. static IDBStorageEnabled: boolean;
  60896. /**
  60897. * Gets a boolean indicating if scene must be saved in the database
  60898. */
  60899. readonly enableSceneOffline: boolean;
  60900. /**
  60901. * Gets a boolean indicating if textures must be saved in the database
  60902. */
  60903. readonly enableTexturesOffline: boolean;
  60904. /**
  60905. * Creates a new Database
  60906. * @param urlToScene defines the url to load the scene
  60907. * @param callbackManifestChecked defines the callback to use when manifest is checked
  60908. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  60909. */
  60910. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  60911. private static _ParseURL;
  60912. private static _ReturnFullUrlLocation;
  60913. private _checkManifestFile;
  60914. /**
  60915. * Open the database and make it available
  60916. * @param successCallback defines the callback to call on success
  60917. * @param errorCallback defines the callback to call on error
  60918. */
  60919. open(successCallback: () => void, errorCallback: () => void): void;
  60920. /**
  60921. * Loads an image from the database
  60922. * @param url defines the url to load from
  60923. * @param image defines the target DOM image
  60924. */
  60925. loadImage(url: string, image: HTMLImageElement): void;
  60926. private _loadImageFromDBAsync;
  60927. private _saveImageIntoDBAsync;
  60928. private _checkVersionFromDB;
  60929. private _loadVersionFromDBAsync;
  60930. private _saveVersionIntoDBAsync;
  60931. /**
  60932. * Loads a file from database
  60933. * @param url defines the URL to load from
  60934. * @param sceneLoaded defines a callback to call on success
  60935. * @param progressCallBack defines a callback to call when progress changed
  60936. * @param errorCallback defines a callback to call on error
  60937. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  60938. */
  60939. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  60940. private _loadFileAsync;
  60941. private _saveFileAsync;
  60942. /**
  60943. * Validates if xhr data is correct
  60944. * @param xhr defines the request to validate
  60945. * @param dataType defines the expected data type
  60946. * @returns true if data is correct
  60947. */
  60948. private static _ValidateXHRData;
  60949. }
  60950. }
  60951. declare module "babylonjs/Offline/index" {
  60952. export * from "babylonjs/Offline/database";
  60953. export * from "babylonjs/Offline/IOfflineProvider";
  60954. }
  60955. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  60956. /** @hidden */
  60957. export var gpuUpdateParticlesPixelShader: {
  60958. name: string;
  60959. shader: string;
  60960. };
  60961. }
  60962. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  60963. /** @hidden */
  60964. export var gpuUpdateParticlesVertexShader: {
  60965. name: string;
  60966. shader: string;
  60967. };
  60968. }
  60969. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  60970. /** @hidden */
  60971. export var clipPlaneFragmentDeclaration2: {
  60972. name: string;
  60973. shader: string;
  60974. };
  60975. }
  60976. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  60977. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  60978. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  60979. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60980. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  60981. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  60982. /** @hidden */
  60983. export var gpuRenderParticlesPixelShader: {
  60984. name: string;
  60985. shader: string;
  60986. };
  60987. }
  60988. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  60989. /** @hidden */
  60990. export var clipPlaneVertexDeclaration2: {
  60991. name: string;
  60992. shader: string;
  60993. };
  60994. }
  60995. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  60996. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  60997. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  60998. /** @hidden */
  60999. export var gpuRenderParticlesVertexShader: {
  61000. name: string;
  61001. shader: string;
  61002. };
  61003. }
  61004. declare module "babylonjs/Particles/gpuParticleSystem" {
  61005. import { Nullable } from "babylonjs/types";
  61006. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61007. import { Observable } from "babylonjs/Misc/observable";
  61008. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61009. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61010. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61011. import { Scene, IDisposable } from "babylonjs/scene";
  61012. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61013. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61014. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61015. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61016. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61017. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61018. /**
  61019. * This represents a GPU particle system in Babylon
  61020. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61021. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61022. */
  61023. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61024. /**
  61025. * The layer mask we are rendering the particles through.
  61026. */
  61027. layerMask: number;
  61028. private _capacity;
  61029. private _activeCount;
  61030. private _currentActiveCount;
  61031. private _accumulatedCount;
  61032. private _renderEffect;
  61033. private _updateEffect;
  61034. private _buffer0;
  61035. private _buffer1;
  61036. private _spriteBuffer;
  61037. private _updateVAO;
  61038. private _renderVAO;
  61039. private _targetIndex;
  61040. private _sourceBuffer;
  61041. private _targetBuffer;
  61042. private _engine;
  61043. private _currentRenderId;
  61044. private _started;
  61045. private _stopped;
  61046. private _timeDelta;
  61047. private _randomTexture;
  61048. private _randomTexture2;
  61049. private _attributesStrideSize;
  61050. private _updateEffectOptions;
  61051. private _randomTextureSize;
  61052. private _actualFrame;
  61053. private readonly _rawTextureWidth;
  61054. /**
  61055. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  61056. */
  61057. static readonly IsSupported: boolean;
  61058. /**
  61059. * An event triggered when the system is disposed.
  61060. */
  61061. onDisposeObservable: Observable<GPUParticleSystem>;
  61062. /**
  61063. * Gets the maximum number of particles active at the same time.
  61064. * @returns The max number of active particles.
  61065. */
  61066. getCapacity(): number;
  61067. /**
  61068. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  61069. * to override the particles.
  61070. */
  61071. forceDepthWrite: boolean;
  61072. /**
  61073. * Gets or set the number of active particles
  61074. */
  61075. activeParticleCount: number;
  61076. private _preWarmDone;
  61077. /**
  61078. * Is this system ready to be used/rendered
  61079. * @return true if the system is ready
  61080. */
  61081. isReady(): boolean;
  61082. /**
  61083. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61084. * @returns True if it has been started, otherwise false.
  61085. */
  61086. isStarted(): boolean;
  61087. /**
  61088. * Starts the particle system and begins to emit
  61089. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61090. */
  61091. start(delay?: number): void;
  61092. /**
  61093. * Stops the particle system.
  61094. */
  61095. stop(): void;
  61096. /**
  61097. * Remove all active particles
  61098. */
  61099. reset(): void;
  61100. /**
  61101. * Returns the string "GPUParticleSystem"
  61102. * @returns a string containing the class name
  61103. */
  61104. getClassName(): string;
  61105. private _colorGradientsTexture;
  61106. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  61107. /**
  61108. * Adds a new color gradient
  61109. * @param gradient defines the gradient to use (between 0 and 1)
  61110. * @param color1 defines the color to affect to the specified gradient
  61111. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61112. * @returns the current particle system
  61113. */
  61114. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  61115. /**
  61116. * Remove a specific color gradient
  61117. * @param gradient defines the gradient to remove
  61118. * @returns the current particle system
  61119. */
  61120. removeColorGradient(gradient: number): GPUParticleSystem;
  61121. private _angularSpeedGradientsTexture;
  61122. private _sizeGradientsTexture;
  61123. private _velocityGradientsTexture;
  61124. private _limitVelocityGradientsTexture;
  61125. private _dragGradientsTexture;
  61126. private _addFactorGradient;
  61127. /**
  61128. * Adds a new size gradient
  61129. * @param gradient defines the gradient to use (between 0 and 1)
  61130. * @param factor defines the size factor to affect to the specified gradient
  61131. * @returns the current particle system
  61132. */
  61133. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  61134. /**
  61135. * Remove a specific size gradient
  61136. * @param gradient defines the gradient to remove
  61137. * @returns the current particle system
  61138. */
  61139. removeSizeGradient(gradient: number): GPUParticleSystem;
  61140. /**
  61141. * Adds a new angular speed gradient
  61142. * @param gradient defines the gradient to use (between 0 and 1)
  61143. * @param factor defines the angular speed to affect to the specified gradient
  61144. * @returns the current particle system
  61145. */
  61146. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  61147. /**
  61148. * Remove a specific angular speed gradient
  61149. * @param gradient defines the gradient to remove
  61150. * @returns the current particle system
  61151. */
  61152. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  61153. /**
  61154. * Adds a new velocity gradient
  61155. * @param gradient defines the gradient to use (between 0 and 1)
  61156. * @param factor defines the velocity to affect to the specified gradient
  61157. * @returns the current particle system
  61158. */
  61159. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61160. /**
  61161. * Remove a specific velocity gradient
  61162. * @param gradient defines the gradient to remove
  61163. * @returns the current particle system
  61164. */
  61165. removeVelocityGradient(gradient: number): GPUParticleSystem;
  61166. /**
  61167. * Adds a new limit velocity gradient
  61168. * @param gradient defines the gradient to use (between 0 and 1)
  61169. * @param factor defines the limit velocity value to affect to the specified gradient
  61170. * @returns the current particle system
  61171. */
  61172. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61173. /**
  61174. * Remove a specific limit velocity gradient
  61175. * @param gradient defines the gradient to remove
  61176. * @returns the current particle system
  61177. */
  61178. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  61179. /**
  61180. * Adds a new drag gradient
  61181. * @param gradient defines the gradient to use (between 0 and 1)
  61182. * @param factor defines the drag value to affect to the specified gradient
  61183. * @returns the current particle system
  61184. */
  61185. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  61186. /**
  61187. * Remove a specific drag gradient
  61188. * @param gradient defines the gradient to remove
  61189. * @returns the current particle system
  61190. */
  61191. removeDragGradient(gradient: number): GPUParticleSystem;
  61192. /**
  61193. * Not supported by GPUParticleSystem
  61194. * @param gradient defines the gradient to use (between 0 and 1)
  61195. * @param factor defines the emit rate value to affect to the specified gradient
  61196. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61197. * @returns the current particle system
  61198. */
  61199. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61200. /**
  61201. * Not supported by GPUParticleSystem
  61202. * @param gradient defines the gradient to remove
  61203. * @returns the current particle system
  61204. */
  61205. removeEmitRateGradient(gradient: number): IParticleSystem;
  61206. /**
  61207. * Not supported by GPUParticleSystem
  61208. * @param gradient defines the gradient to use (between 0 and 1)
  61209. * @param factor defines the start size value to affect to the specified gradient
  61210. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61211. * @returns the current particle system
  61212. */
  61213. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61214. /**
  61215. * Not supported by GPUParticleSystem
  61216. * @param gradient defines the gradient to remove
  61217. * @returns the current particle system
  61218. */
  61219. removeStartSizeGradient(gradient: number): IParticleSystem;
  61220. /**
  61221. * Not supported by GPUParticleSystem
  61222. * @param gradient defines the gradient to use (between 0 and 1)
  61223. * @param min defines the color remap minimal range
  61224. * @param max defines the color remap maximal range
  61225. * @returns the current particle system
  61226. */
  61227. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61228. /**
  61229. * Not supported by GPUParticleSystem
  61230. * @param gradient defines the gradient to remove
  61231. * @returns the current particle system
  61232. */
  61233. removeColorRemapGradient(): IParticleSystem;
  61234. /**
  61235. * Not supported by GPUParticleSystem
  61236. * @param gradient defines the gradient to use (between 0 and 1)
  61237. * @param min defines the alpha remap minimal range
  61238. * @param max defines the alpha remap maximal range
  61239. * @returns the current particle system
  61240. */
  61241. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61242. /**
  61243. * Not supported by GPUParticleSystem
  61244. * @param gradient defines the gradient to remove
  61245. * @returns the current particle system
  61246. */
  61247. removeAlphaRemapGradient(): IParticleSystem;
  61248. /**
  61249. * Not supported by GPUParticleSystem
  61250. * @param gradient defines the gradient to use (between 0 and 1)
  61251. * @param color defines the color to affect to the specified gradient
  61252. * @returns the current particle system
  61253. */
  61254. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  61255. /**
  61256. * Not supported by GPUParticleSystem
  61257. * @param gradient defines the gradient to remove
  61258. * @returns the current particle system
  61259. */
  61260. removeRampGradient(): IParticleSystem;
  61261. /**
  61262. * Not supported by GPUParticleSystem
  61263. * @returns the list of ramp gradients
  61264. */
  61265. getRampGradients(): Nullable<Array<Color3Gradient>>;
  61266. /**
  61267. * Not supported by GPUParticleSystem
  61268. * Gets or sets a boolean indicating that ramp gradients must be used
  61269. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61270. */
  61271. useRampGradients: boolean;
  61272. /**
  61273. * Not supported by GPUParticleSystem
  61274. * @param gradient defines the gradient to use (between 0 and 1)
  61275. * @param factor defines the life time factor to affect to the specified gradient
  61276. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61277. * @returns the current particle system
  61278. */
  61279. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61280. /**
  61281. * Not supported by GPUParticleSystem
  61282. * @param gradient defines the gradient to remove
  61283. * @returns the current particle system
  61284. */
  61285. removeLifeTimeGradient(gradient: number): IParticleSystem;
  61286. /**
  61287. * Instantiates a GPU particle system.
  61288. * 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.
  61289. * @param name The name of the particle system
  61290. * @param options The options used to create the system
  61291. * @param scene The scene the particle system belongs to
  61292. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61293. */
  61294. constructor(name: string, options: Partial<{
  61295. capacity: number;
  61296. randomTextureSize: number;
  61297. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  61298. protected _reset(): void;
  61299. private _createUpdateVAO;
  61300. private _createRenderVAO;
  61301. private _initialize;
  61302. /** @hidden */
  61303. _recreateUpdateEffect(): void;
  61304. /** @hidden */
  61305. _recreateRenderEffect(): void;
  61306. /**
  61307. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61308. * @param preWarm defines if we are in the pre-warmimg phase
  61309. */
  61310. animate(preWarm?: boolean): void;
  61311. private _createFactorGradientTexture;
  61312. private _createSizeGradientTexture;
  61313. private _createAngularSpeedGradientTexture;
  61314. private _createVelocityGradientTexture;
  61315. private _createLimitVelocityGradientTexture;
  61316. private _createDragGradientTexture;
  61317. private _createColorGradientTexture;
  61318. /**
  61319. * Renders the particle system in its current state
  61320. * @param preWarm defines if the system should only update the particles but not render them
  61321. * @returns the current number of particles
  61322. */
  61323. render(preWarm?: boolean): number;
  61324. /**
  61325. * Rebuilds the particle system
  61326. */
  61327. rebuild(): void;
  61328. private _releaseBuffers;
  61329. private _releaseVAOs;
  61330. /**
  61331. * Disposes the particle system and free the associated resources
  61332. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61333. */
  61334. dispose(disposeTexture?: boolean): void;
  61335. /**
  61336. * Clones the particle system.
  61337. * @param name The name of the cloned object
  61338. * @param newEmitter The new emitter to use
  61339. * @returns the cloned particle system
  61340. */
  61341. clone(name: string, newEmitter: any): GPUParticleSystem;
  61342. /**
  61343. * Serializes the particle system to a JSON object.
  61344. * @returns the JSON object
  61345. */
  61346. serialize(): any;
  61347. /**
  61348. * Parses a JSON object to create a GPU particle system.
  61349. * @param parsedParticleSystem The JSON object to parse
  61350. * @param scene The scene to create the particle system in
  61351. * @param rootUrl The root url to use to load external dependencies like texture
  61352. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  61353. * @returns the parsed GPU particle system
  61354. */
  61355. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  61356. }
  61357. }
  61358. declare module "babylonjs/Particles/particleSystemSet" {
  61359. import { Nullable } from "babylonjs/types";
  61360. import { Color3 } from "babylonjs/Maths/math.color";
  61361. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61362. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61363. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61364. import { Scene, IDisposable } from "babylonjs/scene";
  61365. /**
  61366. * Represents a set of particle systems working together to create a specific effect
  61367. */
  61368. export class ParticleSystemSet implements IDisposable {
  61369. /**
  61370. * Gets or sets base Assets URL
  61371. */
  61372. static BaseAssetsUrl: string;
  61373. private _emitterCreationOptions;
  61374. private _emitterNode;
  61375. /**
  61376. * Gets the particle system list
  61377. */
  61378. systems: IParticleSystem[];
  61379. /**
  61380. * Gets the emitter node used with this set
  61381. */
  61382. readonly emitterNode: Nullable<TransformNode>;
  61383. /**
  61384. * Creates a new emitter mesh as a sphere
  61385. * @param options defines the options used to create the sphere
  61386. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  61387. * @param scene defines the hosting scene
  61388. */
  61389. setEmitterAsSphere(options: {
  61390. diameter: number;
  61391. segments: number;
  61392. color: Color3;
  61393. }, renderingGroupId: number, scene: Scene): void;
  61394. /**
  61395. * Starts all particle systems of the set
  61396. * @param emitter defines an optional mesh to use as emitter for the particle systems
  61397. */
  61398. start(emitter?: AbstractMesh): void;
  61399. /**
  61400. * Release all associated resources
  61401. */
  61402. dispose(): void;
  61403. /**
  61404. * Serialize the set into a JSON compatible object
  61405. * @returns a JSON compatible representation of the set
  61406. */
  61407. serialize(): any;
  61408. /**
  61409. * Parse a new ParticleSystemSet from a serialized source
  61410. * @param data defines a JSON compatible representation of the set
  61411. * @param scene defines the hosting scene
  61412. * @param gpu defines if we want GPU particles or CPU particles
  61413. * @returns a new ParticleSystemSet
  61414. */
  61415. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  61416. }
  61417. }
  61418. declare module "babylonjs/Particles/particleHelper" {
  61419. import { Nullable } from "babylonjs/types";
  61420. import { Scene } from "babylonjs/scene";
  61421. import { Vector3 } from "babylonjs/Maths/math.vector";
  61422. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61423. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61424. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  61425. /**
  61426. * This class is made for on one-liner static method to help creating particle system set.
  61427. */
  61428. export class ParticleHelper {
  61429. /**
  61430. * Gets or sets base Assets URL
  61431. */
  61432. static BaseAssetsUrl: string;
  61433. /**
  61434. * Create a default particle system that you can tweak
  61435. * @param emitter defines the emitter to use
  61436. * @param capacity defines the system capacity (default is 500 particles)
  61437. * @param scene defines the hosting scene
  61438. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  61439. * @returns the new Particle system
  61440. */
  61441. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  61442. /**
  61443. * This is the main static method (one-liner) of this helper to create different particle systems
  61444. * @param type This string represents the type to the particle system to create
  61445. * @param scene The scene where the particle system should live
  61446. * @param gpu If the system will use gpu
  61447. * @returns the ParticleSystemSet created
  61448. */
  61449. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  61450. /**
  61451. * Static function used to export a particle system to a ParticleSystemSet variable.
  61452. * Please note that the emitter shape is not exported
  61453. * @param systems defines the particle systems to export
  61454. * @returns the created particle system set
  61455. */
  61456. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  61457. }
  61458. }
  61459. declare module "babylonjs/Particles/particleSystemComponent" {
  61460. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61461. import { Effect } from "babylonjs/Materials/effect";
  61462. import "babylonjs/Shaders/particles.vertex";
  61463. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  61464. module "babylonjs/Engines/engine" {
  61465. interface Engine {
  61466. /**
  61467. * Create an effect to use with particle systems.
  61468. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  61469. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  61470. * @param uniformsNames defines a list of attribute names
  61471. * @param samplers defines an array of string used to represent textures
  61472. * @param defines defines the string containing the defines to use to compile the shaders
  61473. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  61474. * @param onCompiled defines a function to call when the effect creation is successful
  61475. * @param onError defines a function to call when the effect creation has failed
  61476. * @returns the new Effect
  61477. */
  61478. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  61479. }
  61480. }
  61481. module "babylonjs/Meshes/mesh" {
  61482. interface Mesh {
  61483. /**
  61484. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  61485. * @returns an array of IParticleSystem
  61486. */
  61487. getEmittedParticleSystems(): IParticleSystem[];
  61488. /**
  61489. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  61490. * @returns an array of IParticleSystem
  61491. */
  61492. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  61493. }
  61494. }
  61495. /**
  61496. * @hidden
  61497. */
  61498. export var _IDoNeedToBeInTheBuild: number;
  61499. }
  61500. declare module "babylonjs/Particles/pointsCloudSystem" {
  61501. import { Color4 } from "babylonjs/Maths/math";
  61502. import { Mesh } from "babylonjs/Meshes/mesh";
  61503. import { Scene, IDisposable } from "babylonjs/scene";
  61504. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  61505. /** Defines the 4 color options */
  61506. export enum PointColor {
  61507. /** color value */
  61508. Color = 2,
  61509. /** uv value */
  61510. UV = 1,
  61511. /** random value */
  61512. Random = 0,
  61513. /** stated value */
  61514. Stated = 3
  61515. }
  61516. /**
  61517. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  61518. * 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.
  61519. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  61520. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  61521. *
  61522. * Full documentation here : TO BE ENTERED
  61523. */
  61524. export class PointsCloudSystem implements IDisposable {
  61525. /**
  61526. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  61527. * Example : var p = SPS.particles[i];
  61528. */
  61529. particles: CloudPoint[];
  61530. /**
  61531. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  61532. */
  61533. nbParticles: number;
  61534. /**
  61535. * This a counter for your own usage. It's not set by any SPS functions.
  61536. */
  61537. counter: number;
  61538. /**
  61539. * The PCS name. This name is also given to the underlying mesh.
  61540. */
  61541. name: string;
  61542. /**
  61543. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  61544. */
  61545. mesh: Mesh;
  61546. /**
  61547. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  61548. * Please read :
  61549. */
  61550. vars: any;
  61551. /**
  61552. * @hidden
  61553. */
  61554. _size: number;
  61555. private _scene;
  61556. private _promises;
  61557. private _positions;
  61558. private _indices;
  61559. private _normals;
  61560. private _colors;
  61561. private _uvs;
  61562. private _indices32;
  61563. private _positions32;
  61564. private _colors32;
  61565. private _uvs32;
  61566. private _updatable;
  61567. private _isVisibilityBoxLocked;
  61568. private _alwaysVisible;
  61569. private _groups;
  61570. private _groupCounter;
  61571. private _computeParticleColor;
  61572. private _computeParticleTexture;
  61573. private _computeParticleRotation;
  61574. private _computeBoundingBox;
  61575. private _isReady;
  61576. /**
  61577. * Creates a PCS (Points Cloud System) object
  61578. * @param name (String) is the PCS name, this will be the underlying mesh name
  61579. * @param pointSize (number) is the size for each point
  61580. * @param scene (Scene) is the scene in which the PCS is added
  61581. * @param options defines the options of the PCS e.g.
  61582. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  61583. */
  61584. constructor(name: string, pointSize: number, scene: Scene, options?: {
  61585. updatable?: boolean;
  61586. });
  61587. /**
  61588. * Builds the PCS underlying mesh. Returns a standard Mesh.
  61589. * If no points were added to the PCS, the returned mesh is just a single point.
  61590. * @returns a promise for the created mesh
  61591. */
  61592. buildMeshAsync(): Promise<Mesh>;
  61593. /**
  61594. * @hidden
  61595. */
  61596. private _buildMesh;
  61597. private _addParticle;
  61598. private _randomUnitVector;
  61599. private _getColorIndicesForCoord;
  61600. private _setPointsColorOrUV;
  61601. private _colorFromTexture;
  61602. private _calculateDensity;
  61603. /**
  61604. * Adds points to the PCS in random positions within a unit sphere
  61605. * @param nb (positive integer) the number of particles to be created from this model
  61606. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  61607. * @returns the number of groups in the system
  61608. */
  61609. addPoints(nb: number, pointFunction?: any): number;
  61610. /**
  61611. * Adds points to the PCS from the surface of the model shape
  61612. * @param mesh is any Mesh object that will be used as a surface model for the points
  61613. * @param nb (positive integer) the number of particles to be created from this model
  61614. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  61615. * @param color (color3) to be used when colorWith is stated
  61616. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  61617. * @returns the number of groups in the system
  61618. */
  61619. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  61620. /**
  61621. * Adds points to the PCS inside the model shape
  61622. * @param mesh is any Mesh object that will be used as a surface model for the points
  61623. * @param nb (positive integer) the number of particles to be created from this model
  61624. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  61625. * @param color (color4) to be used when colorWith is stated
  61626. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  61627. * @returns the number of groups in the system
  61628. */
  61629. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  61630. /**
  61631. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  61632. * This method calls `updateParticle()` for each particle of the SPS.
  61633. * For an animated SPS, it is usually called within the render loop.
  61634. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  61635. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  61636. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  61637. * @returns the PCS.
  61638. */
  61639. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  61640. /**
  61641. * Disposes the PCS.
  61642. */
  61643. dispose(): void;
  61644. /**
  61645. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  61646. * doc :
  61647. * @returns the PCS.
  61648. */
  61649. refreshVisibleSize(): PointsCloudSystem;
  61650. /**
  61651. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  61652. * @param size the size (float) of the visibility box
  61653. * note : this doesn't lock the PCS mesh bounding box.
  61654. * doc :
  61655. */
  61656. setVisibilityBox(size: number): void;
  61657. /**
  61658. * Gets whether the PCS is always visible or not
  61659. * doc :
  61660. */
  61661. /**
  61662. * Sets the PCS as always visible or not
  61663. * doc :
  61664. */
  61665. isAlwaysVisible: boolean;
  61666. /**
  61667. * Tells to `setParticles()` to compute the particle rotations or not
  61668. * Default value : false. The PCS is faster when it's set to false
  61669. * Note : particle rotations are only applied to parent particles
  61670. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  61671. */
  61672. computeParticleRotation: boolean;
  61673. /**
  61674. * Tells to `setParticles()` to compute the particle colors or not.
  61675. * Default value : true. The PCS is faster when it's set to false.
  61676. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  61677. */
  61678. /**
  61679. * Gets if `setParticles()` computes the particle colors or not.
  61680. * Default value : false. The PCS is faster when it's set to false.
  61681. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  61682. */
  61683. computeParticleColor: boolean;
  61684. /**
  61685. * Gets if `setParticles()` computes the particle textures or not.
  61686. * Default value : false. The PCS is faster when it's set to false.
  61687. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  61688. */
  61689. computeParticleTexture: boolean;
  61690. /**
  61691. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  61692. */
  61693. /**
  61694. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  61695. */
  61696. computeBoundingBox: boolean;
  61697. /**
  61698. * This function does nothing. It may be overwritten to set all the particle first values.
  61699. * The PCS doesn't call this function, you may have to call it by your own.
  61700. * doc :
  61701. */
  61702. initParticles(): void;
  61703. /**
  61704. * This function does nothing. It may be overwritten to recycle a particle
  61705. * The PCS doesn't call this function, you can to call it
  61706. * doc :
  61707. * @param particle The particle to recycle
  61708. * @returns the recycled particle
  61709. */
  61710. recycleParticle(particle: CloudPoint): CloudPoint;
  61711. /**
  61712. * Updates a particle : this function should be overwritten by the user.
  61713. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  61714. * doc :
  61715. * @example : just set a particle position or velocity and recycle conditions
  61716. * @param particle The particle to update
  61717. * @returns the updated particle
  61718. */
  61719. updateParticle(particle: CloudPoint): CloudPoint;
  61720. /**
  61721. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  61722. * This does nothing and may be overwritten by the user.
  61723. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  61724. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  61725. * @param update the boolean update value actually passed to setParticles()
  61726. */
  61727. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  61728. /**
  61729. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  61730. * This will be passed three parameters.
  61731. * This does nothing and may be overwritten by the user.
  61732. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  61733. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  61734. * @param update the boolean update value actually passed to setParticles()
  61735. */
  61736. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  61737. }
  61738. }
  61739. declare module "babylonjs/Particles/cloudPoint" {
  61740. import { Nullable } from "babylonjs/types";
  61741. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  61742. import { Mesh } from "babylonjs/Meshes/mesh";
  61743. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  61744. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  61745. /**
  61746. * Represents one particle of a points cloud system.
  61747. */
  61748. export class CloudPoint {
  61749. /**
  61750. * particle global index
  61751. */
  61752. idx: number;
  61753. /**
  61754. * The color of the particle
  61755. */
  61756. color: Nullable<Color4>;
  61757. /**
  61758. * The world space position of the particle.
  61759. */
  61760. position: Vector3;
  61761. /**
  61762. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  61763. */
  61764. rotation: Vector3;
  61765. /**
  61766. * The world space rotation quaternion of the particle.
  61767. */
  61768. rotationQuaternion: Nullable<Quaternion>;
  61769. /**
  61770. * The uv of the particle.
  61771. */
  61772. uv: Nullable<Vector2>;
  61773. /**
  61774. * The current speed of the particle.
  61775. */
  61776. velocity: Vector3;
  61777. /**
  61778. * The pivot point in the particle local space.
  61779. */
  61780. pivot: Vector3;
  61781. /**
  61782. * Must the particle be translated from its pivot point in its local space ?
  61783. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  61784. * Default : false
  61785. */
  61786. translateFromPivot: boolean;
  61787. /**
  61788. * Index of this particle in the global "positions" array (Internal use)
  61789. * @hidden
  61790. */
  61791. _pos: number;
  61792. /**
  61793. * @hidden Index of this particle in the global "indices" array (Internal use)
  61794. */
  61795. _ind: number;
  61796. /**
  61797. * Group this particle belongs to
  61798. */
  61799. _group: PointsGroup;
  61800. /**
  61801. * Group id of this particle
  61802. */
  61803. groupId: number;
  61804. /**
  61805. * Index of the particle in its group id (Internal use)
  61806. */
  61807. idxInGroup: number;
  61808. /**
  61809. * @hidden Particle BoundingInfo object (Internal use)
  61810. */
  61811. _boundingInfo: BoundingInfo;
  61812. /**
  61813. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  61814. */
  61815. _pcs: PointsCloudSystem;
  61816. /**
  61817. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  61818. */
  61819. _stillInvisible: boolean;
  61820. /**
  61821. * @hidden Last computed particle rotation matrix
  61822. */
  61823. _rotationMatrix: number[];
  61824. /**
  61825. * Parent particle Id, if any.
  61826. * Default null.
  61827. */
  61828. parentId: Nullable<number>;
  61829. /**
  61830. * @hidden Internal global position in the PCS.
  61831. */
  61832. _globalPosition: Vector3;
  61833. /**
  61834. * Creates a Point Cloud object.
  61835. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  61836. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  61837. * @param group (PointsGroup) is the group the particle belongs to
  61838. * @param groupId (integer) is the group identifier in the PCS.
  61839. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  61840. * @param pcs defines the PCS it is associated to
  61841. */
  61842. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  61843. /**
  61844. * get point size
  61845. */
  61846. /**
  61847. * Set point size
  61848. */
  61849. size: Vector3;
  61850. /**
  61851. * Legacy support, changed quaternion to rotationQuaternion
  61852. */
  61853. /**
  61854. * Legacy support, changed quaternion to rotationQuaternion
  61855. */
  61856. quaternion: Nullable<Quaternion>;
  61857. /**
  61858. * Returns a boolean. True if the particle intersects a mesh, else false
  61859. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  61860. * @param target is the object (point or mesh) what the intersection is computed against
  61861. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  61862. * @returns true if it intersects
  61863. */
  61864. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  61865. /**
  61866. * get the rotation matrix of the particle
  61867. * @hidden
  61868. */
  61869. getRotationMatrix(m: Matrix): void;
  61870. }
  61871. /**
  61872. * Represents a group of points in a points cloud system
  61873. * * PCS internal tool, don't use it manually.
  61874. */
  61875. export class PointsGroup {
  61876. /**
  61877. * The group id
  61878. * @hidden
  61879. */
  61880. groupID: number;
  61881. /**
  61882. * image data for group (internal use)
  61883. * @hidden
  61884. */
  61885. _groupImageData: Nullable<ArrayBufferView>;
  61886. /**
  61887. * Image Width (internal use)
  61888. * @hidden
  61889. */
  61890. _groupImgWidth: number;
  61891. /**
  61892. * Image Height (internal use)
  61893. * @hidden
  61894. */
  61895. _groupImgHeight: number;
  61896. /**
  61897. * Custom position function (internal use)
  61898. * @hidden
  61899. */
  61900. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  61901. /**
  61902. * density per facet for surface points
  61903. * @hidden
  61904. */
  61905. _groupDensity: number[];
  61906. /**
  61907. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  61908. * PCS internal tool, don't use it manually.
  61909. * @hidden
  61910. */
  61911. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  61912. }
  61913. }
  61914. declare module "babylonjs/Particles/index" {
  61915. export * from "babylonjs/Particles/baseParticleSystem";
  61916. export * from "babylonjs/Particles/EmitterTypes/index";
  61917. export * from "babylonjs/Particles/gpuParticleSystem";
  61918. export * from "babylonjs/Particles/IParticleSystem";
  61919. export * from "babylonjs/Particles/particle";
  61920. export * from "babylonjs/Particles/particleHelper";
  61921. export * from "babylonjs/Particles/particleSystem";
  61922. export * from "babylonjs/Particles/particleSystemComponent";
  61923. export * from "babylonjs/Particles/particleSystemSet";
  61924. export * from "babylonjs/Particles/solidParticle";
  61925. export * from "babylonjs/Particles/solidParticleSystem";
  61926. export * from "babylonjs/Particles/cloudPoint";
  61927. export * from "babylonjs/Particles/pointsCloudSystem";
  61928. export * from "babylonjs/Particles/subEmitter";
  61929. }
  61930. declare module "babylonjs/Physics/physicsEngineComponent" {
  61931. import { Nullable } from "babylonjs/types";
  61932. import { Observable, Observer } from "babylonjs/Misc/observable";
  61933. import { Vector3 } from "babylonjs/Maths/math.vector";
  61934. import { Mesh } from "babylonjs/Meshes/mesh";
  61935. import { ISceneComponent } from "babylonjs/sceneComponent";
  61936. import { Scene } from "babylonjs/scene";
  61937. import { Node } from "babylonjs/node";
  61938. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  61939. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  61940. module "babylonjs/scene" {
  61941. interface Scene {
  61942. /** @hidden (Backing field) */
  61943. _physicsEngine: Nullable<IPhysicsEngine>;
  61944. /**
  61945. * Gets the current physics engine
  61946. * @returns a IPhysicsEngine or null if none attached
  61947. */
  61948. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  61949. /**
  61950. * Enables physics to the current scene
  61951. * @param gravity defines the scene's gravity for the physics engine
  61952. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  61953. * @return a boolean indicating if the physics engine was initialized
  61954. */
  61955. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  61956. /**
  61957. * Disables and disposes the physics engine associated with the scene
  61958. */
  61959. disablePhysicsEngine(): void;
  61960. /**
  61961. * Gets a boolean indicating if there is an active physics engine
  61962. * @returns a boolean indicating if there is an active physics engine
  61963. */
  61964. isPhysicsEnabled(): boolean;
  61965. /**
  61966. * Deletes a physics compound impostor
  61967. * @param compound defines the compound to delete
  61968. */
  61969. deleteCompoundImpostor(compound: any): void;
  61970. /**
  61971. * An event triggered when physic simulation is about to be run
  61972. */
  61973. onBeforePhysicsObservable: Observable<Scene>;
  61974. /**
  61975. * An event triggered when physic simulation has been done
  61976. */
  61977. onAfterPhysicsObservable: Observable<Scene>;
  61978. }
  61979. }
  61980. module "babylonjs/Meshes/abstractMesh" {
  61981. interface AbstractMesh {
  61982. /** @hidden */
  61983. _physicsImpostor: Nullable<PhysicsImpostor>;
  61984. /**
  61985. * Gets or sets impostor used for physic simulation
  61986. * @see http://doc.babylonjs.com/features/physics_engine
  61987. */
  61988. physicsImpostor: Nullable<PhysicsImpostor>;
  61989. /**
  61990. * Gets the current physics impostor
  61991. * @see http://doc.babylonjs.com/features/physics_engine
  61992. * @returns a physics impostor or null
  61993. */
  61994. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  61995. /** Apply a physic impulse to the mesh
  61996. * @param force defines the force to apply
  61997. * @param contactPoint defines where to apply the force
  61998. * @returns the current mesh
  61999. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62000. */
  62001. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62002. /**
  62003. * Creates a physic joint between two meshes
  62004. * @param otherMesh defines the other mesh to use
  62005. * @param pivot1 defines the pivot to use on this mesh
  62006. * @param pivot2 defines the pivot to use on the other mesh
  62007. * @param options defines additional options (can be plugin dependent)
  62008. * @returns the current mesh
  62009. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62010. */
  62011. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62012. /** @hidden */
  62013. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62014. }
  62015. }
  62016. /**
  62017. * Defines the physics engine scene component responsible to manage a physics engine
  62018. */
  62019. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62020. /**
  62021. * The component name helpful to identify the component in the list of scene components.
  62022. */
  62023. readonly name: string;
  62024. /**
  62025. * The scene the component belongs to.
  62026. */
  62027. scene: Scene;
  62028. /**
  62029. * Creates a new instance of the component for the given scene
  62030. * @param scene Defines the scene to register the component in
  62031. */
  62032. constructor(scene: Scene);
  62033. /**
  62034. * Registers the component in a given scene
  62035. */
  62036. register(): void;
  62037. /**
  62038. * Rebuilds the elements related to this component in case of
  62039. * context lost for instance.
  62040. */
  62041. rebuild(): void;
  62042. /**
  62043. * Disposes the component and the associated ressources
  62044. */
  62045. dispose(): void;
  62046. }
  62047. }
  62048. declare module "babylonjs/Physics/physicsHelper" {
  62049. import { Nullable } from "babylonjs/types";
  62050. import { Vector3 } from "babylonjs/Maths/math.vector";
  62051. import { Mesh } from "babylonjs/Meshes/mesh";
  62052. import { Scene } from "babylonjs/scene";
  62053. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62054. /**
  62055. * A helper for physics simulations
  62056. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62057. */
  62058. export class PhysicsHelper {
  62059. private _scene;
  62060. private _physicsEngine;
  62061. /**
  62062. * Initializes the Physics helper
  62063. * @param scene Babylon.js scene
  62064. */
  62065. constructor(scene: Scene);
  62066. /**
  62067. * Applies a radial explosion impulse
  62068. * @param origin the origin of the explosion
  62069. * @param radiusOrEventOptions the radius or the options of radial explosion
  62070. * @param strength the explosion strength
  62071. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62072. * @returns A physics radial explosion event, or null
  62073. */
  62074. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62075. /**
  62076. * Applies a radial explosion force
  62077. * @param origin the origin of the explosion
  62078. * @param radiusOrEventOptions the radius or the options of radial explosion
  62079. * @param strength the explosion strength
  62080. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62081. * @returns A physics radial explosion event, or null
  62082. */
  62083. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62084. /**
  62085. * Creates a gravitational field
  62086. * @param origin the origin of the explosion
  62087. * @param radiusOrEventOptions the radius or the options of radial explosion
  62088. * @param strength the explosion strength
  62089. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62090. * @returns A physics gravitational field event, or null
  62091. */
  62092. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  62093. /**
  62094. * Creates a physics updraft event
  62095. * @param origin the origin of the updraft
  62096. * @param radiusOrEventOptions the radius or the options of the updraft
  62097. * @param strength the strength of the updraft
  62098. * @param height the height of the updraft
  62099. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  62100. * @returns A physics updraft event, or null
  62101. */
  62102. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  62103. /**
  62104. * Creates a physics vortex event
  62105. * @param origin the of the vortex
  62106. * @param radiusOrEventOptions the radius or the options of the vortex
  62107. * @param strength the strength of the vortex
  62108. * @param height the height of the vortex
  62109. * @returns a Physics vortex event, or null
  62110. * A physics vortex event or null
  62111. */
  62112. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  62113. }
  62114. /**
  62115. * Represents a physics radial explosion event
  62116. */
  62117. class PhysicsRadialExplosionEvent {
  62118. private _scene;
  62119. private _options;
  62120. private _sphere;
  62121. private _dataFetched;
  62122. /**
  62123. * Initializes a radial explosioin event
  62124. * @param _scene BabylonJS scene
  62125. * @param _options The options for the vortex event
  62126. */
  62127. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  62128. /**
  62129. * Returns the data related to the radial explosion event (sphere).
  62130. * @returns The radial explosion event data
  62131. */
  62132. getData(): PhysicsRadialExplosionEventData;
  62133. /**
  62134. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  62135. * @param impostor A physics imposter
  62136. * @param origin the origin of the explosion
  62137. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  62138. */
  62139. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  62140. /**
  62141. * Triggers affecterd impostors callbacks
  62142. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  62143. */
  62144. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  62145. /**
  62146. * Disposes the sphere.
  62147. * @param force Specifies if the sphere should be disposed by force
  62148. */
  62149. dispose(force?: boolean): void;
  62150. /*** Helpers ***/
  62151. private _prepareSphere;
  62152. private _intersectsWithSphere;
  62153. }
  62154. /**
  62155. * Represents a gravitational field event
  62156. */
  62157. class PhysicsGravitationalFieldEvent {
  62158. private _physicsHelper;
  62159. private _scene;
  62160. private _origin;
  62161. private _options;
  62162. private _tickCallback;
  62163. private _sphere;
  62164. private _dataFetched;
  62165. /**
  62166. * Initializes the physics gravitational field event
  62167. * @param _physicsHelper A physics helper
  62168. * @param _scene BabylonJS scene
  62169. * @param _origin The origin position of the gravitational field event
  62170. * @param _options The options for the vortex event
  62171. */
  62172. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  62173. /**
  62174. * Returns the data related to the gravitational field event (sphere).
  62175. * @returns A gravitational field event
  62176. */
  62177. getData(): PhysicsGravitationalFieldEventData;
  62178. /**
  62179. * Enables the gravitational field.
  62180. */
  62181. enable(): void;
  62182. /**
  62183. * Disables the gravitational field.
  62184. */
  62185. disable(): void;
  62186. /**
  62187. * Disposes the sphere.
  62188. * @param force The force to dispose from the gravitational field event
  62189. */
  62190. dispose(force?: boolean): void;
  62191. private _tick;
  62192. }
  62193. /**
  62194. * Represents a physics updraft event
  62195. */
  62196. class PhysicsUpdraftEvent {
  62197. private _scene;
  62198. private _origin;
  62199. private _options;
  62200. private _physicsEngine;
  62201. private _originTop;
  62202. private _originDirection;
  62203. private _tickCallback;
  62204. private _cylinder;
  62205. private _cylinderPosition;
  62206. private _dataFetched;
  62207. /**
  62208. * Initializes the physics updraft event
  62209. * @param _scene BabylonJS scene
  62210. * @param _origin The origin position of the updraft
  62211. * @param _options The options for the updraft event
  62212. */
  62213. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  62214. /**
  62215. * Returns the data related to the updraft event (cylinder).
  62216. * @returns A physics updraft event
  62217. */
  62218. getData(): PhysicsUpdraftEventData;
  62219. /**
  62220. * Enables the updraft.
  62221. */
  62222. enable(): void;
  62223. /**
  62224. * Disables the updraft.
  62225. */
  62226. disable(): void;
  62227. /**
  62228. * Disposes the cylinder.
  62229. * @param force Specifies if the updraft should be disposed by force
  62230. */
  62231. dispose(force?: boolean): void;
  62232. private getImpostorHitData;
  62233. private _tick;
  62234. /*** Helpers ***/
  62235. private _prepareCylinder;
  62236. private _intersectsWithCylinder;
  62237. }
  62238. /**
  62239. * Represents a physics vortex event
  62240. */
  62241. class PhysicsVortexEvent {
  62242. private _scene;
  62243. private _origin;
  62244. private _options;
  62245. private _physicsEngine;
  62246. private _originTop;
  62247. private _tickCallback;
  62248. private _cylinder;
  62249. private _cylinderPosition;
  62250. private _dataFetched;
  62251. /**
  62252. * Initializes the physics vortex event
  62253. * @param _scene The BabylonJS scene
  62254. * @param _origin The origin position of the vortex
  62255. * @param _options The options for the vortex event
  62256. */
  62257. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  62258. /**
  62259. * Returns the data related to the vortex event (cylinder).
  62260. * @returns The physics vortex event data
  62261. */
  62262. getData(): PhysicsVortexEventData;
  62263. /**
  62264. * Enables the vortex.
  62265. */
  62266. enable(): void;
  62267. /**
  62268. * Disables the cortex.
  62269. */
  62270. disable(): void;
  62271. /**
  62272. * Disposes the sphere.
  62273. * @param force
  62274. */
  62275. dispose(force?: boolean): void;
  62276. private getImpostorHitData;
  62277. private _tick;
  62278. /*** Helpers ***/
  62279. private _prepareCylinder;
  62280. private _intersectsWithCylinder;
  62281. }
  62282. /**
  62283. * Options fot the radial explosion event
  62284. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62285. */
  62286. export class PhysicsRadialExplosionEventOptions {
  62287. /**
  62288. * The radius of the sphere for the radial explosion.
  62289. */
  62290. radius: number;
  62291. /**
  62292. * The strenth of the explosion.
  62293. */
  62294. strength: number;
  62295. /**
  62296. * The strenght of the force in correspondence to the distance of the affected object
  62297. */
  62298. falloff: PhysicsRadialImpulseFalloff;
  62299. /**
  62300. * Sphere options for the radial explosion.
  62301. */
  62302. sphere: {
  62303. segments: number;
  62304. diameter: number;
  62305. };
  62306. /**
  62307. * Sphere options for the radial explosion.
  62308. */
  62309. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  62310. }
  62311. /**
  62312. * Options fot the updraft event
  62313. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62314. */
  62315. export class PhysicsUpdraftEventOptions {
  62316. /**
  62317. * The radius of the cylinder for the vortex
  62318. */
  62319. radius: number;
  62320. /**
  62321. * The strenth of the updraft.
  62322. */
  62323. strength: number;
  62324. /**
  62325. * The height of the cylinder for the updraft.
  62326. */
  62327. height: number;
  62328. /**
  62329. * The mode for the the updraft.
  62330. */
  62331. updraftMode: PhysicsUpdraftMode;
  62332. }
  62333. /**
  62334. * Options fot the vortex event
  62335. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62336. */
  62337. export class PhysicsVortexEventOptions {
  62338. /**
  62339. * The radius of the cylinder for the vortex
  62340. */
  62341. radius: number;
  62342. /**
  62343. * The strenth of the vortex.
  62344. */
  62345. strength: number;
  62346. /**
  62347. * The height of the cylinder for the vortex.
  62348. */
  62349. height: number;
  62350. /**
  62351. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  62352. */
  62353. centripetalForceThreshold: number;
  62354. /**
  62355. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  62356. */
  62357. centripetalForceMultiplier: number;
  62358. /**
  62359. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  62360. */
  62361. centrifugalForceMultiplier: number;
  62362. /**
  62363. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  62364. */
  62365. updraftForceMultiplier: number;
  62366. }
  62367. /**
  62368. * The strenght of the force in correspondence to the distance of the affected object
  62369. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62370. */
  62371. export enum PhysicsRadialImpulseFalloff {
  62372. /** Defines that impulse is constant in strength across it's whole radius */
  62373. Constant = 0,
  62374. /** Defines that impulse gets weaker if it's further from the origin */
  62375. Linear = 1
  62376. }
  62377. /**
  62378. * The strength of the force in correspondence to the distance of the affected object
  62379. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62380. */
  62381. export enum PhysicsUpdraftMode {
  62382. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  62383. Center = 0,
  62384. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  62385. Perpendicular = 1
  62386. }
  62387. /**
  62388. * Interface for a physics hit data
  62389. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62390. */
  62391. export interface PhysicsHitData {
  62392. /**
  62393. * The force applied at the contact point
  62394. */
  62395. force: Vector3;
  62396. /**
  62397. * The contact point
  62398. */
  62399. contactPoint: Vector3;
  62400. /**
  62401. * The distance from the origin to the contact point
  62402. */
  62403. distanceFromOrigin: number;
  62404. }
  62405. /**
  62406. * Interface for radial explosion event data
  62407. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62408. */
  62409. export interface PhysicsRadialExplosionEventData {
  62410. /**
  62411. * A sphere used for the radial explosion event
  62412. */
  62413. sphere: Mesh;
  62414. }
  62415. /**
  62416. * Interface for gravitational field event data
  62417. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62418. */
  62419. export interface PhysicsGravitationalFieldEventData {
  62420. /**
  62421. * A sphere mesh used for the gravitational field event
  62422. */
  62423. sphere: Mesh;
  62424. }
  62425. /**
  62426. * Interface for updraft event data
  62427. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62428. */
  62429. export interface PhysicsUpdraftEventData {
  62430. /**
  62431. * A cylinder used for the updraft event
  62432. */
  62433. cylinder: Mesh;
  62434. }
  62435. /**
  62436. * Interface for vortex event data
  62437. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62438. */
  62439. export interface PhysicsVortexEventData {
  62440. /**
  62441. * A cylinder used for the vortex event
  62442. */
  62443. cylinder: Mesh;
  62444. }
  62445. /**
  62446. * Interface for an affected physics impostor
  62447. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62448. */
  62449. export interface PhysicsAffectedImpostorWithData {
  62450. /**
  62451. * The impostor affected by the effect
  62452. */
  62453. impostor: PhysicsImpostor;
  62454. /**
  62455. * The data about the hit/horce from the explosion
  62456. */
  62457. hitData: PhysicsHitData;
  62458. }
  62459. }
  62460. declare module "babylonjs/Physics/Plugins/index" {
  62461. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  62462. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  62463. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  62464. }
  62465. declare module "babylonjs/Physics/index" {
  62466. export * from "babylonjs/Physics/IPhysicsEngine";
  62467. export * from "babylonjs/Physics/physicsEngine";
  62468. export * from "babylonjs/Physics/physicsEngineComponent";
  62469. export * from "babylonjs/Physics/physicsHelper";
  62470. export * from "babylonjs/Physics/physicsImpostor";
  62471. export * from "babylonjs/Physics/physicsJoint";
  62472. export * from "babylonjs/Physics/Plugins/index";
  62473. }
  62474. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  62475. /** @hidden */
  62476. export var blackAndWhitePixelShader: {
  62477. name: string;
  62478. shader: string;
  62479. };
  62480. }
  62481. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  62482. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62483. import { Camera } from "babylonjs/Cameras/camera";
  62484. import { Engine } from "babylonjs/Engines/engine";
  62485. import "babylonjs/Shaders/blackAndWhite.fragment";
  62486. /**
  62487. * Post process used to render in black and white
  62488. */
  62489. export class BlackAndWhitePostProcess extends PostProcess {
  62490. /**
  62491. * Linear about to convert he result to black and white (default: 1)
  62492. */
  62493. degree: number;
  62494. /**
  62495. * Creates a black and white post process
  62496. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  62497. * @param name The name of the effect.
  62498. * @param options The required width/height ratio to downsize to before computing the render pass.
  62499. * @param camera The camera to apply the render pass to.
  62500. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62501. * @param engine The engine which the post process will be applied. (default: current engine)
  62502. * @param reusable If the post process can be reused on the same frame. (default: false)
  62503. */
  62504. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  62505. }
  62506. }
  62507. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  62508. import { Nullable } from "babylonjs/types";
  62509. import { Camera } from "babylonjs/Cameras/camera";
  62510. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62511. import { Engine } from "babylonjs/Engines/engine";
  62512. /**
  62513. * This represents a set of one or more post processes in Babylon.
  62514. * A post process can be used to apply a shader to a texture after it is rendered.
  62515. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62516. */
  62517. export class PostProcessRenderEffect {
  62518. private _postProcesses;
  62519. private _getPostProcesses;
  62520. private _singleInstance;
  62521. private _cameras;
  62522. private _indicesForCamera;
  62523. /**
  62524. * Name of the effect
  62525. * @hidden
  62526. */
  62527. _name: string;
  62528. /**
  62529. * Instantiates a post process render effect.
  62530. * A post process can be used to apply a shader to a texture after it is rendered.
  62531. * @param engine The engine the effect is tied to
  62532. * @param name The name of the effect
  62533. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  62534. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  62535. */
  62536. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  62537. /**
  62538. * Checks if all the post processes in the effect are supported.
  62539. */
  62540. readonly isSupported: boolean;
  62541. /**
  62542. * Updates the current state of the effect
  62543. * @hidden
  62544. */
  62545. _update(): void;
  62546. /**
  62547. * Attaches the effect on cameras
  62548. * @param cameras The camera to attach to.
  62549. * @hidden
  62550. */
  62551. _attachCameras(cameras: Camera): void;
  62552. /**
  62553. * Attaches the effect on cameras
  62554. * @param cameras The camera to attach to.
  62555. * @hidden
  62556. */
  62557. _attachCameras(cameras: Camera[]): void;
  62558. /**
  62559. * Detaches the effect on cameras
  62560. * @param cameras The camera to detatch from.
  62561. * @hidden
  62562. */
  62563. _detachCameras(cameras: Camera): void;
  62564. /**
  62565. * Detatches the effect on cameras
  62566. * @param cameras The camera to detatch from.
  62567. * @hidden
  62568. */
  62569. _detachCameras(cameras: Camera[]): void;
  62570. /**
  62571. * Enables the effect on given cameras
  62572. * @param cameras The camera to enable.
  62573. * @hidden
  62574. */
  62575. _enable(cameras: Camera): void;
  62576. /**
  62577. * Enables the effect on given cameras
  62578. * @param cameras The camera to enable.
  62579. * @hidden
  62580. */
  62581. _enable(cameras: Nullable<Camera[]>): void;
  62582. /**
  62583. * Disables the effect on the given cameras
  62584. * @param cameras The camera to disable.
  62585. * @hidden
  62586. */
  62587. _disable(cameras: Camera): void;
  62588. /**
  62589. * Disables the effect on the given cameras
  62590. * @param cameras The camera to disable.
  62591. * @hidden
  62592. */
  62593. _disable(cameras: Nullable<Camera[]>): void;
  62594. /**
  62595. * Gets a list of the post processes contained in the effect.
  62596. * @param camera The camera to get the post processes on.
  62597. * @returns The list of the post processes in the effect.
  62598. */
  62599. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  62600. }
  62601. }
  62602. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  62603. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  62604. /** @hidden */
  62605. export var extractHighlightsPixelShader: {
  62606. name: string;
  62607. shader: string;
  62608. };
  62609. }
  62610. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  62611. import { Nullable } from "babylonjs/types";
  62612. import { Camera } from "babylonjs/Cameras/camera";
  62613. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62614. import { Engine } from "babylonjs/Engines/engine";
  62615. import "babylonjs/Shaders/extractHighlights.fragment";
  62616. /**
  62617. * 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.
  62618. */
  62619. export class ExtractHighlightsPostProcess extends PostProcess {
  62620. /**
  62621. * The luminance threshold, pixels below this value will be set to black.
  62622. */
  62623. threshold: number;
  62624. /** @hidden */
  62625. _exposure: number;
  62626. /**
  62627. * Post process which has the input texture to be used when performing highlight extraction
  62628. * @hidden
  62629. */
  62630. _inputPostProcess: Nullable<PostProcess>;
  62631. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62632. }
  62633. }
  62634. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  62635. /** @hidden */
  62636. export var bloomMergePixelShader: {
  62637. name: string;
  62638. shader: string;
  62639. };
  62640. }
  62641. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  62642. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62643. import { Nullable } from "babylonjs/types";
  62644. import { Engine } from "babylonjs/Engines/engine";
  62645. import { Camera } from "babylonjs/Cameras/camera";
  62646. import "babylonjs/Shaders/bloomMerge.fragment";
  62647. /**
  62648. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  62649. */
  62650. export class BloomMergePostProcess extends PostProcess {
  62651. /** Weight of the bloom to be added to the original input. */
  62652. weight: number;
  62653. /**
  62654. * Creates a new instance of @see BloomMergePostProcess
  62655. * @param name The name of the effect.
  62656. * @param originalFromInput Post process which's input will be used for the merge.
  62657. * @param blurred Blurred highlights post process which's output will be used.
  62658. * @param weight Weight of the bloom to be added to the original input.
  62659. * @param options The required width/height ratio to downsize to before computing the render pass.
  62660. * @param camera The camera to apply the render pass to.
  62661. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62662. * @param engine The engine which the post process will be applied. (default: current engine)
  62663. * @param reusable If the post process can be reused on the same frame. (default: false)
  62664. * @param textureType Type of textures used when performing the post process. (default: 0)
  62665. * @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)
  62666. */
  62667. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  62668. /** Weight of the bloom to be added to the original input. */
  62669. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62670. }
  62671. }
  62672. declare module "babylonjs/PostProcesses/bloomEffect" {
  62673. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  62674. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62675. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62676. import { Camera } from "babylonjs/Cameras/camera";
  62677. import { Scene } from "babylonjs/scene";
  62678. /**
  62679. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  62680. */
  62681. export class BloomEffect extends PostProcessRenderEffect {
  62682. private bloomScale;
  62683. /**
  62684. * @hidden Internal
  62685. */
  62686. _effects: Array<PostProcess>;
  62687. /**
  62688. * @hidden Internal
  62689. */
  62690. _downscale: ExtractHighlightsPostProcess;
  62691. private _blurX;
  62692. private _blurY;
  62693. private _merge;
  62694. /**
  62695. * The luminance threshold to find bright areas of the image to bloom.
  62696. */
  62697. threshold: number;
  62698. /**
  62699. * The strength of the bloom.
  62700. */
  62701. weight: number;
  62702. /**
  62703. * Specifies the size of the bloom blur kernel, relative to the final output size
  62704. */
  62705. kernel: number;
  62706. /**
  62707. * Creates a new instance of @see BloomEffect
  62708. * @param scene The scene the effect belongs to.
  62709. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  62710. * @param bloomKernel The size of the kernel to be used when applying the blur.
  62711. * @param bloomWeight The the strength of bloom.
  62712. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  62713. * @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)
  62714. */
  62715. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  62716. /**
  62717. * Disposes each of the internal effects for a given camera.
  62718. * @param camera The camera to dispose the effect on.
  62719. */
  62720. disposeEffects(camera: Camera): void;
  62721. /**
  62722. * @hidden Internal
  62723. */
  62724. _updateEffects(): void;
  62725. /**
  62726. * Internal
  62727. * @returns if all the contained post processes are ready.
  62728. * @hidden
  62729. */
  62730. _isReady(): boolean;
  62731. }
  62732. }
  62733. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  62734. /** @hidden */
  62735. export var chromaticAberrationPixelShader: {
  62736. name: string;
  62737. shader: string;
  62738. };
  62739. }
  62740. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  62741. import { Vector2 } from "babylonjs/Maths/math.vector";
  62742. import { Nullable } from "babylonjs/types";
  62743. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62744. import { Camera } from "babylonjs/Cameras/camera";
  62745. import { Engine } from "babylonjs/Engines/engine";
  62746. import "babylonjs/Shaders/chromaticAberration.fragment";
  62747. /**
  62748. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  62749. */
  62750. export class ChromaticAberrationPostProcess extends PostProcess {
  62751. /**
  62752. * The amount of seperation of rgb channels (default: 30)
  62753. */
  62754. aberrationAmount: number;
  62755. /**
  62756. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  62757. */
  62758. radialIntensity: number;
  62759. /**
  62760. * 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))
  62761. */
  62762. direction: Vector2;
  62763. /**
  62764. * 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))
  62765. */
  62766. centerPosition: Vector2;
  62767. /**
  62768. * Creates a new instance ChromaticAberrationPostProcess
  62769. * @param name The name of the effect.
  62770. * @param screenWidth The width of the screen to apply the effect on.
  62771. * @param screenHeight The height of the screen to apply the effect on.
  62772. * @param options The required width/height ratio to downsize to before computing the render pass.
  62773. * @param camera The camera to apply the render pass to.
  62774. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62775. * @param engine The engine which the post process will be applied. (default: current engine)
  62776. * @param reusable If the post process can be reused on the same frame. (default: false)
  62777. * @param textureType Type of textures used when performing the post process. (default: 0)
  62778. * @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)
  62779. */
  62780. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62781. }
  62782. }
  62783. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  62784. /** @hidden */
  62785. export var circleOfConfusionPixelShader: {
  62786. name: string;
  62787. shader: string;
  62788. };
  62789. }
  62790. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  62791. import { Nullable } from "babylonjs/types";
  62792. import { Engine } from "babylonjs/Engines/engine";
  62793. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62794. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62795. import { Camera } from "babylonjs/Cameras/camera";
  62796. import "babylonjs/Shaders/circleOfConfusion.fragment";
  62797. /**
  62798. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  62799. */
  62800. export class CircleOfConfusionPostProcess extends PostProcess {
  62801. /**
  62802. * 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.
  62803. */
  62804. lensSize: number;
  62805. /**
  62806. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  62807. */
  62808. fStop: number;
  62809. /**
  62810. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  62811. */
  62812. focusDistance: number;
  62813. /**
  62814. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  62815. */
  62816. focalLength: number;
  62817. private _depthTexture;
  62818. /**
  62819. * Creates a new instance CircleOfConfusionPostProcess
  62820. * @param name The name of the effect.
  62821. * @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.
  62822. * @param options The required width/height ratio to downsize to before computing the render pass.
  62823. * @param camera The camera to apply the render pass to.
  62824. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62825. * @param engine The engine which the post process will be applied. (default: current engine)
  62826. * @param reusable If the post process can be reused on the same frame. (default: false)
  62827. * @param textureType Type of textures used when performing the post process. (default: 0)
  62828. * @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)
  62829. */
  62830. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62831. /**
  62832. * 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.
  62833. */
  62834. depthTexture: RenderTargetTexture;
  62835. }
  62836. }
  62837. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  62838. /** @hidden */
  62839. export var colorCorrectionPixelShader: {
  62840. name: string;
  62841. shader: string;
  62842. };
  62843. }
  62844. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  62845. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62846. import { Engine } from "babylonjs/Engines/engine";
  62847. import { Camera } from "babylonjs/Cameras/camera";
  62848. import "babylonjs/Shaders/colorCorrection.fragment";
  62849. /**
  62850. *
  62851. * This post-process allows the modification of rendered colors by using
  62852. * a 'look-up table' (LUT). This effect is also called Color Grading.
  62853. *
  62854. * The object needs to be provided an url to a texture containing the color
  62855. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  62856. * Use an image editing software to tweak the LUT to match your needs.
  62857. *
  62858. * For an example of a color LUT, see here:
  62859. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  62860. * For explanations on color grading, see here:
  62861. * @see http://udn.epicgames.com/Three/ColorGrading.html
  62862. *
  62863. */
  62864. export class ColorCorrectionPostProcess extends PostProcess {
  62865. private _colorTableTexture;
  62866. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  62867. }
  62868. }
  62869. declare module "babylonjs/Shaders/convolution.fragment" {
  62870. /** @hidden */
  62871. export var convolutionPixelShader: {
  62872. name: string;
  62873. shader: string;
  62874. };
  62875. }
  62876. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  62877. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62878. import { Nullable } from "babylonjs/types";
  62879. import { Camera } from "babylonjs/Cameras/camera";
  62880. import { Engine } from "babylonjs/Engines/engine";
  62881. import "babylonjs/Shaders/convolution.fragment";
  62882. /**
  62883. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  62884. * input texture to perform effects such as edge detection or sharpening
  62885. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  62886. */
  62887. export class ConvolutionPostProcess extends PostProcess {
  62888. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  62889. kernel: number[];
  62890. /**
  62891. * Creates a new instance ConvolutionPostProcess
  62892. * @param name The name of the effect.
  62893. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  62894. * @param options The required width/height ratio to downsize to before computing the render pass.
  62895. * @param camera The camera to apply the render pass to.
  62896. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62897. * @param engine The engine which the post process will be applied. (default: current engine)
  62898. * @param reusable If the post process can be reused on the same frame. (default: false)
  62899. * @param textureType Type of textures used when performing the post process. (default: 0)
  62900. */
  62901. constructor(name: string,
  62902. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  62903. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  62904. /**
  62905. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  62906. */
  62907. static EdgeDetect0Kernel: number[];
  62908. /**
  62909. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  62910. */
  62911. static EdgeDetect1Kernel: number[];
  62912. /**
  62913. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  62914. */
  62915. static EdgeDetect2Kernel: number[];
  62916. /**
  62917. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  62918. */
  62919. static SharpenKernel: number[];
  62920. /**
  62921. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  62922. */
  62923. static EmbossKernel: number[];
  62924. /**
  62925. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  62926. */
  62927. static GaussianKernel: number[];
  62928. }
  62929. }
  62930. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  62931. import { Nullable } from "babylonjs/types";
  62932. import { Vector2 } from "babylonjs/Maths/math.vector";
  62933. import { Camera } from "babylonjs/Cameras/camera";
  62934. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62935. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  62936. import { Engine } from "babylonjs/Engines/engine";
  62937. import { Scene } from "babylonjs/scene";
  62938. /**
  62939. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  62940. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  62941. * based on samples that have a large difference in distance than the center pixel.
  62942. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  62943. */
  62944. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  62945. direction: Vector2;
  62946. /**
  62947. * Creates a new instance CircleOfConfusionPostProcess
  62948. * @param name The name of the effect.
  62949. * @param scene The scene the effect belongs to.
  62950. * @param direction The direction the blur should be applied.
  62951. * @param kernel The size of the kernel used to blur.
  62952. * @param options The required width/height ratio to downsize to before computing the render pass.
  62953. * @param camera The camera to apply the render pass to.
  62954. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  62955. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  62956. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62957. * @param engine The engine which the post process will be applied. (default: current engine)
  62958. * @param reusable If the post process can be reused on the same frame. (default: false)
  62959. * @param textureType Type of textures used when performing the post process. (default: 0)
  62960. * @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)
  62961. */
  62962. 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);
  62963. }
  62964. }
  62965. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  62966. /** @hidden */
  62967. export var depthOfFieldMergePixelShader: {
  62968. name: string;
  62969. shader: string;
  62970. };
  62971. }
  62972. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  62973. import { Nullable } from "babylonjs/types";
  62974. import { Camera } from "babylonjs/Cameras/camera";
  62975. import { Effect } from "babylonjs/Materials/effect";
  62976. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62977. import { Engine } from "babylonjs/Engines/engine";
  62978. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  62979. /**
  62980. * Options to be set when merging outputs from the default pipeline.
  62981. */
  62982. export class DepthOfFieldMergePostProcessOptions {
  62983. /**
  62984. * The original image to merge on top of
  62985. */
  62986. originalFromInput: PostProcess;
  62987. /**
  62988. * Parameters to perform the merge of the depth of field effect
  62989. */
  62990. depthOfField?: {
  62991. circleOfConfusion: PostProcess;
  62992. blurSteps: Array<PostProcess>;
  62993. };
  62994. /**
  62995. * Parameters to perform the merge of bloom effect
  62996. */
  62997. bloom?: {
  62998. blurred: PostProcess;
  62999. weight: number;
  63000. };
  63001. }
  63002. /**
  63003. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63004. */
  63005. export class DepthOfFieldMergePostProcess extends PostProcess {
  63006. private blurSteps;
  63007. /**
  63008. * Creates a new instance of DepthOfFieldMergePostProcess
  63009. * @param name The name of the effect.
  63010. * @param originalFromInput Post process which's input will be used for the merge.
  63011. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63012. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63013. * @param options The required width/height ratio to downsize to before computing the render pass.
  63014. * @param camera The camera to apply the render pass to.
  63015. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63016. * @param engine The engine which the post process will be applied. (default: current engine)
  63017. * @param reusable If the post process can be reused on the same frame. (default: false)
  63018. * @param textureType Type of textures used when performing the post process. (default: 0)
  63019. * @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)
  63020. */
  63021. 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);
  63022. /**
  63023. * Updates the effect with the current post process compile time values and recompiles the shader.
  63024. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63025. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63026. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63027. * @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
  63028. * @param onCompiled Called when the shader has been compiled.
  63029. * @param onError Called if there is an error when compiling a shader.
  63030. */
  63031. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63032. }
  63033. }
  63034. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63035. import { Nullable } from "babylonjs/types";
  63036. import { Camera } from "babylonjs/Cameras/camera";
  63037. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63038. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63039. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63040. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63041. import { Scene } from "babylonjs/scene";
  63042. /**
  63043. * Specifies the level of max blur that should be applied when using the depth of field effect
  63044. */
  63045. export enum DepthOfFieldEffectBlurLevel {
  63046. /**
  63047. * Subtle blur
  63048. */
  63049. Low = 0,
  63050. /**
  63051. * Medium blur
  63052. */
  63053. Medium = 1,
  63054. /**
  63055. * Large blur
  63056. */
  63057. High = 2
  63058. }
  63059. /**
  63060. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  63061. */
  63062. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  63063. private _circleOfConfusion;
  63064. /**
  63065. * @hidden Internal, blurs from high to low
  63066. */
  63067. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  63068. private _depthOfFieldBlurY;
  63069. private _dofMerge;
  63070. /**
  63071. * @hidden Internal post processes in depth of field effect
  63072. */
  63073. _effects: Array<PostProcess>;
  63074. /**
  63075. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  63076. */
  63077. focalLength: number;
  63078. /**
  63079. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63080. */
  63081. fStop: number;
  63082. /**
  63083. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63084. */
  63085. focusDistance: number;
  63086. /**
  63087. * 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.
  63088. */
  63089. lensSize: number;
  63090. /**
  63091. * Creates a new instance DepthOfFieldEffect
  63092. * @param scene The scene the effect belongs to.
  63093. * @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.
  63094. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63095. * @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)
  63096. */
  63097. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  63098. /**
  63099. * Get the current class name of the current effet
  63100. * @returns "DepthOfFieldEffect"
  63101. */
  63102. getClassName(): string;
  63103. /**
  63104. * 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.
  63105. */
  63106. depthTexture: RenderTargetTexture;
  63107. /**
  63108. * Disposes each of the internal effects for a given camera.
  63109. * @param camera The camera to dispose the effect on.
  63110. */
  63111. disposeEffects(camera: Camera): void;
  63112. /**
  63113. * @hidden Internal
  63114. */
  63115. _updateEffects(): void;
  63116. /**
  63117. * Internal
  63118. * @returns if all the contained post processes are ready.
  63119. * @hidden
  63120. */
  63121. _isReady(): boolean;
  63122. }
  63123. }
  63124. declare module "babylonjs/Shaders/displayPass.fragment" {
  63125. /** @hidden */
  63126. export var displayPassPixelShader: {
  63127. name: string;
  63128. shader: string;
  63129. };
  63130. }
  63131. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  63132. import { Nullable } from "babylonjs/types";
  63133. import { Camera } from "babylonjs/Cameras/camera";
  63134. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63135. import { Engine } from "babylonjs/Engines/engine";
  63136. import "babylonjs/Shaders/displayPass.fragment";
  63137. /**
  63138. * DisplayPassPostProcess which produces an output the same as it's input
  63139. */
  63140. export class DisplayPassPostProcess extends PostProcess {
  63141. /**
  63142. * Creates the DisplayPassPostProcess
  63143. * @param name The name of the effect.
  63144. * @param options The required width/height ratio to downsize to before computing the render pass.
  63145. * @param camera The camera to apply the render pass to.
  63146. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63147. * @param engine The engine which the post process will be applied. (default: current engine)
  63148. * @param reusable If the post process can be reused on the same frame. (default: false)
  63149. */
  63150. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63151. }
  63152. }
  63153. declare module "babylonjs/Shaders/filter.fragment" {
  63154. /** @hidden */
  63155. export var filterPixelShader: {
  63156. name: string;
  63157. shader: string;
  63158. };
  63159. }
  63160. declare module "babylonjs/PostProcesses/filterPostProcess" {
  63161. import { Nullable } from "babylonjs/types";
  63162. import { Matrix } from "babylonjs/Maths/math.vector";
  63163. import { Camera } from "babylonjs/Cameras/camera";
  63164. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63165. import { Engine } from "babylonjs/Engines/engine";
  63166. import "babylonjs/Shaders/filter.fragment";
  63167. /**
  63168. * Applies a kernel filter to the image
  63169. */
  63170. export class FilterPostProcess extends PostProcess {
  63171. /** The matrix to be applied to the image */
  63172. kernelMatrix: Matrix;
  63173. /**
  63174. *
  63175. * @param name The name of the effect.
  63176. * @param kernelMatrix The matrix to be applied to the image
  63177. * @param options The required width/height ratio to downsize to before computing the render pass.
  63178. * @param camera The camera to apply the render pass to.
  63179. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63180. * @param engine The engine which the post process will be applied. (default: current engine)
  63181. * @param reusable If the post process can be reused on the same frame. (default: false)
  63182. */
  63183. constructor(name: string,
  63184. /** The matrix to be applied to the image */
  63185. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63186. }
  63187. }
  63188. declare module "babylonjs/Shaders/fxaa.fragment" {
  63189. /** @hidden */
  63190. export var fxaaPixelShader: {
  63191. name: string;
  63192. shader: string;
  63193. };
  63194. }
  63195. declare module "babylonjs/Shaders/fxaa.vertex" {
  63196. /** @hidden */
  63197. export var fxaaVertexShader: {
  63198. name: string;
  63199. shader: string;
  63200. };
  63201. }
  63202. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  63203. import { Nullable } from "babylonjs/types";
  63204. import { Camera } from "babylonjs/Cameras/camera";
  63205. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63206. import { Engine } from "babylonjs/Engines/engine";
  63207. import "babylonjs/Shaders/fxaa.fragment";
  63208. import "babylonjs/Shaders/fxaa.vertex";
  63209. /**
  63210. * Fxaa post process
  63211. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  63212. */
  63213. export class FxaaPostProcess extends PostProcess {
  63214. /** @hidden */
  63215. texelWidth: number;
  63216. /** @hidden */
  63217. texelHeight: number;
  63218. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63219. private _getDefines;
  63220. }
  63221. }
  63222. declare module "babylonjs/Shaders/grain.fragment" {
  63223. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63224. /** @hidden */
  63225. export var grainPixelShader: {
  63226. name: string;
  63227. shader: string;
  63228. };
  63229. }
  63230. declare module "babylonjs/PostProcesses/grainPostProcess" {
  63231. import { Nullable } from "babylonjs/types";
  63232. import { Camera } from "babylonjs/Cameras/camera";
  63233. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63234. import { Engine } from "babylonjs/Engines/engine";
  63235. import "babylonjs/Shaders/grain.fragment";
  63236. /**
  63237. * The GrainPostProcess adds noise to the image at mid luminance levels
  63238. */
  63239. export class GrainPostProcess extends PostProcess {
  63240. /**
  63241. * The intensity of the grain added (default: 30)
  63242. */
  63243. intensity: number;
  63244. /**
  63245. * If the grain should be randomized on every frame
  63246. */
  63247. animated: boolean;
  63248. /**
  63249. * Creates a new instance of @see GrainPostProcess
  63250. * @param name The name of the effect.
  63251. * @param options The required width/height ratio to downsize to before computing the render pass.
  63252. * @param camera The camera to apply the render pass to.
  63253. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63254. * @param engine The engine which the post process will be applied. (default: current engine)
  63255. * @param reusable If the post process can be reused on the same frame. (default: false)
  63256. * @param textureType Type of textures used when performing the post process. (default: 0)
  63257. * @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)
  63258. */
  63259. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63260. }
  63261. }
  63262. declare module "babylonjs/Shaders/highlights.fragment" {
  63263. /** @hidden */
  63264. export var highlightsPixelShader: {
  63265. name: string;
  63266. shader: string;
  63267. };
  63268. }
  63269. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  63270. import { Nullable } from "babylonjs/types";
  63271. import { Camera } from "babylonjs/Cameras/camera";
  63272. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63273. import { Engine } from "babylonjs/Engines/engine";
  63274. import "babylonjs/Shaders/highlights.fragment";
  63275. /**
  63276. * Extracts highlights from the image
  63277. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63278. */
  63279. export class HighlightsPostProcess extends PostProcess {
  63280. /**
  63281. * Extracts highlights from the image
  63282. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63283. * @param name The name of the effect.
  63284. * @param options The required width/height ratio to downsize to before computing the render pass.
  63285. * @param camera The camera to apply the render pass to.
  63286. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63287. * @param engine The engine which the post process will be applied. (default: current engine)
  63288. * @param reusable If the post process can be reused on the same frame. (default: false)
  63289. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  63290. */
  63291. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63292. }
  63293. }
  63294. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  63295. /** @hidden */
  63296. export var mrtFragmentDeclaration: {
  63297. name: string;
  63298. shader: string;
  63299. };
  63300. }
  63301. declare module "babylonjs/Shaders/geometry.fragment" {
  63302. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  63303. /** @hidden */
  63304. export var geometryPixelShader: {
  63305. name: string;
  63306. shader: string;
  63307. };
  63308. }
  63309. declare module "babylonjs/Shaders/geometry.vertex" {
  63310. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63311. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63312. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63313. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63314. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63315. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63316. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63317. /** @hidden */
  63318. export var geometryVertexShader: {
  63319. name: string;
  63320. shader: string;
  63321. };
  63322. }
  63323. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  63324. import { Matrix } from "babylonjs/Maths/math.vector";
  63325. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63326. import { Mesh } from "babylonjs/Meshes/mesh";
  63327. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  63328. import { Effect } from "babylonjs/Materials/effect";
  63329. import { Scene } from "babylonjs/scene";
  63330. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63331. import "babylonjs/Shaders/geometry.fragment";
  63332. import "babylonjs/Shaders/geometry.vertex";
  63333. /** @hidden */
  63334. interface ISavedTransformationMatrix {
  63335. world: Matrix;
  63336. viewProjection: Matrix;
  63337. }
  63338. /**
  63339. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  63340. */
  63341. export class GeometryBufferRenderer {
  63342. /**
  63343. * Constant used to retrieve the position texture index in the G-Buffer textures array
  63344. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  63345. */
  63346. static readonly POSITION_TEXTURE_TYPE: number;
  63347. /**
  63348. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  63349. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  63350. */
  63351. static readonly VELOCITY_TEXTURE_TYPE: number;
  63352. /**
  63353. * Dictionary used to store the previous transformation matrices of each rendered mesh
  63354. * in order to compute objects velocities when enableVelocity is set to "true"
  63355. * @hidden
  63356. */
  63357. _previousTransformationMatrices: {
  63358. [index: number]: ISavedTransformationMatrix;
  63359. };
  63360. /**
  63361. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  63362. * in order to compute objects velocities when enableVelocity is set to "true"
  63363. * @hidden
  63364. */
  63365. _previousBonesTransformationMatrices: {
  63366. [index: number]: Float32Array;
  63367. };
  63368. /**
  63369. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  63370. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  63371. */
  63372. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  63373. private _scene;
  63374. private _multiRenderTarget;
  63375. private _ratio;
  63376. private _enablePosition;
  63377. private _enableVelocity;
  63378. private _positionIndex;
  63379. private _velocityIndex;
  63380. protected _effect: Effect;
  63381. protected _cachedDefines: string;
  63382. /**
  63383. * Set the render list (meshes to be rendered) used in the G buffer.
  63384. */
  63385. renderList: Mesh[];
  63386. /**
  63387. * Gets wether or not G buffer are supported by the running hardware.
  63388. * This requires draw buffer supports
  63389. */
  63390. readonly isSupported: boolean;
  63391. /**
  63392. * Returns the index of the given texture type in the G-Buffer textures array
  63393. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  63394. * @returns the index of the given texture type in the G-Buffer textures array
  63395. */
  63396. getTextureIndex(textureType: number): number;
  63397. /**
  63398. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  63399. */
  63400. /**
  63401. * Sets whether or not objects positions are enabled for the G buffer.
  63402. */
  63403. enablePosition: boolean;
  63404. /**
  63405. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  63406. */
  63407. /**
  63408. * Sets wether or not objects velocities are enabled for the G buffer.
  63409. */
  63410. enableVelocity: boolean;
  63411. /**
  63412. * Gets the scene associated with the buffer.
  63413. */
  63414. readonly scene: Scene;
  63415. /**
  63416. * Gets the ratio used by the buffer during its creation.
  63417. * How big is the buffer related to the main canvas.
  63418. */
  63419. readonly ratio: number;
  63420. /** @hidden */
  63421. static _SceneComponentInitialization: (scene: Scene) => void;
  63422. /**
  63423. * Creates a new G Buffer for the scene
  63424. * @param scene The scene the buffer belongs to
  63425. * @param ratio How big is the buffer related to the main canvas.
  63426. */
  63427. constructor(scene: Scene, ratio?: number);
  63428. /**
  63429. * Checks wether everything is ready to render a submesh to the G buffer.
  63430. * @param subMesh the submesh to check readiness for
  63431. * @param useInstances is the mesh drawn using instance or not
  63432. * @returns true if ready otherwise false
  63433. */
  63434. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63435. /**
  63436. * Gets the current underlying G Buffer.
  63437. * @returns the buffer
  63438. */
  63439. getGBuffer(): MultiRenderTarget;
  63440. /**
  63441. * Gets the number of samples used to render the buffer (anti aliasing).
  63442. */
  63443. /**
  63444. * Sets the number of samples used to render the buffer (anti aliasing).
  63445. */
  63446. samples: number;
  63447. /**
  63448. * Disposes the renderer and frees up associated resources.
  63449. */
  63450. dispose(): void;
  63451. protected _createRenderTargets(): void;
  63452. private _copyBonesTransformationMatrices;
  63453. }
  63454. }
  63455. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  63456. import { Nullable } from "babylonjs/types";
  63457. import { Scene } from "babylonjs/scene";
  63458. import { ISceneComponent } from "babylonjs/sceneComponent";
  63459. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  63460. module "babylonjs/scene" {
  63461. interface Scene {
  63462. /** @hidden (Backing field) */
  63463. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63464. /**
  63465. * Gets or Sets the current geometry buffer associated to the scene.
  63466. */
  63467. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63468. /**
  63469. * Enables a GeometryBufferRender and associates it with the scene
  63470. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  63471. * @returns the GeometryBufferRenderer
  63472. */
  63473. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  63474. /**
  63475. * Disables the GeometryBufferRender associated with the scene
  63476. */
  63477. disableGeometryBufferRenderer(): void;
  63478. }
  63479. }
  63480. /**
  63481. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  63482. * in several rendering techniques.
  63483. */
  63484. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  63485. /**
  63486. * The component name helpful to identify the component in the list of scene components.
  63487. */
  63488. readonly name: string;
  63489. /**
  63490. * The scene the component belongs to.
  63491. */
  63492. scene: Scene;
  63493. /**
  63494. * Creates a new instance of the component for the given scene
  63495. * @param scene Defines the scene to register the component in
  63496. */
  63497. constructor(scene: Scene);
  63498. /**
  63499. * Registers the component in a given scene
  63500. */
  63501. register(): void;
  63502. /**
  63503. * Rebuilds the elements related to this component in case of
  63504. * context lost for instance.
  63505. */
  63506. rebuild(): void;
  63507. /**
  63508. * Disposes the component and the associated ressources
  63509. */
  63510. dispose(): void;
  63511. private _gatherRenderTargets;
  63512. }
  63513. }
  63514. declare module "babylonjs/Shaders/motionBlur.fragment" {
  63515. /** @hidden */
  63516. export var motionBlurPixelShader: {
  63517. name: string;
  63518. shader: string;
  63519. };
  63520. }
  63521. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  63522. import { Nullable } from "babylonjs/types";
  63523. import { Camera } from "babylonjs/Cameras/camera";
  63524. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63525. import { Scene } from "babylonjs/scene";
  63526. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63527. import "babylonjs/Animations/animatable";
  63528. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63529. import "babylonjs/Shaders/motionBlur.fragment";
  63530. import { Engine } from "babylonjs/Engines/engine";
  63531. /**
  63532. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  63533. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  63534. * As an example, all you have to do is to create the post-process:
  63535. * var mb = new BABYLON.MotionBlurPostProcess(
  63536. * 'mb', // The name of the effect.
  63537. * scene, // The scene containing the objects to blur according to their velocity.
  63538. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  63539. * camera // The camera to apply the render pass to.
  63540. * );
  63541. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  63542. */
  63543. export class MotionBlurPostProcess extends PostProcess {
  63544. /**
  63545. * Defines how much the image is blurred by the movement. Default value is equal to 1
  63546. */
  63547. motionStrength: number;
  63548. /**
  63549. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  63550. */
  63551. /**
  63552. * Sets the number of iterations to be used for motion blur quality
  63553. */
  63554. motionBlurSamples: number;
  63555. private _motionBlurSamples;
  63556. private _geometryBufferRenderer;
  63557. /**
  63558. * Creates a new instance MotionBlurPostProcess
  63559. * @param name The name of the effect.
  63560. * @param scene The scene containing the objects to blur according to their velocity.
  63561. * @param options The required width/height ratio to downsize to before computing the render pass.
  63562. * @param camera The camera to apply the render pass to.
  63563. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63564. * @param engine The engine which the post process will be applied. (default: current engine)
  63565. * @param reusable If the post process can be reused on the same frame. (default: false)
  63566. * @param textureType Type of textures used when performing the post process. (default: 0)
  63567. * @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)
  63568. */
  63569. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63570. /**
  63571. * Excludes the given skinned mesh from computing bones velocities.
  63572. * 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.
  63573. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  63574. */
  63575. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  63576. /**
  63577. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  63578. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  63579. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  63580. */
  63581. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  63582. /**
  63583. * Disposes the post process.
  63584. * @param camera The camera to dispose the post process on.
  63585. */
  63586. dispose(camera?: Camera): void;
  63587. }
  63588. }
  63589. declare module "babylonjs/Shaders/refraction.fragment" {
  63590. /** @hidden */
  63591. export var refractionPixelShader: {
  63592. name: string;
  63593. shader: string;
  63594. };
  63595. }
  63596. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  63597. import { Color3 } from "babylonjs/Maths/math.color";
  63598. import { Camera } from "babylonjs/Cameras/camera";
  63599. import { Texture } from "babylonjs/Materials/Textures/texture";
  63600. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63601. import { Engine } from "babylonjs/Engines/engine";
  63602. import "babylonjs/Shaders/refraction.fragment";
  63603. /**
  63604. * Post process which applies a refractin texture
  63605. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  63606. */
  63607. export class RefractionPostProcess extends PostProcess {
  63608. /** the base color of the refraction (used to taint the rendering) */
  63609. color: Color3;
  63610. /** simulated refraction depth */
  63611. depth: number;
  63612. /** the coefficient of the base color (0 to remove base color tainting) */
  63613. colorLevel: number;
  63614. private _refTexture;
  63615. private _ownRefractionTexture;
  63616. /**
  63617. * Gets or sets the refraction texture
  63618. * Please note that you are responsible for disposing the texture if you set it manually
  63619. */
  63620. refractionTexture: Texture;
  63621. /**
  63622. * Initializes the RefractionPostProcess
  63623. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  63624. * @param name The name of the effect.
  63625. * @param refractionTextureUrl Url of the refraction texture to use
  63626. * @param color the base color of the refraction (used to taint the rendering)
  63627. * @param depth simulated refraction depth
  63628. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  63629. * @param camera The camera to apply the render pass to.
  63630. * @param options The required width/height ratio to downsize to before computing the render pass.
  63631. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63632. * @param engine The engine which the post process will be applied. (default: current engine)
  63633. * @param reusable If the post process can be reused on the same frame. (default: false)
  63634. */
  63635. constructor(name: string, refractionTextureUrl: string,
  63636. /** the base color of the refraction (used to taint the rendering) */
  63637. color: Color3,
  63638. /** simulated refraction depth */
  63639. depth: number,
  63640. /** the coefficient of the base color (0 to remove base color tainting) */
  63641. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63642. /**
  63643. * Disposes of the post process
  63644. * @param camera Camera to dispose post process on
  63645. */
  63646. dispose(camera: Camera): void;
  63647. }
  63648. }
  63649. declare module "babylonjs/Shaders/sharpen.fragment" {
  63650. /** @hidden */
  63651. export var sharpenPixelShader: {
  63652. name: string;
  63653. shader: string;
  63654. };
  63655. }
  63656. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  63657. import { Nullable } from "babylonjs/types";
  63658. import { Camera } from "babylonjs/Cameras/camera";
  63659. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63660. import "babylonjs/Shaders/sharpen.fragment";
  63661. import { Engine } from "babylonjs/Engines/engine";
  63662. /**
  63663. * The SharpenPostProcess applies a sharpen kernel to every pixel
  63664. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63665. */
  63666. export class SharpenPostProcess extends PostProcess {
  63667. /**
  63668. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  63669. */
  63670. colorAmount: number;
  63671. /**
  63672. * How much sharpness should be applied (default: 0.3)
  63673. */
  63674. edgeAmount: number;
  63675. /**
  63676. * Creates a new instance ConvolutionPostProcess
  63677. * @param name The name of the effect.
  63678. * @param options The required width/height ratio to downsize to before computing the render pass.
  63679. * @param camera The camera to apply the render pass to.
  63680. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63681. * @param engine The engine which the post process will be applied. (default: current engine)
  63682. * @param reusable If the post process can be reused on the same frame. (default: false)
  63683. * @param textureType Type of textures used when performing the post process. (default: 0)
  63684. * @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)
  63685. */
  63686. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63687. }
  63688. }
  63689. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  63690. import { Nullable } from "babylonjs/types";
  63691. import { Camera } from "babylonjs/Cameras/camera";
  63692. import { Engine } from "babylonjs/Engines/engine";
  63693. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63694. import { IInspectable } from "babylonjs/Misc/iInspectable";
  63695. /**
  63696. * PostProcessRenderPipeline
  63697. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63698. */
  63699. export class PostProcessRenderPipeline {
  63700. private engine;
  63701. private _renderEffects;
  63702. private _renderEffectsForIsolatedPass;
  63703. /**
  63704. * List of inspectable custom properties (used by the Inspector)
  63705. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  63706. */
  63707. inspectableCustomProperties: IInspectable[];
  63708. /**
  63709. * @hidden
  63710. */
  63711. protected _cameras: Camera[];
  63712. /** @hidden */
  63713. _name: string;
  63714. /**
  63715. * Gets pipeline name
  63716. */
  63717. readonly name: string;
  63718. /**
  63719. * Initializes a PostProcessRenderPipeline
  63720. * @param engine engine to add the pipeline to
  63721. * @param name name of the pipeline
  63722. */
  63723. constructor(engine: Engine, name: string);
  63724. /**
  63725. * Gets the class name
  63726. * @returns "PostProcessRenderPipeline"
  63727. */
  63728. getClassName(): string;
  63729. /**
  63730. * If all the render effects in the pipeline are supported
  63731. */
  63732. readonly isSupported: boolean;
  63733. /**
  63734. * Adds an effect to the pipeline
  63735. * @param renderEffect the effect to add
  63736. */
  63737. addEffect(renderEffect: PostProcessRenderEffect): void;
  63738. /** @hidden */
  63739. _rebuild(): void;
  63740. /** @hidden */
  63741. _enableEffect(renderEffectName: string, cameras: Camera): void;
  63742. /** @hidden */
  63743. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  63744. /** @hidden */
  63745. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  63746. /** @hidden */
  63747. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  63748. /** @hidden */
  63749. _attachCameras(cameras: Camera, unique: boolean): void;
  63750. /** @hidden */
  63751. _attachCameras(cameras: Camera[], unique: boolean): void;
  63752. /** @hidden */
  63753. _detachCameras(cameras: Camera): void;
  63754. /** @hidden */
  63755. _detachCameras(cameras: Nullable<Camera[]>): void;
  63756. /** @hidden */
  63757. _update(): void;
  63758. /** @hidden */
  63759. _reset(): void;
  63760. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  63761. /**
  63762. * Disposes of the pipeline
  63763. */
  63764. dispose(): void;
  63765. }
  63766. }
  63767. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  63768. import { Camera } from "babylonjs/Cameras/camera";
  63769. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63770. /**
  63771. * PostProcessRenderPipelineManager class
  63772. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63773. */
  63774. export class PostProcessRenderPipelineManager {
  63775. private _renderPipelines;
  63776. /**
  63777. * Initializes a PostProcessRenderPipelineManager
  63778. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63779. */
  63780. constructor();
  63781. /**
  63782. * Gets the list of supported render pipelines
  63783. */
  63784. readonly supportedPipelines: PostProcessRenderPipeline[];
  63785. /**
  63786. * Adds a pipeline to the manager
  63787. * @param renderPipeline The pipeline to add
  63788. */
  63789. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  63790. /**
  63791. * Attaches a camera to the pipeline
  63792. * @param renderPipelineName The name of the pipeline to attach to
  63793. * @param cameras the camera to attach
  63794. * @param unique if the camera can be attached multiple times to the pipeline
  63795. */
  63796. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  63797. /**
  63798. * Detaches a camera from the pipeline
  63799. * @param renderPipelineName The name of the pipeline to detach from
  63800. * @param cameras the camera to detach
  63801. */
  63802. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  63803. /**
  63804. * Enables an effect by name on a pipeline
  63805. * @param renderPipelineName the name of the pipeline to enable the effect in
  63806. * @param renderEffectName the name of the effect to enable
  63807. * @param cameras the cameras that the effect should be enabled on
  63808. */
  63809. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  63810. /**
  63811. * Disables an effect by name on a pipeline
  63812. * @param renderPipelineName the name of the pipeline to disable the effect in
  63813. * @param renderEffectName the name of the effect to disable
  63814. * @param cameras the cameras that the effect should be disabled on
  63815. */
  63816. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  63817. /**
  63818. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  63819. */
  63820. update(): void;
  63821. /** @hidden */
  63822. _rebuild(): void;
  63823. /**
  63824. * Disposes of the manager and pipelines
  63825. */
  63826. dispose(): void;
  63827. }
  63828. }
  63829. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  63830. import { ISceneComponent } from "babylonjs/sceneComponent";
  63831. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  63832. import { Scene } from "babylonjs/scene";
  63833. module "babylonjs/scene" {
  63834. interface Scene {
  63835. /** @hidden (Backing field) */
  63836. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  63837. /**
  63838. * Gets the postprocess render pipeline manager
  63839. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63840. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  63841. */
  63842. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  63843. }
  63844. }
  63845. /**
  63846. * Defines the Render Pipeline scene component responsible to rendering pipelines
  63847. */
  63848. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  63849. /**
  63850. * The component name helpfull to identify the component in the list of scene components.
  63851. */
  63852. readonly name: string;
  63853. /**
  63854. * The scene the component belongs to.
  63855. */
  63856. scene: Scene;
  63857. /**
  63858. * Creates a new instance of the component for the given scene
  63859. * @param scene Defines the scene to register the component in
  63860. */
  63861. constructor(scene: Scene);
  63862. /**
  63863. * Registers the component in a given scene
  63864. */
  63865. register(): void;
  63866. /**
  63867. * Rebuilds the elements related to this component in case of
  63868. * context lost for instance.
  63869. */
  63870. rebuild(): void;
  63871. /**
  63872. * Disposes the component and the associated ressources
  63873. */
  63874. dispose(): void;
  63875. private _gatherRenderTargets;
  63876. }
  63877. }
  63878. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  63879. import { Nullable } from "babylonjs/types";
  63880. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  63881. import { Camera } from "babylonjs/Cameras/camera";
  63882. import { IDisposable } from "babylonjs/scene";
  63883. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  63884. import { Scene } from "babylonjs/scene";
  63885. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  63886. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  63887. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  63888. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  63889. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  63890. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63891. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  63892. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  63893. import { Animation } from "babylonjs/Animations/animation";
  63894. /**
  63895. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  63896. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  63897. */
  63898. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  63899. private _scene;
  63900. private _camerasToBeAttached;
  63901. /**
  63902. * ID of the sharpen post process,
  63903. */
  63904. private readonly SharpenPostProcessId;
  63905. /**
  63906. * @ignore
  63907. * ID of the image processing post process;
  63908. */
  63909. readonly ImageProcessingPostProcessId: string;
  63910. /**
  63911. * @ignore
  63912. * ID of the Fast Approximate Anti-Aliasing post process;
  63913. */
  63914. readonly FxaaPostProcessId: string;
  63915. /**
  63916. * ID of the chromatic aberration post process,
  63917. */
  63918. private readonly ChromaticAberrationPostProcessId;
  63919. /**
  63920. * ID of the grain post process
  63921. */
  63922. private readonly GrainPostProcessId;
  63923. /**
  63924. * Sharpen post process which will apply a sharpen convolution to enhance edges
  63925. */
  63926. sharpen: SharpenPostProcess;
  63927. private _sharpenEffect;
  63928. private bloom;
  63929. /**
  63930. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  63931. */
  63932. depthOfField: DepthOfFieldEffect;
  63933. /**
  63934. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  63935. */
  63936. fxaa: FxaaPostProcess;
  63937. /**
  63938. * Image post processing pass used to perform operations such as tone mapping or color grading.
  63939. */
  63940. imageProcessing: ImageProcessingPostProcess;
  63941. /**
  63942. * Chromatic aberration post process which will shift rgb colors in the image
  63943. */
  63944. chromaticAberration: ChromaticAberrationPostProcess;
  63945. private _chromaticAberrationEffect;
  63946. /**
  63947. * Grain post process which add noise to the image
  63948. */
  63949. grain: GrainPostProcess;
  63950. private _grainEffect;
  63951. /**
  63952. * Glow post process which adds a glow to emissive areas of the image
  63953. */
  63954. private _glowLayer;
  63955. /**
  63956. * Animations which can be used to tweak settings over a period of time
  63957. */
  63958. animations: Animation[];
  63959. private _imageProcessingConfigurationObserver;
  63960. private _sharpenEnabled;
  63961. private _bloomEnabled;
  63962. private _depthOfFieldEnabled;
  63963. private _depthOfFieldBlurLevel;
  63964. private _fxaaEnabled;
  63965. private _imageProcessingEnabled;
  63966. private _defaultPipelineTextureType;
  63967. private _bloomScale;
  63968. private _chromaticAberrationEnabled;
  63969. private _grainEnabled;
  63970. private _buildAllowed;
  63971. /**
  63972. * Gets active scene
  63973. */
  63974. readonly scene: Scene;
  63975. /**
  63976. * Enable or disable the sharpen process from the pipeline
  63977. */
  63978. sharpenEnabled: boolean;
  63979. private _resizeObserver;
  63980. private _hardwareScaleLevel;
  63981. private _bloomKernel;
  63982. /**
  63983. * Specifies the size of the bloom blur kernel, relative to the final output size
  63984. */
  63985. bloomKernel: number;
  63986. /**
  63987. * Specifies the weight of the bloom in the final rendering
  63988. */
  63989. private _bloomWeight;
  63990. /**
  63991. * Specifies the luma threshold for the area that will be blurred by the bloom
  63992. */
  63993. private _bloomThreshold;
  63994. private _hdr;
  63995. /**
  63996. * The strength of the bloom.
  63997. */
  63998. bloomWeight: number;
  63999. /**
  64000. * The strength of the bloom.
  64001. */
  64002. bloomThreshold: number;
  64003. /**
  64004. * The scale of the bloom, lower value will provide better performance.
  64005. */
  64006. bloomScale: number;
  64007. /**
  64008. * Enable or disable the bloom from the pipeline
  64009. */
  64010. bloomEnabled: boolean;
  64011. private _rebuildBloom;
  64012. /**
  64013. * If the depth of field is enabled.
  64014. */
  64015. depthOfFieldEnabled: boolean;
  64016. /**
  64017. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64018. */
  64019. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64020. /**
  64021. * If the anti aliasing is enabled.
  64022. */
  64023. fxaaEnabled: boolean;
  64024. private _samples;
  64025. /**
  64026. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64027. */
  64028. samples: number;
  64029. /**
  64030. * If image processing is enabled.
  64031. */
  64032. imageProcessingEnabled: boolean;
  64033. /**
  64034. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64035. */
  64036. glowLayerEnabled: boolean;
  64037. /**
  64038. * Gets the glow layer (or null if not defined)
  64039. */
  64040. readonly glowLayer: Nullable<GlowLayer>;
  64041. /**
  64042. * Enable or disable the chromaticAberration process from the pipeline
  64043. */
  64044. chromaticAberrationEnabled: boolean;
  64045. /**
  64046. * Enable or disable the grain process from the pipeline
  64047. */
  64048. grainEnabled: boolean;
  64049. /**
  64050. * @constructor
  64051. * @param name - The rendering pipeline name (default: "")
  64052. * @param hdr - If high dynamic range textures should be used (default: true)
  64053. * @param scene - The scene linked to this pipeline (default: the last created scene)
  64054. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  64055. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  64056. */
  64057. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  64058. /**
  64059. * Get the class name
  64060. * @returns "DefaultRenderingPipeline"
  64061. */
  64062. getClassName(): string;
  64063. /**
  64064. * Force the compilation of the entire pipeline.
  64065. */
  64066. prepare(): void;
  64067. private _hasCleared;
  64068. private _prevPostProcess;
  64069. private _prevPrevPostProcess;
  64070. private _setAutoClearAndTextureSharing;
  64071. private _depthOfFieldSceneObserver;
  64072. private _buildPipeline;
  64073. private _disposePostProcesses;
  64074. /**
  64075. * Adds a camera to the pipeline
  64076. * @param camera the camera to be added
  64077. */
  64078. addCamera(camera: Camera): void;
  64079. /**
  64080. * Removes a camera from the pipeline
  64081. * @param camera the camera to remove
  64082. */
  64083. removeCamera(camera: Camera): void;
  64084. /**
  64085. * Dispose of the pipeline and stop all post processes
  64086. */
  64087. dispose(): void;
  64088. /**
  64089. * Serialize the rendering pipeline (Used when exporting)
  64090. * @returns the serialized object
  64091. */
  64092. serialize(): any;
  64093. /**
  64094. * Parse the serialized pipeline
  64095. * @param source Source pipeline.
  64096. * @param scene The scene to load the pipeline to.
  64097. * @param rootUrl The URL of the serialized pipeline.
  64098. * @returns An instantiated pipeline from the serialized object.
  64099. */
  64100. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  64101. }
  64102. }
  64103. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  64104. /** @hidden */
  64105. export var lensHighlightsPixelShader: {
  64106. name: string;
  64107. shader: string;
  64108. };
  64109. }
  64110. declare module "babylonjs/Shaders/depthOfField.fragment" {
  64111. /** @hidden */
  64112. export var depthOfFieldPixelShader: {
  64113. name: string;
  64114. shader: string;
  64115. };
  64116. }
  64117. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  64118. import { Camera } from "babylonjs/Cameras/camera";
  64119. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64120. import { Scene } from "babylonjs/scene";
  64121. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64122. import "babylonjs/Shaders/chromaticAberration.fragment";
  64123. import "babylonjs/Shaders/lensHighlights.fragment";
  64124. import "babylonjs/Shaders/depthOfField.fragment";
  64125. /**
  64126. * BABYLON.JS Chromatic Aberration GLSL Shader
  64127. * Author: Olivier Guyot
  64128. * Separates very slightly R, G and B colors on the edges of the screen
  64129. * Inspired by Francois Tarlier & Martins Upitis
  64130. */
  64131. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  64132. /**
  64133. * @ignore
  64134. * The chromatic aberration PostProcess id in the pipeline
  64135. */
  64136. LensChromaticAberrationEffect: string;
  64137. /**
  64138. * @ignore
  64139. * The highlights enhancing PostProcess id in the pipeline
  64140. */
  64141. HighlightsEnhancingEffect: string;
  64142. /**
  64143. * @ignore
  64144. * The depth-of-field PostProcess id in the pipeline
  64145. */
  64146. LensDepthOfFieldEffect: string;
  64147. private _scene;
  64148. private _depthTexture;
  64149. private _grainTexture;
  64150. private _chromaticAberrationPostProcess;
  64151. private _highlightsPostProcess;
  64152. private _depthOfFieldPostProcess;
  64153. private _edgeBlur;
  64154. private _grainAmount;
  64155. private _chromaticAberration;
  64156. private _distortion;
  64157. private _highlightsGain;
  64158. private _highlightsThreshold;
  64159. private _dofDistance;
  64160. private _dofAperture;
  64161. private _dofDarken;
  64162. private _dofPentagon;
  64163. private _blurNoise;
  64164. /**
  64165. * @constructor
  64166. *
  64167. * Effect parameters are as follow:
  64168. * {
  64169. * chromatic_aberration: number; // from 0 to x (1 for realism)
  64170. * edge_blur: number; // from 0 to x (1 for realism)
  64171. * distortion: number; // from 0 to x (1 for realism)
  64172. * grain_amount: number; // from 0 to 1
  64173. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  64174. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  64175. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  64176. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  64177. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  64178. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  64179. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  64180. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  64181. * }
  64182. * Note: if an effect parameter is unset, effect is disabled
  64183. *
  64184. * @param name The rendering pipeline name
  64185. * @param parameters - An object containing all parameters (see above)
  64186. * @param scene The scene linked to this pipeline
  64187. * @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)
  64188. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64189. */
  64190. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  64191. /**
  64192. * Get the class name
  64193. * @returns "LensRenderingPipeline"
  64194. */
  64195. getClassName(): string;
  64196. /**
  64197. * Gets associated scene
  64198. */
  64199. readonly scene: Scene;
  64200. /**
  64201. * Gets or sets the edge blur
  64202. */
  64203. edgeBlur: number;
  64204. /**
  64205. * Gets or sets the grain amount
  64206. */
  64207. grainAmount: number;
  64208. /**
  64209. * Gets or sets the chromatic aberration amount
  64210. */
  64211. chromaticAberration: number;
  64212. /**
  64213. * Gets or sets the depth of field aperture
  64214. */
  64215. dofAperture: number;
  64216. /**
  64217. * Gets or sets the edge distortion
  64218. */
  64219. edgeDistortion: number;
  64220. /**
  64221. * Gets or sets the depth of field distortion
  64222. */
  64223. dofDistortion: number;
  64224. /**
  64225. * Gets or sets the darken out of focus amount
  64226. */
  64227. darkenOutOfFocus: number;
  64228. /**
  64229. * Gets or sets a boolean indicating if blur noise is enabled
  64230. */
  64231. blurNoise: boolean;
  64232. /**
  64233. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  64234. */
  64235. pentagonBokeh: boolean;
  64236. /**
  64237. * Gets or sets the highlight grain amount
  64238. */
  64239. highlightsGain: number;
  64240. /**
  64241. * Gets or sets the highlight threshold
  64242. */
  64243. highlightsThreshold: number;
  64244. /**
  64245. * Sets the amount of blur at the edges
  64246. * @param amount blur amount
  64247. */
  64248. setEdgeBlur(amount: number): void;
  64249. /**
  64250. * Sets edge blur to 0
  64251. */
  64252. disableEdgeBlur(): void;
  64253. /**
  64254. * Sets the amout of grain
  64255. * @param amount Amount of grain
  64256. */
  64257. setGrainAmount(amount: number): void;
  64258. /**
  64259. * Set grain amount to 0
  64260. */
  64261. disableGrain(): void;
  64262. /**
  64263. * Sets the chromatic aberration amount
  64264. * @param amount amount of chromatic aberration
  64265. */
  64266. setChromaticAberration(amount: number): void;
  64267. /**
  64268. * Sets chromatic aberration amount to 0
  64269. */
  64270. disableChromaticAberration(): void;
  64271. /**
  64272. * Sets the EdgeDistortion amount
  64273. * @param amount amount of EdgeDistortion
  64274. */
  64275. setEdgeDistortion(amount: number): void;
  64276. /**
  64277. * Sets edge distortion to 0
  64278. */
  64279. disableEdgeDistortion(): void;
  64280. /**
  64281. * Sets the FocusDistance amount
  64282. * @param amount amount of FocusDistance
  64283. */
  64284. setFocusDistance(amount: number): void;
  64285. /**
  64286. * Disables depth of field
  64287. */
  64288. disableDepthOfField(): void;
  64289. /**
  64290. * Sets the Aperture amount
  64291. * @param amount amount of Aperture
  64292. */
  64293. setAperture(amount: number): void;
  64294. /**
  64295. * Sets the DarkenOutOfFocus amount
  64296. * @param amount amount of DarkenOutOfFocus
  64297. */
  64298. setDarkenOutOfFocus(amount: number): void;
  64299. private _pentagonBokehIsEnabled;
  64300. /**
  64301. * Creates a pentagon bokeh effect
  64302. */
  64303. enablePentagonBokeh(): void;
  64304. /**
  64305. * Disables the pentagon bokeh effect
  64306. */
  64307. disablePentagonBokeh(): void;
  64308. /**
  64309. * Enables noise blur
  64310. */
  64311. enableNoiseBlur(): void;
  64312. /**
  64313. * Disables noise blur
  64314. */
  64315. disableNoiseBlur(): void;
  64316. /**
  64317. * Sets the HighlightsGain amount
  64318. * @param amount amount of HighlightsGain
  64319. */
  64320. setHighlightsGain(amount: number): void;
  64321. /**
  64322. * Sets the HighlightsThreshold amount
  64323. * @param amount amount of HighlightsThreshold
  64324. */
  64325. setHighlightsThreshold(amount: number): void;
  64326. /**
  64327. * Disables highlights
  64328. */
  64329. disableHighlights(): void;
  64330. /**
  64331. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  64332. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  64333. */
  64334. dispose(disableDepthRender?: boolean): void;
  64335. private _createChromaticAberrationPostProcess;
  64336. private _createHighlightsPostProcess;
  64337. private _createDepthOfFieldPostProcess;
  64338. private _createGrainTexture;
  64339. }
  64340. }
  64341. declare module "babylonjs/Shaders/ssao2.fragment" {
  64342. /** @hidden */
  64343. export var ssao2PixelShader: {
  64344. name: string;
  64345. shader: string;
  64346. };
  64347. }
  64348. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  64349. /** @hidden */
  64350. export var ssaoCombinePixelShader: {
  64351. name: string;
  64352. shader: string;
  64353. };
  64354. }
  64355. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  64356. import { Camera } from "babylonjs/Cameras/camera";
  64357. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64358. import { Scene } from "babylonjs/scene";
  64359. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64360. import "babylonjs/Shaders/ssao2.fragment";
  64361. import "babylonjs/Shaders/ssaoCombine.fragment";
  64362. /**
  64363. * Render pipeline to produce ssao effect
  64364. */
  64365. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  64366. /**
  64367. * @ignore
  64368. * The PassPostProcess id in the pipeline that contains the original scene color
  64369. */
  64370. SSAOOriginalSceneColorEffect: string;
  64371. /**
  64372. * @ignore
  64373. * The SSAO PostProcess id in the pipeline
  64374. */
  64375. SSAORenderEffect: string;
  64376. /**
  64377. * @ignore
  64378. * The horizontal blur PostProcess id in the pipeline
  64379. */
  64380. SSAOBlurHRenderEffect: string;
  64381. /**
  64382. * @ignore
  64383. * The vertical blur PostProcess id in the pipeline
  64384. */
  64385. SSAOBlurVRenderEffect: string;
  64386. /**
  64387. * @ignore
  64388. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64389. */
  64390. SSAOCombineRenderEffect: string;
  64391. /**
  64392. * The output strength of the SSAO post-process. Default value is 1.0.
  64393. */
  64394. totalStrength: number;
  64395. /**
  64396. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  64397. */
  64398. maxZ: number;
  64399. /**
  64400. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  64401. */
  64402. minZAspect: number;
  64403. private _samples;
  64404. /**
  64405. * Number of samples used for the SSAO calculations. Default value is 8
  64406. */
  64407. samples: number;
  64408. private _textureSamples;
  64409. /**
  64410. * Number of samples to use for antialiasing
  64411. */
  64412. textureSamples: number;
  64413. /**
  64414. * Ratio object used for SSAO ratio and blur ratio
  64415. */
  64416. private _ratio;
  64417. /**
  64418. * Dynamically generated sphere sampler.
  64419. */
  64420. private _sampleSphere;
  64421. /**
  64422. * Blur filter offsets
  64423. */
  64424. private _samplerOffsets;
  64425. private _expensiveBlur;
  64426. /**
  64427. * If bilateral blur should be used
  64428. */
  64429. expensiveBlur: boolean;
  64430. /**
  64431. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  64432. */
  64433. radius: number;
  64434. /**
  64435. * The base color of the SSAO post-process
  64436. * The final result is "base + ssao" between [0, 1]
  64437. */
  64438. base: number;
  64439. /**
  64440. * Support test.
  64441. */
  64442. static readonly IsSupported: boolean;
  64443. private _scene;
  64444. private _depthTexture;
  64445. private _normalTexture;
  64446. private _randomTexture;
  64447. private _originalColorPostProcess;
  64448. private _ssaoPostProcess;
  64449. private _blurHPostProcess;
  64450. private _blurVPostProcess;
  64451. private _ssaoCombinePostProcess;
  64452. private _firstUpdate;
  64453. /**
  64454. * Gets active scene
  64455. */
  64456. readonly scene: Scene;
  64457. /**
  64458. * @constructor
  64459. * @param name The rendering pipeline name
  64460. * @param scene The scene linked to this pipeline
  64461. * @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 }
  64462. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64463. */
  64464. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  64465. /**
  64466. * Get the class name
  64467. * @returns "SSAO2RenderingPipeline"
  64468. */
  64469. getClassName(): string;
  64470. /**
  64471. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  64472. */
  64473. dispose(disableGeometryBufferRenderer?: boolean): void;
  64474. private _createBlurPostProcess;
  64475. /** @hidden */
  64476. _rebuild(): void;
  64477. private _bits;
  64478. private _radicalInverse_VdC;
  64479. private _hammersley;
  64480. private _hemisphereSample_uniform;
  64481. private _generateHemisphere;
  64482. private _createSSAOPostProcess;
  64483. private _createSSAOCombinePostProcess;
  64484. private _createRandomTexture;
  64485. /**
  64486. * Serialize the rendering pipeline (Used when exporting)
  64487. * @returns the serialized object
  64488. */
  64489. serialize(): any;
  64490. /**
  64491. * Parse the serialized pipeline
  64492. * @param source Source pipeline.
  64493. * @param scene The scene to load the pipeline to.
  64494. * @param rootUrl The URL of the serialized pipeline.
  64495. * @returns An instantiated pipeline from the serialized object.
  64496. */
  64497. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  64498. }
  64499. }
  64500. declare module "babylonjs/Shaders/ssao.fragment" {
  64501. /** @hidden */
  64502. export var ssaoPixelShader: {
  64503. name: string;
  64504. shader: string;
  64505. };
  64506. }
  64507. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  64508. import { Camera } from "babylonjs/Cameras/camera";
  64509. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64510. import { Scene } from "babylonjs/scene";
  64511. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64512. import "babylonjs/Shaders/ssao.fragment";
  64513. import "babylonjs/Shaders/ssaoCombine.fragment";
  64514. /**
  64515. * Render pipeline to produce ssao effect
  64516. */
  64517. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  64518. /**
  64519. * @ignore
  64520. * The PassPostProcess id in the pipeline that contains the original scene color
  64521. */
  64522. SSAOOriginalSceneColorEffect: string;
  64523. /**
  64524. * @ignore
  64525. * The SSAO PostProcess id in the pipeline
  64526. */
  64527. SSAORenderEffect: string;
  64528. /**
  64529. * @ignore
  64530. * The horizontal blur PostProcess id in the pipeline
  64531. */
  64532. SSAOBlurHRenderEffect: string;
  64533. /**
  64534. * @ignore
  64535. * The vertical blur PostProcess id in the pipeline
  64536. */
  64537. SSAOBlurVRenderEffect: string;
  64538. /**
  64539. * @ignore
  64540. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64541. */
  64542. SSAOCombineRenderEffect: string;
  64543. /**
  64544. * The output strength of the SSAO post-process. Default value is 1.0.
  64545. */
  64546. totalStrength: number;
  64547. /**
  64548. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  64549. */
  64550. radius: number;
  64551. /**
  64552. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  64553. * Must not be equal to fallOff and superior to fallOff.
  64554. * Default value is 0.0075
  64555. */
  64556. area: number;
  64557. /**
  64558. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  64559. * Must not be equal to area and inferior to area.
  64560. * Default value is 0.000001
  64561. */
  64562. fallOff: number;
  64563. /**
  64564. * The base color of the SSAO post-process
  64565. * The final result is "base + ssao" between [0, 1]
  64566. */
  64567. base: number;
  64568. private _scene;
  64569. private _depthTexture;
  64570. private _randomTexture;
  64571. private _originalColorPostProcess;
  64572. private _ssaoPostProcess;
  64573. private _blurHPostProcess;
  64574. private _blurVPostProcess;
  64575. private _ssaoCombinePostProcess;
  64576. private _firstUpdate;
  64577. /**
  64578. * Gets active scene
  64579. */
  64580. readonly scene: Scene;
  64581. /**
  64582. * @constructor
  64583. * @param name - The rendering pipeline name
  64584. * @param scene - The scene linked to this pipeline
  64585. * @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 }
  64586. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  64587. */
  64588. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  64589. /**
  64590. * Get the class name
  64591. * @returns "SSAORenderingPipeline"
  64592. */
  64593. getClassName(): string;
  64594. /**
  64595. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  64596. */
  64597. dispose(disableDepthRender?: boolean): void;
  64598. private _createBlurPostProcess;
  64599. /** @hidden */
  64600. _rebuild(): void;
  64601. private _createSSAOPostProcess;
  64602. private _createSSAOCombinePostProcess;
  64603. private _createRandomTexture;
  64604. }
  64605. }
  64606. declare module "babylonjs/Shaders/standard.fragment" {
  64607. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  64608. /** @hidden */
  64609. export var standardPixelShader: {
  64610. name: string;
  64611. shader: string;
  64612. };
  64613. }
  64614. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  64615. import { Nullable } from "babylonjs/types";
  64616. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64617. import { Camera } from "babylonjs/Cameras/camera";
  64618. import { Texture } from "babylonjs/Materials/Textures/texture";
  64619. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  64620. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64621. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  64622. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64623. import { IDisposable } from "babylonjs/scene";
  64624. import { SpotLight } from "babylonjs/Lights/spotLight";
  64625. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  64626. import { Scene } from "babylonjs/scene";
  64627. import { Animation } from "babylonjs/Animations/animation";
  64628. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64629. import "babylonjs/Shaders/standard.fragment";
  64630. /**
  64631. * Standard rendering pipeline
  64632. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  64633. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  64634. */
  64635. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64636. /**
  64637. * Public members
  64638. */
  64639. /**
  64640. * Post-process which contains the original scene color before the pipeline applies all the effects
  64641. */
  64642. originalPostProcess: Nullable<PostProcess>;
  64643. /**
  64644. * Post-process used to down scale an image x4
  64645. */
  64646. downSampleX4PostProcess: Nullable<PostProcess>;
  64647. /**
  64648. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  64649. */
  64650. brightPassPostProcess: Nullable<PostProcess>;
  64651. /**
  64652. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  64653. */
  64654. blurHPostProcesses: PostProcess[];
  64655. /**
  64656. * Post-process array storing all the vertical blur post-processes used by the pipeline
  64657. */
  64658. blurVPostProcesses: PostProcess[];
  64659. /**
  64660. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  64661. */
  64662. textureAdderPostProcess: Nullable<PostProcess>;
  64663. /**
  64664. * Post-process used to create volumetric lighting effect
  64665. */
  64666. volumetricLightPostProcess: Nullable<PostProcess>;
  64667. /**
  64668. * Post-process used to smooth the previous volumetric light post-process on the X axis
  64669. */
  64670. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  64671. /**
  64672. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  64673. */
  64674. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  64675. /**
  64676. * Post-process used to merge the volumetric light effect and the real scene color
  64677. */
  64678. volumetricLightMergePostProces: Nullable<PostProcess>;
  64679. /**
  64680. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  64681. */
  64682. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  64683. /**
  64684. * Base post-process used to calculate the average luminance of the final image for HDR
  64685. */
  64686. luminancePostProcess: Nullable<PostProcess>;
  64687. /**
  64688. * Post-processes used to create down sample post-processes in order to get
  64689. * the average luminance of the final image for HDR
  64690. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  64691. */
  64692. luminanceDownSamplePostProcesses: PostProcess[];
  64693. /**
  64694. * Post-process used to create a HDR effect (light adaptation)
  64695. */
  64696. hdrPostProcess: Nullable<PostProcess>;
  64697. /**
  64698. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  64699. */
  64700. textureAdderFinalPostProcess: Nullable<PostProcess>;
  64701. /**
  64702. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  64703. */
  64704. lensFlareFinalPostProcess: Nullable<PostProcess>;
  64705. /**
  64706. * Post-process used to merge the final HDR post-process and the real scene color
  64707. */
  64708. hdrFinalPostProcess: Nullable<PostProcess>;
  64709. /**
  64710. * Post-process used to create a lens flare effect
  64711. */
  64712. lensFlarePostProcess: Nullable<PostProcess>;
  64713. /**
  64714. * Post-process that merges the result of the lens flare post-process and the real scene color
  64715. */
  64716. lensFlareComposePostProcess: Nullable<PostProcess>;
  64717. /**
  64718. * Post-process used to create a motion blur effect
  64719. */
  64720. motionBlurPostProcess: Nullable<PostProcess>;
  64721. /**
  64722. * Post-process used to create a depth of field effect
  64723. */
  64724. depthOfFieldPostProcess: Nullable<PostProcess>;
  64725. /**
  64726. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64727. */
  64728. fxaaPostProcess: Nullable<FxaaPostProcess>;
  64729. /**
  64730. * Represents the brightness threshold in order to configure the illuminated surfaces
  64731. */
  64732. brightThreshold: number;
  64733. /**
  64734. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  64735. */
  64736. blurWidth: number;
  64737. /**
  64738. * Sets if the blur for highlighted surfaces must be only horizontal
  64739. */
  64740. horizontalBlur: boolean;
  64741. /**
  64742. * Gets the overall exposure used by the pipeline
  64743. */
  64744. /**
  64745. * Sets the overall exposure used by the pipeline
  64746. */
  64747. exposure: number;
  64748. /**
  64749. * Texture used typically to simulate "dirty" on camera lens
  64750. */
  64751. lensTexture: Nullable<Texture>;
  64752. /**
  64753. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  64754. */
  64755. volumetricLightCoefficient: number;
  64756. /**
  64757. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  64758. */
  64759. volumetricLightPower: number;
  64760. /**
  64761. * Used the set the blur intensity to smooth the volumetric lights
  64762. */
  64763. volumetricLightBlurScale: number;
  64764. /**
  64765. * Light (spot or directional) used to generate the volumetric lights rays
  64766. * The source light must have a shadow generate so the pipeline can get its
  64767. * depth map
  64768. */
  64769. sourceLight: Nullable<SpotLight | DirectionalLight>;
  64770. /**
  64771. * For eye adaptation, represents the minimum luminance the eye can see
  64772. */
  64773. hdrMinimumLuminance: number;
  64774. /**
  64775. * For eye adaptation, represents the decrease luminance speed
  64776. */
  64777. hdrDecreaseRate: number;
  64778. /**
  64779. * For eye adaptation, represents the increase luminance speed
  64780. */
  64781. hdrIncreaseRate: number;
  64782. /**
  64783. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  64784. */
  64785. /**
  64786. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  64787. */
  64788. hdrAutoExposure: boolean;
  64789. /**
  64790. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  64791. */
  64792. lensColorTexture: Nullable<Texture>;
  64793. /**
  64794. * The overall strengh for the lens flare effect
  64795. */
  64796. lensFlareStrength: number;
  64797. /**
  64798. * Dispersion coefficient for lens flare ghosts
  64799. */
  64800. lensFlareGhostDispersal: number;
  64801. /**
  64802. * Main lens flare halo width
  64803. */
  64804. lensFlareHaloWidth: number;
  64805. /**
  64806. * Based on the lens distortion effect, defines how much the lens flare result
  64807. * is distorted
  64808. */
  64809. lensFlareDistortionStrength: number;
  64810. /**
  64811. * Configures the blur intensity used for for lens flare (halo)
  64812. */
  64813. lensFlareBlurWidth: number;
  64814. /**
  64815. * Lens star texture must be used to simulate rays on the flares and is available
  64816. * in the documentation
  64817. */
  64818. lensStarTexture: Nullable<Texture>;
  64819. /**
  64820. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  64821. * flare effect by taking account of the dirt texture
  64822. */
  64823. lensFlareDirtTexture: Nullable<Texture>;
  64824. /**
  64825. * Represents the focal length for the depth of field effect
  64826. */
  64827. depthOfFieldDistance: number;
  64828. /**
  64829. * Represents the blur intensity for the blurred part of the depth of field effect
  64830. */
  64831. depthOfFieldBlurWidth: number;
  64832. /**
  64833. * Gets how much the image is blurred by the movement while using the motion blur post-process
  64834. */
  64835. /**
  64836. * Sets how much the image is blurred by the movement while using the motion blur post-process
  64837. */
  64838. motionStrength: number;
  64839. /**
  64840. * Gets wether or not the motion blur post-process is object based or screen based.
  64841. */
  64842. /**
  64843. * Sets wether or not the motion blur post-process should be object based or screen based
  64844. */
  64845. objectBasedMotionBlur: boolean;
  64846. /**
  64847. * List of animations for the pipeline (IAnimatable implementation)
  64848. */
  64849. animations: Animation[];
  64850. /**
  64851. * Private members
  64852. */
  64853. private _scene;
  64854. private _currentDepthOfFieldSource;
  64855. private _basePostProcess;
  64856. private _fixedExposure;
  64857. private _currentExposure;
  64858. private _hdrAutoExposure;
  64859. private _hdrCurrentLuminance;
  64860. private _motionStrength;
  64861. private _isObjectBasedMotionBlur;
  64862. private _floatTextureType;
  64863. private _camerasToBeAttached;
  64864. private _ratio;
  64865. private _bloomEnabled;
  64866. private _depthOfFieldEnabled;
  64867. private _vlsEnabled;
  64868. private _lensFlareEnabled;
  64869. private _hdrEnabled;
  64870. private _motionBlurEnabled;
  64871. private _fxaaEnabled;
  64872. private _motionBlurSamples;
  64873. private _volumetricLightStepsCount;
  64874. private _samples;
  64875. /**
  64876. * @ignore
  64877. * Specifies if the bloom pipeline is enabled
  64878. */
  64879. BloomEnabled: boolean;
  64880. /**
  64881. * @ignore
  64882. * Specifies if the depth of field pipeline is enabed
  64883. */
  64884. DepthOfFieldEnabled: boolean;
  64885. /**
  64886. * @ignore
  64887. * Specifies if the lens flare pipeline is enabed
  64888. */
  64889. LensFlareEnabled: boolean;
  64890. /**
  64891. * @ignore
  64892. * Specifies if the HDR pipeline is enabled
  64893. */
  64894. HDREnabled: boolean;
  64895. /**
  64896. * @ignore
  64897. * Specifies if the volumetric lights scattering effect is enabled
  64898. */
  64899. VLSEnabled: boolean;
  64900. /**
  64901. * @ignore
  64902. * Specifies if the motion blur effect is enabled
  64903. */
  64904. MotionBlurEnabled: boolean;
  64905. /**
  64906. * Specifies if anti-aliasing is enabled
  64907. */
  64908. fxaaEnabled: boolean;
  64909. /**
  64910. * Specifies the number of steps used to calculate the volumetric lights
  64911. * Typically in interval [50, 200]
  64912. */
  64913. volumetricLightStepsCount: number;
  64914. /**
  64915. * Specifies the number of samples used for the motion blur effect
  64916. * Typically in interval [16, 64]
  64917. */
  64918. motionBlurSamples: number;
  64919. /**
  64920. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64921. */
  64922. samples: number;
  64923. /**
  64924. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  64925. * @constructor
  64926. * @param name The rendering pipeline name
  64927. * @param scene The scene linked to this pipeline
  64928. * @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)
  64929. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  64930. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64931. */
  64932. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  64933. private _buildPipeline;
  64934. private _createDownSampleX4PostProcess;
  64935. private _createBrightPassPostProcess;
  64936. private _createBlurPostProcesses;
  64937. private _createTextureAdderPostProcess;
  64938. private _createVolumetricLightPostProcess;
  64939. private _createLuminancePostProcesses;
  64940. private _createHdrPostProcess;
  64941. private _createLensFlarePostProcess;
  64942. private _createDepthOfFieldPostProcess;
  64943. private _createMotionBlurPostProcess;
  64944. private _getDepthTexture;
  64945. private _disposePostProcesses;
  64946. /**
  64947. * Dispose of the pipeline and stop all post processes
  64948. */
  64949. dispose(): void;
  64950. /**
  64951. * Serialize the rendering pipeline (Used when exporting)
  64952. * @returns the serialized object
  64953. */
  64954. serialize(): any;
  64955. /**
  64956. * Parse the serialized pipeline
  64957. * @param source Source pipeline.
  64958. * @param scene The scene to load the pipeline to.
  64959. * @param rootUrl The URL of the serialized pipeline.
  64960. * @returns An instantiated pipeline from the serialized object.
  64961. */
  64962. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  64963. /**
  64964. * Luminance steps
  64965. */
  64966. static LuminanceSteps: number;
  64967. }
  64968. }
  64969. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  64970. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  64971. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  64972. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  64973. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  64974. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  64975. }
  64976. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  64977. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  64978. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  64979. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64980. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64981. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64982. }
  64983. declare module "babylonjs/Shaders/tonemap.fragment" {
  64984. /** @hidden */
  64985. export var tonemapPixelShader: {
  64986. name: string;
  64987. shader: string;
  64988. };
  64989. }
  64990. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  64991. import { Camera } from "babylonjs/Cameras/camera";
  64992. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  64993. import "babylonjs/Shaders/tonemap.fragment";
  64994. import { Engine } from "babylonjs/Engines/engine";
  64995. /** Defines operator used for tonemapping */
  64996. export enum TonemappingOperator {
  64997. /** Hable */
  64998. Hable = 0,
  64999. /** Reinhard */
  65000. Reinhard = 1,
  65001. /** HejiDawson */
  65002. HejiDawson = 2,
  65003. /** Photographic */
  65004. Photographic = 3
  65005. }
  65006. /**
  65007. * Defines a post process to apply tone mapping
  65008. */
  65009. export class TonemapPostProcess extends PostProcess {
  65010. private _operator;
  65011. /** Defines the required exposure adjustement */
  65012. exposureAdjustment: number;
  65013. /**
  65014. * Creates a new TonemapPostProcess
  65015. * @param name defines the name of the postprocess
  65016. * @param _operator defines the operator to use
  65017. * @param exposureAdjustment defines the required exposure adjustement
  65018. * @param camera defines the camera to use (can be null)
  65019. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65020. * @param engine defines the hosting engine (can be ignore if camera is set)
  65021. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65022. */
  65023. constructor(name: string, _operator: TonemappingOperator,
  65024. /** Defines the required exposure adjustement */
  65025. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65026. }
  65027. }
  65028. declare module "babylonjs/Shaders/depth.vertex" {
  65029. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65030. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65031. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65032. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65033. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65034. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65035. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65036. /** @hidden */
  65037. export var depthVertexShader: {
  65038. name: string;
  65039. shader: string;
  65040. };
  65041. }
  65042. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  65043. /** @hidden */
  65044. export var volumetricLightScatteringPixelShader: {
  65045. name: string;
  65046. shader: string;
  65047. };
  65048. }
  65049. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  65050. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65051. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65052. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65053. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65054. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65055. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65056. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65057. /** @hidden */
  65058. export var volumetricLightScatteringPassVertexShader: {
  65059. name: string;
  65060. shader: string;
  65061. };
  65062. }
  65063. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  65064. /** @hidden */
  65065. export var volumetricLightScatteringPassPixelShader: {
  65066. name: string;
  65067. shader: string;
  65068. };
  65069. }
  65070. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  65071. import { Vector3 } from "babylonjs/Maths/math.vector";
  65072. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65073. import { Mesh } from "babylonjs/Meshes/mesh";
  65074. import { Camera } from "babylonjs/Cameras/camera";
  65075. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65076. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65077. import { Scene } from "babylonjs/scene";
  65078. import "babylonjs/Meshes/Builders/planeBuilder";
  65079. import "babylonjs/Shaders/depth.vertex";
  65080. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  65081. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  65082. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  65083. import { Engine } from "babylonjs/Engines/engine";
  65084. /**
  65085. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  65086. */
  65087. export class VolumetricLightScatteringPostProcess extends PostProcess {
  65088. private _volumetricLightScatteringPass;
  65089. private _volumetricLightScatteringRTT;
  65090. private _viewPort;
  65091. private _screenCoordinates;
  65092. private _cachedDefines;
  65093. /**
  65094. * If not undefined, the mesh position is computed from the attached node position
  65095. */
  65096. attachedNode: {
  65097. position: Vector3;
  65098. };
  65099. /**
  65100. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  65101. */
  65102. customMeshPosition: Vector3;
  65103. /**
  65104. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  65105. */
  65106. useCustomMeshPosition: boolean;
  65107. /**
  65108. * If the post-process should inverse the light scattering direction
  65109. */
  65110. invert: boolean;
  65111. /**
  65112. * The internal mesh used by the post-process
  65113. */
  65114. mesh: Mesh;
  65115. /**
  65116. * @hidden
  65117. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  65118. */
  65119. useDiffuseColor: boolean;
  65120. /**
  65121. * Array containing the excluded meshes not rendered in the internal pass
  65122. */
  65123. excludedMeshes: AbstractMesh[];
  65124. /**
  65125. * Controls the overall intensity of the post-process
  65126. */
  65127. exposure: number;
  65128. /**
  65129. * Dissipates each sample's contribution in range [0, 1]
  65130. */
  65131. decay: number;
  65132. /**
  65133. * Controls the overall intensity of each sample
  65134. */
  65135. weight: number;
  65136. /**
  65137. * Controls the density of each sample
  65138. */
  65139. density: number;
  65140. /**
  65141. * @constructor
  65142. * @param name The post-process name
  65143. * @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)
  65144. * @param camera The camera that the post-process will be attached to
  65145. * @param mesh The mesh used to create the light scattering
  65146. * @param samples The post-process quality, default 100
  65147. * @param samplingModeThe post-process filtering mode
  65148. * @param engine The babylon engine
  65149. * @param reusable If the post-process is reusable
  65150. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  65151. */
  65152. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  65153. /**
  65154. * Returns the string "VolumetricLightScatteringPostProcess"
  65155. * @returns "VolumetricLightScatteringPostProcess"
  65156. */
  65157. getClassName(): string;
  65158. private _isReady;
  65159. /**
  65160. * Sets the new light position for light scattering effect
  65161. * @param position The new custom light position
  65162. */
  65163. setCustomMeshPosition(position: Vector3): void;
  65164. /**
  65165. * Returns the light position for light scattering effect
  65166. * @return Vector3 The custom light position
  65167. */
  65168. getCustomMeshPosition(): Vector3;
  65169. /**
  65170. * Disposes the internal assets and detaches the post-process from the camera
  65171. */
  65172. dispose(camera: Camera): void;
  65173. /**
  65174. * Returns the render target texture used by the post-process
  65175. * @return the render target texture used by the post-process
  65176. */
  65177. getPass(): RenderTargetTexture;
  65178. private _meshExcluded;
  65179. private _createPass;
  65180. private _updateMeshScreenCoordinates;
  65181. /**
  65182. * Creates a default mesh for the Volumeric Light Scattering post-process
  65183. * @param name The mesh name
  65184. * @param scene The scene where to create the mesh
  65185. * @return the default mesh
  65186. */
  65187. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  65188. }
  65189. }
  65190. declare module "babylonjs/PostProcesses/index" {
  65191. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  65192. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  65193. export * from "babylonjs/PostProcesses/bloomEffect";
  65194. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  65195. export * from "babylonjs/PostProcesses/blurPostProcess";
  65196. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  65197. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  65198. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  65199. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  65200. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  65201. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  65202. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  65203. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  65204. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  65205. export * from "babylonjs/PostProcesses/filterPostProcess";
  65206. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  65207. export * from "babylonjs/PostProcesses/grainPostProcess";
  65208. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  65209. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  65210. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  65211. export * from "babylonjs/PostProcesses/passPostProcess";
  65212. export * from "babylonjs/PostProcesses/postProcess";
  65213. export * from "babylonjs/PostProcesses/postProcessManager";
  65214. export * from "babylonjs/PostProcesses/refractionPostProcess";
  65215. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  65216. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  65217. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  65218. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  65219. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  65220. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  65221. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  65222. }
  65223. declare module "babylonjs/Probes/index" {
  65224. export * from "babylonjs/Probes/reflectionProbe";
  65225. }
  65226. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  65227. import { Scene } from "babylonjs/scene";
  65228. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65229. import { SmartArray } from "babylonjs/Misc/smartArray";
  65230. import { ISceneComponent } from "babylonjs/sceneComponent";
  65231. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  65232. import "babylonjs/Meshes/Builders/boxBuilder";
  65233. import "babylonjs/Shaders/color.fragment";
  65234. import "babylonjs/Shaders/color.vertex";
  65235. import { Color3 } from "babylonjs/Maths/math.color";
  65236. module "babylonjs/scene" {
  65237. interface Scene {
  65238. /** @hidden (Backing field) */
  65239. _boundingBoxRenderer: BoundingBoxRenderer;
  65240. /** @hidden (Backing field) */
  65241. _forceShowBoundingBoxes: boolean;
  65242. /**
  65243. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  65244. */
  65245. forceShowBoundingBoxes: boolean;
  65246. /**
  65247. * Gets the bounding box renderer associated with the scene
  65248. * @returns a BoundingBoxRenderer
  65249. */
  65250. getBoundingBoxRenderer(): BoundingBoxRenderer;
  65251. }
  65252. }
  65253. module "babylonjs/Meshes/abstractMesh" {
  65254. interface AbstractMesh {
  65255. /** @hidden (Backing field) */
  65256. _showBoundingBox: boolean;
  65257. /**
  65258. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  65259. */
  65260. showBoundingBox: boolean;
  65261. }
  65262. }
  65263. /**
  65264. * Component responsible of rendering the bounding box of the meshes in a scene.
  65265. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  65266. */
  65267. export class BoundingBoxRenderer implements ISceneComponent {
  65268. /**
  65269. * The component name helpfull to identify the component in the list of scene components.
  65270. */
  65271. readonly name: string;
  65272. /**
  65273. * The scene the component belongs to.
  65274. */
  65275. scene: Scene;
  65276. /**
  65277. * Color of the bounding box lines placed in front of an object
  65278. */
  65279. frontColor: Color3;
  65280. /**
  65281. * Color of the bounding box lines placed behind an object
  65282. */
  65283. backColor: Color3;
  65284. /**
  65285. * Defines if the renderer should show the back lines or not
  65286. */
  65287. showBackLines: boolean;
  65288. /**
  65289. * @hidden
  65290. */
  65291. renderList: SmartArray<BoundingBox>;
  65292. private _colorShader;
  65293. private _vertexBuffers;
  65294. private _indexBuffer;
  65295. private _fillIndexBuffer;
  65296. private _fillIndexData;
  65297. /**
  65298. * Instantiates a new bounding box renderer in a scene.
  65299. * @param scene the scene the renderer renders in
  65300. */
  65301. constructor(scene: Scene);
  65302. /**
  65303. * Registers the component in a given scene
  65304. */
  65305. register(): void;
  65306. private _evaluateSubMesh;
  65307. private _activeMesh;
  65308. private _prepareRessources;
  65309. private _createIndexBuffer;
  65310. /**
  65311. * Rebuilds the elements related to this component in case of
  65312. * context lost for instance.
  65313. */
  65314. rebuild(): void;
  65315. /**
  65316. * @hidden
  65317. */
  65318. reset(): void;
  65319. /**
  65320. * Render the bounding boxes of a specific rendering group
  65321. * @param renderingGroupId defines the rendering group to render
  65322. */
  65323. render(renderingGroupId: number): void;
  65324. /**
  65325. * In case of occlusion queries, we can render the occlusion bounding box through this method
  65326. * @param mesh Define the mesh to render the occlusion bounding box for
  65327. */
  65328. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  65329. /**
  65330. * Dispose and release the resources attached to this renderer.
  65331. */
  65332. dispose(): void;
  65333. }
  65334. }
  65335. declare module "babylonjs/Shaders/depth.fragment" {
  65336. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65337. /** @hidden */
  65338. export var depthPixelShader: {
  65339. name: string;
  65340. shader: string;
  65341. };
  65342. }
  65343. declare module "babylonjs/Rendering/depthRenderer" {
  65344. import { Nullable } from "babylonjs/types";
  65345. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65346. import { Scene } from "babylonjs/scene";
  65347. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65348. import { Camera } from "babylonjs/Cameras/camera";
  65349. import "babylonjs/Shaders/depth.fragment";
  65350. import "babylonjs/Shaders/depth.vertex";
  65351. /**
  65352. * This represents a depth renderer in Babylon.
  65353. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  65354. */
  65355. export class DepthRenderer {
  65356. private _scene;
  65357. private _depthMap;
  65358. private _effect;
  65359. private readonly _storeNonLinearDepth;
  65360. private readonly _clearColor;
  65361. /** Get if the depth renderer is using packed depth or not */
  65362. readonly isPacked: boolean;
  65363. private _cachedDefines;
  65364. private _camera;
  65365. /**
  65366. * Specifiess that the depth renderer will only be used within
  65367. * the camera it is created for.
  65368. * This can help forcing its rendering during the camera processing.
  65369. */
  65370. useOnlyInActiveCamera: boolean;
  65371. /** @hidden */
  65372. static _SceneComponentInitialization: (scene: Scene) => void;
  65373. /**
  65374. * Instantiates a depth renderer
  65375. * @param scene The scene the renderer belongs to
  65376. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  65377. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  65378. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65379. */
  65380. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  65381. /**
  65382. * Creates the depth rendering effect and checks if the effect is ready.
  65383. * @param subMesh The submesh to be used to render the depth map of
  65384. * @param useInstances If multiple world instances should be used
  65385. * @returns if the depth renderer is ready to render the depth map
  65386. */
  65387. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65388. /**
  65389. * Gets the texture which the depth map will be written to.
  65390. * @returns The depth map texture
  65391. */
  65392. getDepthMap(): RenderTargetTexture;
  65393. /**
  65394. * Disposes of the depth renderer.
  65395. */
  65396. dispose(): void;
  65397. }
  65398. }
  65399. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  65400. import { Nullable } from "babylonjs/types";
  65401. import { Scene } from "babylonjs/scene";
  65402. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  65403. import { Camera } from "babylonjs/Cameras/camera";
  65404. import { ISceneComponent } from "babylonjs/sceneComponent";
  65405. module "babylonjs/scene" {
  65406. interface Scene {
  65407. /** @hidden (Backing field) */
  65408. _depthRenderer: {
  65409. [id: string]: DepthRenderer;
  65410. };
  65411. /**
  65412. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  65413. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  65414. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65415. * @returns the created depth renderer
  65416. */
  65417. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  65418. /**
  65419. * Disables a depth renderer for a given camera
  65420. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  65421. */
  65422. disableDepthRenderer(camera?: Nullable<Camera>): void;
  65423. }
  65424. }
  65425. /**
  65426. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  65427. * in several rendering techniques.
  65428. */
  65429. export class DepthRendererSceneComponent implements ISceneComponent {
  65430. /**
  65431. * The component name helpfull to identify the component in the list of scene components.
  65432. */
  65433. readonly name: string;
  65434. /**
  65435. * The scene the component belongs to.
  65436. */
  65437. scene: Scene;
  65438. /**
  65439. * Creates a new instance of the component for the given scene
  65440. * @param scene Defines the scene to register the component in
  65441. */
  65442. constructor(scene: Scene);
  65443. /**
  65444. * Registers the component in a given scene
  65445. */
  65446. register(): void;
  65447. /**
  65448. * Rebuilds the elements related to this component in case of
  65449. * context lost for instance.
  65450. */
  65451. rebuild(): void;
  65452. /**
  65453. * Disposes the component and the associated ressources
  65454. */
  65455. dispose(): void;
  65456. private _gatherRenderTargets;
  65457. private _gatherActiveCameraRenderTargets;
  65458. }
  65459. }
  65460. declare module "babylonjs/Shaders/outline.fragment" {
  65461. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65462. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  65463. /** @hidden */
  65464. export var outlinePixelShader: {
  65465. name: string;
  65466. shader: string;
  65467. };
  65468. }
  65469. declare module "babylonjs/Shaders/outline.vertex" {
  65470. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65471. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65472. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65473. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65474. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65475. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65476. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65477. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65478. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  65479. /** @hidden */
  65480. export var outlineVertexShader: {
  65481. name: string;
  65482. shader: string;
  65483. };
  65484. }
  65485. declare module "babylonjs/Rendering/outlineRenderer" {
  65486. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65487. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  65488. import { Scene } from "babylonjs/scene";
  65489. import { ISceneComponent } from "babylonjs/sceneComponent";
  65490. import "babylonjs/Shaders/outline.fragment";
  65491. import "babylonjs/Shaders/outline.vertex";
  65492. module "babylonjs/scene" {
  65493. interface Scene {
  65494. /** @hidden */
  65495. _outlineRenderer: OutlineRenderer;
  65496. /**
  65497. * Gets the outline renderer associated with the scene
  65498. * @returns a OutlineRenderer
  65499. */
  65500. getOutlineRenderer(): OutlineRenderer;
  65501. }
  65502. }
  65503. module "babylonjs/Meshes/abstractMesh" {
  65504. interface AbstractMesh {
  65505. /** @hidden (Backing field) */
  65506. _renderOutline: boolean;
  65507. /**
  65508. * Gets or sets a boolean indicating if the outline must be rendered as well
  65509. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  65510. */
  65511. renderOutline: boolean;
  65512. /** @hidden (Backing field) */
  65513. _renderOverlay: boolean;
  65514. /**
  65515. * Gets or sets a boolean indicating if the overlay must be rendered as well
  65516. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  65517. */
  65518. renderOverlay: boolean;
  65519. }
  65520. }
  65521. /**
  65522. * This class is responsible to draw bothe outline/overlay of meshes.
  65523. * It should not be used directly but through the available method on mesh.
  65524. */
  65525. export class OutlineRenderer implements ISceneComponent {
  65526. /**
  65527. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  65528. */
  65529. private static _StencilReference;
  65530. /**
  65531. * The name of the component. Each component must have a unique name.
  65532. */
  65533. name: string;
  65534. /**
  65535. * The scene the component belongs to.
  65536. */
  65537. scene: Scene;
  65538. /**
  65539. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  65540. */
  65541. zOffset: number;
  65542. private _engine;
  65543. private _effect;
  65544. private _cachedDefines;
  65545. private _savedDepthWrite;
  65546. /**
  65547. * Instantiates a new outline renderer. (There could be only one per scene).
  65548. * @param scene Defines the scene it belongs to
  65549. */
  65550. constructor(scene: Scene);
  65551. /**
  65552. * Register the component to one instance of a scene.
  65553. */
  65554. register(): void;
  65555. /**
  65556. * Rebuilds the elements related to this component in case of
  65557. * context lost for instance.
  65558. */
  65559. rebuild(): void;
  65560. /**
  65561. * Disposes the component and the associated ressources.
  65562. */
  65563. dispose(): void;
  65564. /**
  65565. * Renders the outline in the canvas.
  65566. * @param subMesh Defines the sumesh to render
  65567. * @param batch Defines the batch of meshes in case of instances
  65568. * @param useOverlay Defines if the rendering is for the overlay or the outline
  65569. */
  65570. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  65571. /**
  65572. * Returns whether or not the outline renderer is ready for a given submesh.
  65573. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  65574. * @param subMesh Defines the submesh to check readyness for
  65575. * @param useInstances Defines wheter wee are trying to render instances or not
  65576. * @returns true if ready otherwise false
  65577. */
  65578. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65579. private _beforeRenderingMesh;
  65580. private _afterRenderingMesh;
  65581. }
  65582. }
  65583. declare module "babylonjs/Rendering/index" {
  65584. export * from "babylonjs/Rendering/boundingBoxRenderer";
  65585. export * from "babylonjs/Rendering/depthRenderer";
  65586. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  65587. export * from "babylonjs/Rendering/edgesRenderer";
  65588. export * from "babylonjs/Rendering/geometryBufferRenderer";
  65589. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  65590. export * from "babylonjs/Rendering/outlineRenderer";
  65591. export * from "babylonjs/Rendering/renderingGroup";
  65592. export * from "babylonjs/Rendering/renderingManager";
  65593. export * from "babylonjs/Rendering/utilityLayerRenderer";
  65594. }
  65595. declare module "babylonjs/Sprites/spritePackedManager" {
  65596. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  65597. import { Scene } from "babylonjs/scene";
  65598. /**
  65599. * Class used to manage multiple sprites of different sizes on the same spritesheet
  65600. * @see http://doc.babylonjs.com/babylon101/sprites
  65601. */
  65602. export class SpritePackedManager extends SpriteManager {
  65603. /** defines the packed manager's name */
  65604. name: string;
  65605. /**
  65606. * Creates a new sprite manager from a packed sprite sheet
  65607. * @param name defines the manager's name
  65608. * @param imgUrl defines the sprite sheet url
  65609. * @param capacity defines the maximum allowed number of sprites
  65610. * @param scene defines the hosting scene
  65611. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  65612. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  65613. * @param samplingMode defines the smapling mode to use with spritesheet
  65614. * @param fromPacked set to true; do not alter
  65615. */
  65616. constructor(
  65617. /** defines the packed manager's name */
  65618. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  65619. }
  65620. }
  65621. declare module "babylonjs/Sprites/index" {
  65622. export * from "babylonjs/Sprites/sprite";
  65623. export * from "babylonjs/Sprites/spriteManager";
  65624. export * from "babylonjs/Sprites/spritePackedManager";
  65625. export * from "babylonjs/Sprites/spriteSceneComponent";
  65626. }
  65627. declare module "babylonjs/States/index" {
  65628. export * from "babylonjs/States/alphaCullingState";
  65629. export * from "babylonjs/States/depthCullingState";
  65630. export * from "babylonjs/States/stencilState";
  65631. }
  65632. declare module "babylonjs/Misc/assetsManager" {
  65633. import { Scene } from "babylonjs/scene";
  65634. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65635. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  65636. import { Skeleton } from "babylonjs/Bones/skeleton";
  65637. import { Observable } from "babylonjs/Misc/observable";
  65638. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  65639. import { Texture } from "babylonjs/Materials/Textures/texture";
  65640. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  65641. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  65642. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  65643. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  65644. /**
  65645. * Defines the list of states available for a task inside a AssetsManager
  65646. */
  65647. export enum AssetTaskState {
  65648. /**
  65649. * Initialization
  65650. */
  65651. INIT = 0,
  65652. /**
  65653. * Running
  65654. */
  65655. RUNNING = 1,
  65656. /**
  65657. * Done
  65658. */
  65659. DONE = 2,
  65660. /**
  65661. * Error
  65662. */
  65663. ERROR = 3
  65664. }
  65665. /**
  65666. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  65667. */
  65668. export abstract class AbstractAssetTask {
  65669. /**
  65670. * Task name
  65671. */ name: string;
  65672. /**
  65673. * Callback called when the task is successful
  65674. */
  65675. onSuccess: (task: any) => void;
  65676. /**
  65677. * Callback called when the task is not successful
  65678. */
  65679. onError: (task: any, message?: string, exception?: any) => void;
  65680. /**
  65681. * Creates a new AssetsManager
  65682. * @param name defines the name of the task
  65683. */
  65684. constructor(
  65685. /**
  65686. * Task name
  65687. */ name: string);
  65688. private _isCompleted;
  65689. private _taskState;
  65690. private _errorObject;
  65691. /**
  65692. * Get if the task is completed
  65693. */
  65694. readonly isCompleted: boolean;
  65695. /**
  65696. * Gets the current state of the task
  65697. */
  65698. readonly taskState: AssetTaskState;
  65699. /**
  65700. * Gets the current error object (if task is in error)
  65701. */
  65702. readonly errorObject: {
  65703. message?: string;
  65704. exception?: any;
  65705. };
  65706. /**
  65707. * Internal only
  65708. * @hidden
  65709. */
  65710. _setErrorObject(message?: string, exception?: any): void;
  65711. /**
  65712. * Execute the current task
  65713. * @param scene defines the scene where you want your assets to be loaded
  65714. * @param onSuccess is a callback called when the task is successfully executed
  65715. * @param onError is a callback called if an error occurs
  65716. */
  65717. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65718. /**
  65719. * Execute the current task
  65720. * @param scene defines the scene where you want your assets to be loaded
  65721. * @param onSuccess is a callback called when the task is successfully executed
  65722. * @param onError is a callback called if an error occurs
  65723. */
  65724. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65725. /**
  65726. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  65727. * This can be used with failed tasks that have the reason for failure fixed.
  65728. */
  65729. reset(): void;
  65730. private onErrorCallback;
  65731. private onDoneCallback;
  65732. }
  65733. /**
  65734. * Define the interface used by progress events raised during assets loading
  65735. */
  65736. export interface IAssetsProgressEvent {
  65737. /**
  65738. * Defines the number of remaining tasks to process
  65739. */
  65740. remainingCount: number;
  65741. /**
  65742. * Defines the total number of tasks
  65743. */
  65744. totalCount: number;
  65745. /**
  65746. * Defines the task that was just processed
  65747. */
  65748. task: AbstractAssetTask;
  65749. }
  65750. /**
  65751. * Class used to share progress information about assets loading
  65752. */
  65753. export class AssetsProgressEvent implements IAssetsProgressEvent {
  65754. /**
  65755. * Defines the number of remaining tasks to process
  65756. */
  65757. remainingCount: number;
  65758. /**
  65759. * Defines the total number of tasks
  65760. */
  65761. totalCount: number;
  65762. /**
  65763. * Defines the task that was just processed
  65764. */
  65765. task: AbstractAssetTask;
  65766. /**
  65767. * Creates a AssetsProgressEvent
  65768. * @param remainingCount defines the number of remaining tasks to process
  65769. * @param totalCount defines the total number of tasks
  65770. * @param task defines the task that was just processed
  65771. */
  65772. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  65773. }
  65774. /**
  65775. * Define a task used by AssetsManager to load meshes
  65776. */
  65777. export class MeshAssetTask extends AbstractAssetTask {
  65778. /**
  65779. * Defines the name of the task
  65780. */
  65781. name: string;
  65782. /**
  65783. * Defines the list of mesh's names you want to load
  65784. */
  65785. meshesNames: any;
  65786. /**
  65787. * Defines the root url to use as a base to load your meshes and associated resources
  65788. */
  65789. rootUrl: string;
  65790. /**
  65791. * Defines the filename of the scene to load from
  65792. */
  65793. sceneFilename: string;
  65794. /**
  65795. * Gets the list of loaded meshes
  65796. */
  65797. loadedMeshes: Array<AbstractMesh>;
  65798. /**
  65799. * Gets the list of loaded particle systems
  65800. */
  65801. loadedParticleSystems: Array<IParticleSystem>;
  65802. /**
  65803. * Gets the list of loaded skeletons
  65804. */
  65805. loadedSkeletons: Array<Skeleton>;
  65806. /**
  65807. * Gets the list of loaded animation groups
  65808. */
  65809. loadedAnimationGroups: Array<AnimationGroup>;
  65810. /**
  65811. * Callback called when the task is successful
  65812. */
  65813. onSuccess: (task: MeshAssetTask) => void;
  65814. /**
  65815. * Callback called when the task is successful
  65816. */
  65817. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  65818. /**
  65819. * Creates a new MeshAssetTask
  65820. * @param name defines the name of the task
  65821. * @param meshesNames defines the list of mesh's names you want to load
  65822. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  65823. * @param sceneFilename defines the filename of the scene to load from
  65824. */
  65825. constructor(
  65826. /**
  65827. * Defines the name of the task
  65828. */
  65829. name: string,
  65830. /**
  65831. * Defines the list of mesh's names you want to load
  65832. */
  65833. meshesNames: any,
  65834. /**
  65835. * Defines the root url to use as a base to load your meshes and associated resources
  65836. */
  65837. rootUrl: string,
  65838. /**
  65839. * Defines the filename of the scene to load from
  65840. */
  65841. sceneFilename: string);
  65842. /**
  65843. * Execute the current task
  65844. * @param scene defines the scene where you want your assets to be loaded
  65845. * @param onSuccess is a callback called when the task is successfully executed
  65846. * @param onError is a callback called if an error occurs
  65847. */
  65848. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65849. }
  65850. /**
  65851. * Define a task used by AssetsManager to load text content
  65852. */
  65853. export class TextFileAssetTask extends AbstractAssetTask {
  65854. /**
  65855. * Defines the name of the task
  65856. */
  65857. name: string;
  65858. /**
  65859. * Defines the location of the file to load
  65860. */
  65861. url: string;
  65862. /**
  65863. * Gets the loaded text string
  65864. */
  65865. text: string;
  65866. /**
  65867. * Callback called when the task is successful
  65868. */
  65869. onSuccess: (task: TextFileAssetTask) => void;
  65870. /**
  65871. * Callback called when the task is successful
  65872. */
  65873. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  65874. /**
  65875. * Creates a new TextFileAssetTask object
  65876. * @param name defines the name of the task
  65877. * @param url defines the location of the file to load
  65878. */
  65879. constructor(
  65880. /**
  65881. * Defines the name of the task
  65882. */
  65883. name: string,
  65884. /**
  65885. * Defines the location of the file to load
  65886. */
  65887. url: string);
  65888. /**
  65889. * Execute the current task
  65890. * @param scene defines the scene where you want your assets to be loaded
  65891. * @param onSuccess is a callback called when the task is successfully executed
  65892. * @param onError is a callback called if an error occurs
  65893. */
  65894. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65895. }
  65896. /**
  65897. * Define a task used by AssetsManager to load binary data
  65898. */
  65899. export class BinaryFileAssetTask extends AbstractAssetTask {
  65900. /**
  65901. * Defines the name of the task
  65902. */
  65903. name: string;
  65904. /**
  65905. * Defines the location of the file to load
  65906. */
  65907. url: string;
  65908. /**
  65909. * Gets the lodaded data (as an array buffer)
  65910. */
  65911. data: ArrayBuffer;
  65912. /**
  65913. * Callback called when the task is successful
  65914. */
  65915. onSuccess: (task: BinaryFileAssetTask) => void;
  65916. /**
  65917. * Callback called when the task is successful
  65918. */
  65919. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  65920. /**
  65921. * Creates a new BinaryFileAssetTask object
  65922. * @param name defines the name of the new task
  65923. * @param url defines the location of the file to load
  65924. */
  65925. constructor(
  65926. /**
  65927. * Defines the name of the task
  65928. */
  65929. name: string,
  65930. /**
  65931. * Defines the location of the file to load
  65932. */
  65933. url: string);
  65934. /**
  65935. * Execute the current task
  65936. * @param scene defines the scene where you want your assets to be loaded
  65937. * @param onSuccess is a callback called when the task is successfully executed
  65938. * @param onError is a callback called if an error occurs
  65939. */
  65940. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65941. }
  65942. /**
  65943. * Define a task used by AssetsManager to load images
  65944. */
  65945. export class ImageAssetTask extends AbstractAssetTask {
  65946. /**
  65947. * Defines the name of the task
  65948. */
  65949. name: string;
  65950. /**
  65951. * Defines the location of the image to load
  65952. */
  65953. url: string;
  65954. /**
  65955. * Gets the loaded images
  65956. */
  65957. image: HTMLImageElement;
  65958. /**
  65959. * Callback called when the task is successful
  65960. */
  65961. onSuccess: (task: ImageAssetTask) => void;
  65962. /**
  65963. * Callback called when the task is successful
  65964. */
  65965. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  65966. /**
  65967. * Creates a new ImageAssetTask
  65968. * @param name defines the name of the task
  65969. * @param url defines the location of the image to load
  65970. */
  65971. constructor(
  65972. /**
  65973. * Defines the name of the task
  65974. */
  65975. name: string,
  65976. /**
  65977. * Defines the location of the image to load
  65978. */
  65979. url: string);
  65980. /**
  65981. * Execute the current task
  65982. * @param scene defines the scene where you want your assets to be loaded
  65983. * @param onSuccess is a callback called when the task is successfully executed
  65984. * @param onError is a callback called if an error occurs
  65985. */
  65986. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65987. }
  65988. /**
  65989. * Defines the interface used by texture loading tasks
  65990. */
  65991. export interface ITextureAssetTask<TEX extends BaseTexture> {
  65992. /**
  65993. * Gets the loaded texture
  65994. */
  65995. texture: TEX;
  65996. }
  65997. /**
  65998. * Define a task used by AssetsManager to load 2D textures
  65999. */
  66000. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66001. /**
  66002. * Defines the name of the task
  66003. */
  66004. name: string;
  66005. /**
  66006. * Defines the location of the file to load
  66007. */
  66008. url: string;
  66009. /**
  66010. * Defines if mipmap should not be generated (default is false)
  66011. */
  66012. noMipmap?: boolean | undefined;
  66013. /**
  66014. * Defines if texture must be inverted on Y axis (default is false)
  66015. */
  66016. invertY?: boolean | undefined;
  66017. /**
  66018. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66019. */
  66020. samplingMode: number;
  66021. /**
  66022. * Gets the loaded texture
  66023. */
  66024. texture: Texture;
  66025. /**
  66026. * Callback called when the task is successful
  66027. */
  66028. onSuccess: (task: TextureAssetTask) => void;
  66029. /**
  66030. * Callback called when the task is successful
  66031. */
  66032. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66033. /**
  66034. * Creates a new TextureAssetTask object
  66035. * @param name defines the name of the task
  66036. * @param url defines the location of the file to load
  66037. * @param noMipmap defines if mipmap should not be generated (default is false)
  66038. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66039. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66040. */
  66041. constructor(
  66042. /**
  66043. * Defines the name of the task
  66044. */
  66045. name: string,
  66046. /**
  66047. * Defines the location of the file to load
  66048. */
  66049. url: string,
  66050. /**
  66051. * Defines if mipmap should not be generated (default is false)
  66052. */
  66053. noMipmap?: boolean | undefined,
  66054. /**
  66055. * Defines if texture must be inverted on Y axis (default is false)
  66056. */
  66057. invertY?: boolean | undefined,
  66058. /**
  66059. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66060. */
  66061. samplingMode?: number);
  66062. /**
  66063. * Execute the current task
  66064. * @param scene defines the scene where you want your assets to be loaded
  66065. * @param onSuccess is a callback called when the task is successfully executed
  66066. * @param onError is a callback called if an error occurs
  66067. */
  66068. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66069. }
  66070. /**
  66071. * Define a task used by AssetsManager to load cube textures
  66072. */
  66073. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  66074. /**
  66075. * Defines the name of the task
  66076. */
  66077. name: string;
  66078. /**
  66079. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66080. */
  66081. url: string;
  66082. /**
  66083. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66084. */
  66085. extensions?: string[] | undefined;
  66086. /**
  66087. * Defines if mipmaps should not be generated (default is false)
  66088. */
  66089. noMipmap?: boolean | undefined;
  66090. /**
  66091. * Defines the explicit list of files (undefined by default)
  66092. */
  66093. files?: string[] | undefined;
  66094. /**
  66095. * Gets the loaded texture
  66096. */
  66097. texture: CubeTexture;
  66098. /**
  66099. * Callback called when the task is successful
  66100. */
  66101. onSuccess: (task: CubeTextureAssetTask) => void;
  66102. /**
  66103. * Callback called when the task is successful
  66104. */
  66105. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  66106. /**
  66107. * Creates a new CubeTextureAssetTask
  66108. * @param name defines the name of the task
  66109. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66110. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66111. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66112. * @param files defines the explicit list of files (undefined by default)
  66113. */
  66114. constructor(
  66115. /**
  66116. * Defines the name of the task
  66117. */
  66118. name: string,
  66119. /**
  66120. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66121. */
  66122. url: string,
  66123. /**
  66124. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66125. */
  66126. extensions?: string[] | undefined,
  66127. /**
  66128. * Defines if mipmaps should not be generated (default is false)
  66129. */
  66130. noMipmap?: boolean | undefined,
  66131. /**
  66132. * Defines the explicit list of files (undefined by default)
  66133. */
  66134. files?: string[] | undefined);
  66135. /**
  66136. * Execute the current task
  66137. * @param scene defines the scene where you want your assets to be loaded
  66138. * @param onSuccess is a callback called when the task is successfully executed
  66139. * @param onError is a callback called if an error occurs
  66140. */
  66141. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66142. }
  66143. /**
  66144. * Define a task used by AssetsManager to load HDR cube textures
  66145. */
  66146. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  66147. /**
  66148. * Defines the name of the task
  66149. */
  66150. name: string;
  66151. /**
  66152. * Defines the location of the file to load
  66153. */
  66154. url: string;
  66155. /**
  66156. * Defines the desired size (the more it increases the longer the generation will be)
  66157. */
  66158. size: number;
  66159. /**
  66160. * Defines if mipmaps should not be generated (default is false)
  66161. */
  66162. noMipmap: boolean;
  66163. /**
  66164. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66165. */
  66166. generateHarmonics: boolean;
  66167. /**
  66168. * 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)
  66169. */
  66170. gammaSpace: boolean;
  66171. /**
  66172. * Internal Use Only
  66173. */
  66174. reserved: boolean;
  66175. /**
  66176. * Gets the loaded texture
  66177. */
  66178. texture: HDRCubeTexture;
  66179. /**
  66180. * Callback called when the task is successful
  66181. */
  66182. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  66183. /**
  66184. * Callback called when the task is successful
  66185. */
  66186. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  66187. /**
  66188. * Creates a new HDRCubeTextureAssetTask object
  66189. * @param name defines the name of the task
  66190. * @param url defines the location of the file to load
  66191. * @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.
  66192. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66193. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66194. * @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)
  66195. * @param reserved Internal use only
  66196. */
  66197. constructor(
  66198. /**
  66199. * Defines the name of the task
  66200. */
  66201. name: string,
  66202. /**
  66203. * Defines the location of the file to load
  66204. */
  66205. url: string,
  66206. /**
  66207. * Defines the desired size (the more it increases the longer the generation will be)
  66208. */
  66209. size: number,
  66210. /**
  66211. * Defines if mipmaps should not be generated (default is false)
  66212. */
  66213. noMipmap?: boolean,
  66214. /**
  66215. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66216. */
  66217. generateHarmonics?: boolean,
  66218. /**
  66219. * 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)
  66220. */
  66221. gammaSpace?: boolean,
  66222. /**
  66223. * Internal Use Only
  66224. */
  66225. reserved?: boolean);
  66226. /**
  66227. * Execute the current task
  66228. * @param scene defines the scene where you want your assets to be loaded
  66229. * @param onSuccess is a callback called when the task is successfully executed
  66230. * @param onError is a callback called if an error occurs
  66231. */
  66232. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66233. }
  66234. /**
  66235. * Define a task used by AssetsManager to load Equirectangular cube textures
  66236. */
  66237. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  66238. /**
  66239. * Defines the name of the task
  66240. */
  66241. name: string;
  66242. /**
  66243. * Defines the location of the file to load
  66244. */
  66245. url: string;
  66246. /**
  66247. * Defines the desired size (the more it increases the longer the generation will be)
  66248. */
  66249. size: number;
  66250. /**
  66251. * Defines if mipmaps should not be generated (default is false)
  66252. */
  66253. noMipmap: boolean;
  66254. /**
  66255. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66256. * but the standard material would require them in Gamma space) (default is true)
  66257. */
  66258. gammaSpace: boolean;
  66259. /**
  66260. * Gets the loaded texture
  66261. */
  66262. texture: EquiRectangularCubeTexture;
  66263. /**
  66264. * Callback called when the task is successful
  66265. */
  66266. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  66267. /**
  66268. * Callback called when the task is successful
  66269. */
  66270. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  66271. /**
  66272. * Creates a new EquiRectangularCubeTextureAssetTask object
  66273. * @param name defines the name of the task
  66274. * @param url defines the location of the file to load
  66275. * @param size defines the desired size (the more it increases the longer the generation will be)
  66276. * If the size is omitted this implies you are using a preprocessed cubemap.
  66277. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66278. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  66279. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  66280. * (default is true)
  66281. */
  66282. constructor(
  66283. /**
  66284. * Defines the name of the task
  66285. */
  66286. name: string,
  66287. /**
  66288. * Defines the location of the file to load
  66289. */
  66290. url: string,
  66291. /**
  66292. * Defines the desired size (the more it increases the longer the generation will be)
  66293. */
  66294. size: number,
  66295. /**
  66296. * Defines if mipmaps should not be generated (default is false)
  66297. */
  66298. noMipmap?: boolean,
  66299. /**
  66300. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66301. * but the standard material would require them in Gamma space) (default is true)
  66302. */
  66303. gammaSpace?: boolean);
  66304. /**
  66305. * Execute the current task
  66306. * @param scene defines the scene where you want your assets to be loaded
  66307. * @param onSuccess is a callback called when the task is successfully executed
  66308. * @param onError is a callback called if an error occurs
  66309. */
  66310. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66311. }
  66312. /**
  66313. * This class can be used to easily import assets into a scene
  66314. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  66315. */
  66316. export class AssetsManager {
  66317. private _scene;
  66318. private _isLoading;
  66319. protected _tasks: AbstractAssetTask[];
  66320. protected _waitingTasksCount: number;
  66321. protected _totalTasksCount: number;
  66322. /**
  66323. * Callback called when all tasks are processed
  66324. */
  66325. onFinish: (tasks: AbstractAssetTask[]) => void;
  66326. /**
  66327. * Callback called when a task is successful
  66328. */
  66329. onTaskSuccess: (task: AbstractAssetTask) => void;
  66330. /**
  66331. * Callback called when a task had an error
  66332. */
  66333. onTaskError: (task: AbstractAssetTask) => void;
  66334. /**
  66335. * Callback called when a task is done (whatever the result is)
  66336. */
  66337. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  66338. /**
  66339. * Observable called when all tasks are processed
  66340. */
  66341. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  66342. /**
  66343. * Observable called when a task had an error
  66344. */
  66345. onTaskErrorObservable: Observable<AbstractAssetTask>;
  66346. /**
  66347. * Observable called when all tasks were executed
  66348. */
  66349. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  66350. /**
  66351. * Observable called when a task is done (whatever the result is)
  66352. */
  66353. onProgressObservable: Observable<IAssetsProgressEvent>;
  66354. /**
  66355. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  66356. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  66357. */
  66358. useDefaultLoadingScreen: boolean;
  66359. /**
  66360. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  66361. * when all assets have been downloaded.
  66362. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  66363. */
  66364. autoHideLoadingUI: boolean;
  66365. /**
  66366. * Creates a new AssetsManager
  66367. * @param scene defines the scene to work on
  66368. */
  66369. constructor(scene: Scene);
  66370. /**
  66371. * Add a MeshAssetTask to the list of active tasks
  66372. * @param taskName defines the name of the new task
  66373. * @param meshesNames defines the name of meshes to load
  66374. * @param rootUrl defines the root url to use to locate files
  66375. * @param sceneFilename defines the filename of the scene file
  66376. * @returns a new MeshAssetTask object
  66377. */
  66378. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  66379. /**
  66380. * Add a TextFileAssetTask to the list of active tasks
  66381. * @param taskName defines the name of the new task
  66382. * @param url defines the url of the file to load
  66383. * @returns a new TextFileAssetTask object
  66384. */
  66385. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  66386. /**
  66387. * Add a BinaryFileAssetTask to the list of active tasks
  66388. * @param taskName defines the name of the new task
  66389. * @param url defines the url of the file to load
  66390. * @returns a new BinaryFileAssetTask object
  66391. */
  66392. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  66393. /**
  66394. * Add a ImageAssetTask to the list of active tasks
  66395. * @param taskName defines the name of the new task
  66396. * @param url defines the url of the file to load
  66397. * @returns a new ImageAssetTask object
  66398. */
  66399. addImageTask(taskName: string, url: string): ImageAssetTask;
  66400. /**
  66401. * Add a TextureAssetTask to the list of active tasks
  66402. * @param taskName defines the name of the new task
  66403. * @param url defines the url of the file to load
  66404. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66405. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  66406. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  66407. * @returns a new TextureAssetTask object
  66408. */
  66409. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  66410. /**
  66411. * Add a CubeTextureAssetTask to the list of active tasks
  66412. * @param taskName defines the name of the new task
  66413. * @param url defines the url of the file to load
  66414. * @param extensions defines the extension to use to load the cube map (can be null)
  66415. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66416. * @param files defines the list of files to load (can be null)
  66417. * @returns a new CubeTextureAssetTask object
  66418. */
  66419. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  66420. /**
  66421. *
  66422. * Add a HDRCubeTextureAssetTask to the list of active tasks
  66423. * @param taskName defines the name of the new task
  66424. * @param url defines the url of the file to load
  66425. * @param size defines the size you want for the cubemap (can be null)
  66426. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66427. * @param generateHarmonics defines if you want to automatically generate (true by default)
  66428. * @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)
  66429. * @param reserved Internal use only
  66430. * @returns a new HDRCubeTextureAssetTask object
  66431. */
  66432. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  66433. /**
  66434. *
  66435. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  66436. * @param taskName defines the name of the new task
  66437. * @param url defines the url of the file to load
  66438. * @param size defines the size you want for the cubemap (can be null)
  66439. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66440. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  66441. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  66442. * @returns a new EquiRectangularCubeTextureAssetTask object
  66443. */
  66444. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  66445. /**
  66446. * Remove a task from the assets manager.
  66447. * @param task the task to remove
  66448. */
  66449. removeTask(task: AbstractAssetTask): void;
  66450. private _decreaseWaitingTasksCount;
  66451. private _runTask;
  66452. /**
  66453. * Reset the AssetsManager and remove all tasks
  66454. * @return the current instance of the AssetsManager
  66455. */
  66456. reset(): AssetsManager;
  66457. /**
  66458. * Start the loading process
  66459. * @return the current instance of the AssetsManager
  66460. */
  66461. load(): AssetsManager;
  66462. /**
  66463. * Start the loading process as an async operation
  66464. * @return a promise returning the list of failed tasks
  66465. */
  66466. loadAsync(): Promise<void>;
  66467. }
  66468. }
  66469. declare module "babylonjs/Misc/deferred" {
  66470. /**
  66471. * Wrapper class for promise with external resolve and reject.
  66472. */
  66473. export class Deferred<T> {
  66474. /**
  66475. * The promise associated with this deferred object.
  66476. */
  66477. readonly promise: Promise<T>;
  66478. private _resolve;
  66479. private _reject;
  66480. /**
  66481. * The resolve method of the promise associated with this deferred object.
  66482. */
  66483. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  66484. /**
  66485. * The reject method of the promise associated with this deferred object.
  66486. */
  66487. readonly reject: (reason?: any) => void;
  66488. /**
  66489. * Constructor for this deferred object.
  66490. */
  66491. constructor();
  66492. }
  66493. }
  66494. declare module "babylonjs/Misc/meshExploder" {
  66495. import { Mesh } from "babylonjs/Meshes/mesh";
  66496. /**
  66497. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  66498. */
  66499. export class MeshExploder {
  66500. private _centerMesh;
  66501. private _meshes;
  66502. private _meshesOrigins;
  66503. private _toCenterVectors;
  66504. private _scaledDirection;
  66505. private _newPosition;
  66506. private _centerPosition;
  66507. /**
  66508. * Explodes meshes from a center mesh.
  66509. * @param meshes The meshes to explode.
  66510. * @param centerMesh The mesh to be center of explosion.
  66511. */
  66512. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  66513. private _setCenterMesh;
  66514. /**
  66515. * Get class name
  66516. * @returns "MeshExploder"
  66517. */
  66518. getClassName(): string;
  66519. /**
  66520. * "Exploded meshes"
  66521. * @returns Array of meshes with the centerMesh at index 0.
  66522. */
  66523. getMeshes(): Array<Mesh>;
  66524. /**
  66525. * Explodes meshes giving a specific direction
  66526. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  66527. */
  66528. explode(direction?: number): void;
  66529. }
  66530. }
  66531. declare module "babylonjs/Misc/filesInput" {
  66532. import { Engine } from "babylonjs/Engines/engine";
  66533. import { Scene } from "babylonjs/scene";
  66534. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  66535. /**
  66536. * Class used to help managing file picking and drag'n'drop
  66537. */
  66538. export class FilesInput {
  66539. /**
  66540. * List of files ready to be loaded
  66541. */
  66542. static readonly FilesToLoad: {
  66543. [key: string]: File;
  66544. };
  66545. /**
  66546. * Callback called when a file is processed
  66547. */
  66548. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  66549. private _engine;
  66550. private _currentScene;
  66551. private _sceneLoadedCallback;
  66552. private _progressCallback;
  66553. private _additionalRenderLoopLogicCallback;
  66554. private _textureLoadingCallback;
  66555. private _startingProcessingFilesCallback;
  66556. private _onReloadCallback;
  66557. private _errorCallback;
  66558. private _elementToMonitor;
  66559. private _sceneFileToLoad;
  66560. private _filesToLoad;
  66561. /**
  66562. * Creates a new FilesInput
  66563. * @param engine defines the rendering engine
  66564. * @param scene defines the hosting scene
  66565. * @param sceneLoadedCallback callback called when scene is loaded
  66566. * @param progressCallback callback called to track progress
  66567. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  66568. * @param textureLoadingCallback callback called when a texture is loading
  66569. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  66570. * @param onReloadCallback callback called when a reload is requested
  66571. * @param errorCallback callback call if an error occurs
  66572. */
  66573. 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);
  66574. private _dragEnterHandler;
  66575. private _dragOverHandler;
  66576. private _dropHandler;
  66577. /**
  66578. * Calls this function to listen to drag'n'drop events on a specific DOM element
  66579. * @param elementToMonitor defines the DOM element to track
  66580. */
  66581. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  66582. /**
  66583. * Release all associated resources
  66584. */
  66585. dispose(): void;
  66586. private renderFunction;
  66587. private drag;
  66588. private drop;
  66589. private _traverseFolder;
  66590. private _processFiles;
  66591. /**
  66592. * Load files from a drop event
  66593. * @param event defines the drop event to use as source
  66594. */
  66595. loadFiles(event: any): void;
  66596. private _processReload;
  66597. /**
  66598. * Reload the current scene from the loaded files
  66599. */
  66600. reload(): void;
  66601. }
  66602. }
  66603. declare module "babylonjs/Misc/HighDynamicRange/index" {
  66604. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  66605. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  66606. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  66607. }
  66608. declare module "babylonjs/Misc/sceneOptimizer" {
  66609. import { Scene, IDisposable } from "babylonjs/scene";
  66610. import { Observable } from "babylonjs/Misc/observable";
  66611. /**
  66612. * Defines the root class used to create scene optimization to use with SceneOptimizer
  66613. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66614. */
  66615. export class SceneOptimization {
  66616. /**
  66617. * Defines the priority of this optimization (0 by default which means first in the list)
  66618. */
  66619. priority: number;
  66620. /**
  66621. * Gets a string describing the action executed by the current optimization
  66622. * @returns description string
  66623. */
  66624. getDescription(): string;
  66625. /**
  66626. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66627. * @param scene defines the current scene where to apply this optimization
  66628. * @param optimizer defines the current optimizer
  66629. * @returns true if everything that can be done was applied
  66630. */
  66631. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66632. /**
  66633. * Creates the SceneOptimization object
  66634. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66635. * @param desc defines the description associated with the optimization
  66636. */
  66637. constructor(
  66638. /**
  66639. * Defines the priority of this optimization (0 by default which means first in the list)
  66640. */
  66641. priority?: number);
  66642. }
  66643. /**
  66644. * Defines an optimization used to reduce the size of render target textures
  66645. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66646. */
  66647. export class TextureOptimization extends SceneOptimization {
  66648. /**
  66649. * Defines the priority of this optimization (0 by default which means first in the list)
  66650. */
  66651. priority: number;
  66652. /**
  66653. * 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
  66654. */
  66655. maximumSize: number;
  66656. /**
  66657. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66658. */
  66659. step: number;
  66660. /**
  66661. * Gets a string describing the action executed by the current optimization
  66662. * @returns description string
  66663. */
  66664. getDescription(): string;
  66665. /**
  66666. * Creates the TextureOptimization object
  66667. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66668. * @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
  66669. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66670. */
  66671. constructor(
  66672. /**
  66673. * Defines the priority of this optimization (0 by default which means first in the list)
  66674. */
  66675. priority?: number,
  66676. /**
  66677. * 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
  66678. */
  66679. maximumSize?: number,
  66680. /**
  66681. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66682. */
  66683. step?: number);
  66684. /**
  66685. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66686. * @param scene defines the current scene where to apply this optimization
  66687. * @param optimizer defines the current optimizer
  66688. * @returns true if everything that can be done was applied
  66689. */
  66690. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66691. }
  66692. /**
  66693. * Defines an optimization used to increase or decrease the rendering resolution
  66694. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66695. */
  66696. export class HardwareScalingOptimization extends SceneOptimization {
  66697. /**
  66698. * Defines the priority of this optimization (0 by default which means first in the list)
  66699. */
  66700. priority: number;
  66701. /**
  66702. * Defines the maximum scale to use (2 by default)
  66703. */
  66704. maximumScale: number;
  66705. /**
  66706. * Defines the step to use between two passes (0.5 by default)
  66707. */
  66708. step: number;
  66709. private _currentScale;
  66710. private _directionOffset;
  66711. /**
  66712. * Gets a string describing the action executed by the current optimization
  66713. * @return description string
  66714. */
  66715. getDescription(): string;
  66716. /**
  66717. * Creates the HardwareScalingOptimization object
  66718. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66719. * @param maximumScale defines the maximum scale to use (2 by default)
  66720. * @param step defines the step to use between two passes (0.5 by default)
  66721. */
  66722. constructor(
  66723. /**
  66724. * Defines the priority of this optimization (0 by default which means first in the list)
  66725. */
  66726. priority?: number,
  66727. /**
  66728. * Defines the maximum scale to use (2 by default)
  66729. */
  66730. maximumScale?: number,
  66731. /**
  66732. * Defines the step to use between two passes (0.5 by default)
  66733. */
  66734. step?: number);
  66735. /**
  66736. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66737. * @param scene defines the current scene where to apply this optimization
  66738. * @param optimizer defines the current optimizer
  66739. * @returns true if everything that can be done was applied
  66740. */
  66741. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66742. }
  66743. /**
  66744. * Defines an optimization used to remove shadows
  66745. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66746. */
  66747. export class ShadowsOptimization extends SceneOptimization {
  66748. /**
  66749. * Gets a string describing the action executed by the current optimization
  66750. * @return description string
  66751. */
  66752. getDescription(): string;
  66753. /**
  66754. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66755. * @param scene defines the current scene where to apply this optimization
  66756. * @param optimizer defines the current optimizer
  66757. * @returns true if everything that can be done was applied
  66758. */
  66759. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66760. }
  66761. /**
  66762. * Defines an optimization used to turn post-processes off
  66763. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66764. */
  66765. export class PostProcessesOptimization extends SceneOptimization {
  66766. /**
  66767. * Gets a string describing the action executed by the current optimization
  66768. * @return description string
  66769. */
  66770. getDescription(): string;
  66771. /**
  66772. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66773. * @param scene defines the current scene where to apply this optimization
  66774. * @param optimizer defines the current optimizer
  66775. * @returns true if everything that can be done was applied
  66776. */
  66777. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66778. }
  66779. /**
  66780. * Defines an optimization used to turn lens flares off
  66781. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66782. */
  66783. export class LensFlaresOptimization extends SceneOptimization {
  66784. /**
  66785. * Gets a string describing the action executed by the current optimization
  66786. * @return description string
  66787. */
  66788. getDescription(): string;
  66789. /**
  66790. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66791. * @param scene defines the current scene where to apply this optimization
  66792. * @param optimizer defines the current optimizer
  66793. * @returns true if everything that can be done was applied
  66794. */
  66795. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66796. }
  66797. /**
  66798. * Defines an optimization based on user defined callback.
  66799. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66800. */
  66801. export class CustomOptimization extends SceneOptimization {
  66802. /**
  66803. * Callback called to apply the custom optimization.
  66804. */
  66805. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  66806. /**
  66807. * Callback called to get custom description
  66808. */
  66809. onGetDescription: () => string;
  66810. /**
  66811. * Gets a string describing the action executed by the current optimization
  66812. * @returns description string
  66813. */
  66814. getDescription(): string;
  66815. /**
  66816. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66817. * @param scene defines the current scene where to apply this optimization
  66818. * @param optimizer defines the current optimizer
  66819. * @returns true if everything that can be done was applied
  66820. */
  66821. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66822. }
  66823. /**
  66824. * Defines an optimization used to turn particles off
  66825. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66826. */
  66827. export class ParticlesOptimization extends SceneOptimization {
  66828. /**
  66829. * Gets a string describing the action executed by the current optimization
  66830. * @return description string
  66831. */
  66832. getDescription(): string;
  66833. /**
  66834. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66835. * @param scene defines the current scene where to apply this optimization
  66836. * @param optimizer defines the current optimizer
  66837. * @returns true if everything that can be done was applied
  66838. */
  66839. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66840. }
  66841. /**
  66842. * Defines an optimization used to turn render targets off
  66843. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66844. */
  66845. export class RenderTargetsOptimization extends SceneOptimization {
  66846. /**
  66847. * Gets a string describing the action executed by the current optimization
  66848. * @return description string
  66849. */
  66850. getDescription(): string;
  66851. /**
  66852. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66853. * @param scene defines the current scene where to apply this optimization
  66854. * @param optimizer defines the current optimizer
  66855. * @returns true if everything that can be done was applied
  66856. */
  66857. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66858. }
  66859. /**
  66860. * Defines an optimization used to merge meshes with compatible materials
  66861. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66862. */
  66863. export class MergeMeshesOptimization extends SceneOptimization {
  66864. private static _UpdateSelectionTree;
  66865. /**
  66866. * Gets or sets a boolean which defines if optimization octree has to be updated
  66867. */
  66868. /**
  66869. * Gets or sets a boolean which defines if optimization octree has to be updated
  66870. */
  66871. static UpdateSelectionTree: boolean;
  66872. /**
  66873. * Gets a string describing the action executed by the current optimization
  66874. * @return description string
  66875. */
  66876. getDescription(): string;
  66877. private _canBeMerged;
  66878. /**
  66879. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66880. * @param scene defines the current scene where to apply this optimization
  66881. * @param optimizer defines the current optimizer
  66882. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  66883. * @returns true if everything that can be done was applied
  66884. */
  66885. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  66886. }
  66887. /**
  66888. * Defines a list of options used by SceneOptimizer
  66889. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66890. */
  66891. export class SceneOptimizerOptions {
  66892. /**
  66893. * Defines the target frame rate to reach (60 by default)
  66894. */
  66895. targetFrameRate: number;
  66896. /**
  66897. * Defines the interval between two checkes (2000ms by default)
  66898. */
  66899. trackerDuration: number;
  66900. /**
  66901. * Gets the list of optimizations to apply
  66902. */
  66903. optimizations: SceneOptimization[];
  66904. /**
  66905. * Creates a new list of options used by SceneOptimizer
  66906. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  66907. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  66908. */
  66909. constructor(
  66910. /**
  66911. * Defines the target frame rate to reach (60 by default)
  66912. */
  66913. targetFrameRate?: number,
  66914. /**
  66915. * Defines the interval between two checkes (2000ms by default)
  66916. */
  66917. trackerDuration?: number);
  66918. /**
  66919. * Add a new optimization
  66920. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  66921. * @returns the current SceneOptimizerOptions
  66922. */
  66923. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  66924. /**
  66925. * Add a new custom optimization
  66926. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  66927. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  66928. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66929. * @returns the current SceneOptimizerOptions
  66930. */
  66931. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  66932. /**
  66933. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  66934. * @param targetFrameRate defines the target frame rate (60 by default)
  66935. * @returns a SceneOptimizerOptions object
  66936. */
  66937. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  66938. /**
  66939. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  66940. * @param targetFrameRate defines the target frame rate (60 by default)
  66941. * @returns a SceneOptimizerOptions object
  66942. */
  66943. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  66944. /**
  66945. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  66946. * @param targetFrameRate defines the target frame rate (60 by default)
  66947. * @returns a SceneOptimizerOptions object
  66948. */
  66949. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  66950. }
  66951. /**
  66952. * Class used to run optimizations in order to reach a target frame rate
  66953. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66954. */
  66955. export class SceneOptimizer implements IDisposable {
  66956. private _isRunning;
  66957. private _options;
  66958. private _scene;
  66959. private _currentPriorityLevel;
  66960. private _targetFrameRate;
  66961. private _trackerDuration;
  66962. private _currentFrameRate;
  66963. private _sceneDisposeObserver;
  66964. private _improvementMode;
  66965. /**
  66966. * Defines an observable called when the optimizer reaches the target frame rate
  66967. */
  66968. onSuccessObservable: Observable<SceneOptimizer>;
  66969. /**
  66970. * Defines an observable called when the optimizer enables an optimization
  66971. */
  66972. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  66973. /**
  66974. * Defines an observable called when the optimizer is not able to reach the target frame rate
  66975. */
  66976. onFailureObservable: Observable<SceneOptimizer>;
  66977. /**
  66978. * Gets a boolean indicating if the optimizer is in improvement mode
  66979. */
  66980. readonly isInImprovementMode: boolean;
  66981. /**
  66982. * Gets the current priority level (0 at start)
  66983. */
  66984. readonly currentPriorityLevel: number;
  66985. /**
  66986. * Gets the current frame rate checked by the SceneOptimizer
  66987. */
  66988. readonly currentFrameRate: number;
  66989. /**
  66990. * Gets or sets the current target frame rate (60 by default)
  66991. */
  66992. /**
  66993. * Gets or sets the current target frame rate (60 by default)
  66994. */
  66995. targetFrameRate: number;
  66996. /**
  66997. * Gets or sets the current interval between two checks (every 2000ms by default)
  66998. */
  66999. /**
  67000. * Gets or sets the current interval between two checks (every 2000ms by default)
  67001. */
  67002. trackerDuration: number;
  67003. /**
  67004. * Gets the list of active optimizations
  67005. */
  67006. readonly optimizations: SceneOptimization[];
  67007. /**
  67008. * Creates a new SceneOptimizer
  67009. * @param scene defines the scene to work on
  67010. * @param options defines the options to use with the SceneOptimizer
  67011. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67012. * @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)
  67013. */
  67014. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67015. /**
  67016. * Stops the current optimizer
  67017. */
  67018. stop(): void;
  67019. /**
  67020. * Reset the optimizer to initial step (current priority level = 0)
  67021. */
  67022. reset(): void;
  67023. /**
  67024. * Start the optimizer. By default it will try to reach a specific framerate
  67025. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67026. */
  67027. start(): void;
  67028. private _checkCurrentState;
  67029. /**
  67030. * Release all resources
  67031. */
  67032. dispose(): void;
  67033. /**
  67034. * Helper function to create a SceneOptimizer with one single line of code
  67035. * @param scene defines the scene to work on
  67036. * @param options defines the options to use with the SceneOptimizer
  67037. * @param onSuccess defines a callback to call on success
  67038. * @param onFailure defines a callback to call on failure
  67039. * @returns the new SceneOptimizer object
  67040. */
  67041. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67042. }
  67043. }
  67044. declare module "babylonjs/Misc/sceneSerializer" {
  67045. import { Scene } from "babylonjs/scene";
  67046. /**
  67047. * Class used to serialize a scene into a string
  67048. */
  67049. export class SceneSerializer {
  67050. /**
  67051. * Clear cache used by a previous serialization
  67052. */
  67053. static ClearCache(): void;
  67054. /**
  67055. * Serialize a scene into a JSON compatible object
  67056. * @param scene defines the scene to serialize
  67057. * @returns a JSON compatible object
  67058. */
  67059. static Serialize(scene: Scene): any;
  67060. /**
  67061. * Serialize a mesh into a JSON compatible object
  67062. * @param toSerialize defines the mesh to serialize
  67063. * @param withParents defines if parents must be serialized as well
  67064. * @param withChildren defines if children must be serialized as well
  67065. * @returns a JSON compatible object
  67066. */
  67067. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  67068. }
  67069. }
  67070. declare module "babylonjs/Misc/textureTools" {
  67071. import { Texture } from "babylonjs/Materials/Textures/texture";
  67072. /**
  67073. * Class used to host texture specific utilities
  67074. */
  67075. export class TextureTools {
  67076. /**
  67077. * Uses the GPU to create a copy texture rescaled at a given size
  67078. * @param texture Texture to copy from
  67079. * @param width defines the desired width
  67080. * @param height defines the desired height
  67081. * @param useBilinearMode defines if bilinear mode has to be used
  67082. * @return the generated texture
  67083. */
  67084. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  67085. }
  67086. }
  67087. declare module "babylonjs/Misc/videoRecorder" {
  67088. import { Nullable } from "babylonjs/types";
  67089. import { Engine } from "babylonjs/Engines/engine";
  67090. /**
  67091. * This represents the different options available for the video capture.
  67092. */
  67093. export interface VideoRecorderOptions {
  67094. /** Defines the mime type of the video. */
  67095. mimeType: string;
  67096. /** Defines the FPS the video should be recorded at. */
  67097. fps: number;
  67098. /** Defines the chunk size for the recording data. */
  67099. recordChunckSize: number;
  67100. /** The audio tracks to attach to the recording. */
  67101. audioTracks?: MediaStreamTrack[];
  67102. }
  67103. /**
  67104. * This can help with recording videos from BabylonJS.
  67105. * This is based on the available WebRTC functionalities of the browser.
  67106. *
  67107. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  67108. */
  67109. export class VideoRecorder {
  67110. private static readonly _defaultOptions;
  67111. /**
  67112. * Returns whether or not the VideoRecorder is available in your browser.
  67113. * @param engine Defines the Babylon Engine.
  67114. * @returns true if supported otherwise false.
  67115. */
  67116. static IsSupported(engine: Engine): boolean;
  67117. private readonly _options;
  67118. private _canvas;
  67119. private _mediaRecorder;
  67120. private _recordedChunks;
  67121. private _fileName;
  67122. private _resolve;
  67123. private _reject;
  67124. /**
  67125. * True when a recording is already in progress.
  67126. */
  67127. readonly isRecording: boolean;
  67128. /**
  67129. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  67130. * @param engine Defines the BabylonJS Engine you wish to record.
  67131. * @param options Defines options that can be used to customize the capture.
  67132. */
  67133. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  67134. /**
  67135. * Stops the current recording before the default capture timeout passed in the startRecording function.
  67136. */
  67137. stopRecording(): void;
  67138. /**
  67139. * Starts recording the canvas for a max duration specified in parameters.
  67140. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  67141. * If null no automatic download will start and you can rely on the promise to get the data back.
  67142. * @param maxDuration Defines the maximum recording time in seconds.
  67143. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  67144. * @return A promise callback at the end of the recording with the video data in Blob.
  67145. */
  67146. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  67147. /**
  67148. * Releases internal resources used during the recording.
  67149. */
  67150. dispose(): void;
  67151. private _handleDataAvailable;
  67152. private _handleError;
  67153. private _handleStop;
  67154. }
  67155. }
  67156. declare module "babylonjs/Misc/screenshotTools" {
  67157. import { Camera } from "babylonjs/Cameras/camera";
  67158. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  67159. import { Engine } from "babylonjs/Engines/engine";
  67160. /**
  67161. * Class containing a set of static utilities functions for screenshots
  67162. */
  67163. export class ScreenshotTools {
  67164. /**
  67165. * Captures a screenshot of the current rendering
  67166. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67167. * @param engine defines the rendering engine
  67168. * @param camera defines the source camera
  67169. * @param size This parameter can be set to a single number or to an object with the
  67170. * following (optional) properties: precision, width, height. If a single number is passed,
  67171. * it will be used for both width and height. If an object is passed, the screenshot size
  67172. * will be derived from the parameters. The precision property is a multiplier allowing
  67173. * rendering at a higher or lower resolution
  67174. * @param successCallback defines the callback receives a single parameter which contains the
  67175. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67176. * src parameter of an <img> to display it
  67177. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67178. * Check your browser for supported MIME types
  67179. */
  67180. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  67181. /**
  67182. * Captures a screenshot of the current rendering
  67183. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67184. * @param engine defines the rendering engine
  67185. * @param camera defines the source camera
  67186. * @param size This parameter can be set to a single number or to an object with the
  67187. * following (optional) properties: precision, width, height. If a single number is passed,
  67188. * it will be used for both width and height. If an object is passed, the screenshot size
  67189. * will be derived from the parameters. The precision property is a multiplier allowing
  67190. * rendering at a higher or lower resolution
  67191. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67192. * Check your browser for supported MIME types
  67193. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67194. * to the src parameter of an <img> to display it
  67195. */
  67196. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  67197. /**
  67198. * Generates an image screenshot from the specified camera.
  67199. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67200. * @param engine The engine to use for rendering
  67201. * @param camera The camera to use for rendering
  67202. * @param size This parameter can be set to a single number or to an object with the
  67203. * following (optional) properties: precision, width, height. If a single number is passed,
  67204. * it will be used for both width and height. If an object is passed, the screenshot size
  67205. * will be derived from the parameters. The precision property is a multiplier allowing
  67206. * rendering at a higher or lower resolution
  67207. * @param successCallback The callback receives a single parameter which contains the
  67208. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67209. * src parameter of an <img> to display it
  67210. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67211. * Check your browser for supported MIME types
  67212. * @param samples Texture samples (default: 1)
  67213. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67214. * @param fileName A name for for the downloaded file.
  67215. */
  67216. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  67217. /**
  67218. * Generates an image screenshot from the specified camera.
  67219. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67220. * @param engine The engine to use for rendering
  67221. * @param camera The camera to use for rendering
  67222. * @param size This parameter can be set to a single number or to an object with the
  67223. * following (optional) properties: precision, width, height. If a single number is passed,
  67224. * it will be used for both width and height. If an object is passed, the screenshot size
  67225. * will be derived from the parameters. The precision property is a multiplier allowing
  67226. * rendering at a higher or lower resolution
  67227. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67228. * Check your browser for supported MIME types
  67229. * @param samples Texture samples (default: 1)
  67230. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67231. * @param fileName A name for for the downloaded file.
  67232. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67233. * to the src parameter of an <img> to display it
  67234. */
  67235. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  67236. /**
  67237. * Gets height and width for screenshot size
  67238. * @private
  67239. */
  67240. private static _getScreenshotSize;
  67241. }
  67242. }
  67243. declare module "babylonjs/Misc/index" {
  67244. export * from "babylonjs/Misc/andOrNotEvaluator";
  67245. export * from "babylonjs/Misc/assetsManager";
  67246. export * from "babylonjs/Misc/dds";
  67247. export * from "babylonjs/Misc/decorators";
  67248. export * from "babylonjs/Misc/deferred";
  67249. export * from "babylonjs/Misc/environmentTextureTools";
  67250. export * from "babylonjs/Misc/meshExploder";
  67251. export * from "babylonjs/Misc/filesInput";
  67252. export * from "babylonjs/Misc/HighDynamicRange/index";
  67253. export * from "babylonjs/Misc/khronosTextureContainer";
  67254. export * from "babylonjs/Misc/observable";
  67255. export * from "babylonjs/Misc/performanceMonitor";
  67256. export * from "babylonjs/Misc/promise";
  67257. export * from "babylonjs/Misc/sceneOptimizer";
  67258. export * from "babylonjs/Misc/sceneSerializer";
  67259. export * from "babylonjs/Misc/smartArray";
  67260. export * from "babylonjs/Misc/stringDictionary";
  67261. export * from "babylonjs/Misc/tags";
  67262. export * from "babylonjs/Misc/textureTools";
  67263. export * from "babylonjs/Misc/tga";
  67264. export * from "babylonjs/Misc/tools";
  67265. export * from "babylonjs/Misc/videoRecorder";
  67266. export * from "babylonjs/Misc/virtualJoystick";
  67267. export * from "babylonjs/Misc/workerPool";
  67268. export * from "babylonjs/Misc/logger";
  67269. export * from "babylonjs/Misc/typeStore";
  67270. export * from "babylonjs/Misc/filesInputStore";
  67271. export * from "babylonjs/Misc/deepCopier";
  67272. export * from "babylonjs/Misc/pivotTools";
  67273. export * from "babylonjs/Misc/precisionDate";
  67274. export * from "babylonjs/Misc/screenshotTools";
  67275. export * from "babylonjs/Misc/typeStore";
  67276. export * from "babylonjs/Misc/webRequest";
  67277. export * from "babylonjs/Misc/iInspectable";
  67278. export * from "babylonjs/Misc/brdfTextureTools";
  67279. export * from "babylonjs/Misc/rgbdTextureTools";
  67280. export * from "babylonjs/Misc/gradients";
  67281. export * from "babylonjs/Misc/perfCounter";
  67282. export * from "babylonjs/Misc/fileRequest";
  67283. export * from "babylonjs/Misc/customAnimationFrameRequester";
  67284. export * from "babylonjs/Misc/retryStrategy";
  67285. export * from "babylonjs/Misc/interfaces/screenshotSize";
  67286. export * from "babylonjs/Misc/canvasGenerator";
  67287. export * from "babylonjs/Misc/fileTools";
  67288. export * from "babylonjs/Misc/stringTools";
  67289. }
  67290. declare module "babylonjs/index" {
  67291. export * from "babylonjs/abstractScene";
  67292. export * from "babylonjs/Actions/index";
  67293. export * from "babylonjs/Animations/index";
  67294. export * from "babylonjs/assetContainer";
  67295. export * from "babylonjs/Audio/index";
  67296. export * from "babylonjs/Behaviors/index";
  67297. export * from "babylonjs/Bones/index";
  67298. export * from "babylonjs/Cameras/index";
  67299. export * from "babylonjs/Collisions/index";
  67300. export * from "babylonjs/Culling/index";
  67301. export * from "babylonjs/Debug/index";
  67302. export * from "babylonjs/Engines/index";
  67303. export * from "babylonjs/Events/index";
  67304. export * from "babylonjs/Gamepads/index";
  67305. export * from "babylonjs/Gizmos/index";
  67306. export * from "babylonjs/Helpers/index";
  67307. export * from "babylonjs/Instrumentation/index";
  67308. export * from "babylonjs/Layers/index";
  67309. export * from "babylonjs/LensFlares/index";
  67310. export * from "babylonjs/Lights/index";
  67311. export * from "babylonjs/Loading/index";
  67312. export * from "babylonjs/Materials/index";
  67313. export * from "babylonjs/Maths/index";
  67314. export * from "babylonjs/Meshes/index";
  67315. export * from "babylonjs/Morph/index";
  67316. export * from "babylonjs/Navigation/index";
  67317. export * from "babylonjs/node";
  67318. export * from "babylonjs/Offline/index";
  67319. export * from "babylonjs/Particles/index";
  67320. export * from "babylonjs/Physics/index";
  67321. export * from "babylonjs/PostProcesses/index";
  67322. export * from "babylonjs/Probes/index";
  67323. export * from "babylonjs/Rendering/index";
  67324. export * from "babylonjs/scene";
  67325. export * from "babylonjs/sceneComponent";
  67326. export * from "babylonjs/Sprites/index";
  67327. export * from "babylonjs/States/index";
  67328. export * from "babylonjs/Misc/index";
  67329. export * from "babylonjs/types";
  67330. }
  67331. declare module "babylonjs/Animations/pathCursor" {
  67332. import { Vector3 } from "babylonjs/Maths/math.vector";
  67333. import { Path2 } from "babylonjs/Maths/math.path";
  67334. /**
  67335. * A cursor which tracks a point on a path
  67336. */
  67337. export class PathCursor {
  67338. private path;
  67339. /**
  67340. * Stores path cursor callbacks for when an onchange event is triggered
  67341. */
  67342. private _onchange;
  67343. /**
  67344. * The value of the path cursor
  67345. */
  67346. value: number;
  67347. /**
  67348. * The animation array of the path cursor
  67349. */
  67350. animations: Animation[];
  67351. /**
  67352. * Initializes the path cursor
  67353. * @param path The path to track
  67354. */
  67355. constructor(path: Path2);
  67356. /**
  67357. * Gets the cursor point on the path
  67358. * @returns A point on the path cursor at the cursor location
  67359. */
  67360. getPoint(): Vector3;
  67361. /**
  67362. * Moves the cursor ahead by the step amount
  67363. * @param step The amount to move the cursor forward
  67364. * @returns This path cursor
  67365. */
  67366. moveAhead(step?: number): PathCursor;
  67367. /**
  67368. * Moves the cursor behind by the step amount
  67369. * @param step The amount to move the cursor back
  67370. * @returns This path cursor
  67371. */
  67372. moveBack(step?: number): PathCursor;
  67373. /**
  67374. * Moves the cursor by the step amount
  67375. * If the step amount is greater than one, an exception is thrown
  67376. * @param step The amount to move the cursor
  67377. * @returns This path cursor
  67378. */
  67379. move(step: number): PathCursor;
  67380. /**
  67381. * Ensures that the value is limited between zero and one
  67382. * @returns This path cursor
  67383. */
  67384. private ensureLimits;
  67385. /**
  67386. * Runs onchange callbacks on change (used by the animation engine)
  67387. * @returns This path cursor
  67388. */
  67389. private raiseOnChange;
  67390. /**
  67391. * Executes a function on change
  67392. * @param f A path cursor onchange callback
  67393. * @returns This path cursor
  67394. */
  67395. onchange(f: (cursor: PathCursor) => void): PathCursor;
  67396. }
  67397. }
  67398. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  67399. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  67400. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  67401. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  67402. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  67403. }
  67404. declare module "babylonjs/Engines/Processors/Expressions/index" {
  67405. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  67406. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  67407. }
  67408. declare module "babylonjs/Engines/Processors/index" {
  67409. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  67410. export * from "babylonjs/Engines/Processors/Expressions/index";
  67411. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  67412. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  67413. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  67414. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  67415. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  67416. export * from "babylonjs/Engines/Processors/shaderProcessor";
  67417. }
  67418. declare module "babylonjs/Legacy/legacy" {
  67419. import * as Babylon from "babylonjs/index";
  67420. export * from "babylonjs/index";
  67421. }
  67422. declare module "babylonjs/Shaders/blur.fragment" {
  67423. /** @hidden */
  67424. export var blurPixelShader: {
  67425. name: string;
  67426. shader: string;
  67427. };
  67428. }
  67429. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  67430. /** @hidden */
  67431. export var pointCloudVertexDeclaration: {
  67432. name: string;
  67433. shader: string;
  67434. };
  67435. }
  67436. declare module "babylonjs" {
  67437. export * from "babylonjs/Legacy/legacy";
  67438. }
  67439. declare module BABYLON {
  67440. /** Alias type for value that can be null */
  67441. export type Nullable<T> = T | null;
  67442. /**
  67443. * Alias type for number that are floats
  67444. * @ignorenaming
  67445. */
  67446. export type float = number;
  67447. /**
  67448. * Alias type for number that are doubles.
  67449. * @ignorenaming
  67450. */
  67451. export type double = number;
  67452. /**
  67453. * Alias type for number that are integer
  67454. * @ignorenaming
  67455. */
  67456. export type int = number;
  67457. /** Alias type for number array or Float32Array */
  67458. export type FloatArray = number[] | Float32Array;
  67459. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  67460. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  67461. /**
  67462. * Alias for types that can be used by a Buffer or VertexBuffer.
  67463. */
  67464. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  67465. /**
  67466. * Alias type for primitive types
  67467. * @ignorenaming
  67468. */
  67469. type Primitive = undefined | null | boolean | string | number | Function;
  67470. /**
  67471. * Type modifier to make all the properties of an object Readonly
  67472. */
  67473. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  67474. /**
  67475. * Type modifier to make all the properties of an object Readonly recursively
  67476. */
  67477. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  67478. /**
  67479. * Type modifier to make object properties readonly.
  67480. */
  67481. export type DeepImmutableObject<T> = {
  67482. readonly [K in keyof T]: DeepImmutable<T[K]>;
  67483. };
  67484. /** @hidden */
  67485. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  67486. }
  67487. }
  67488. declare module BABYLON {
  67489. /**
  67490. * A class serves as a medium between the observable and its observers
  67491. */
  67492. export class EventState {
  67493. /**
  67494. * Create a new EventState
  67495. * @param mask defines the mask associated with this state
  67496. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67497. * @param target defines the original target of the state
  67498. * @param currentTarget defines the current target of the state
  67499. */
  67500. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  67501. /**
  67502. * Initialize the current event state
  67503. * @param mask defines the mask associated with this state
  67504. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67505. * @param target defines the original target of the state
  67506. * @param currentTarget defines the current target of the state
  67507. * @returns the current event state
  67508. */
  67509. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  67510. /**
  67511. * An Observer can set this property to true to prevent subsequent observers of being notified
  67512. */
  67513. skipNextObservers: boolean;
  67514. /**
  67515. * Get the mask value that were used to trigger the event corresponding to this EventState object
  67516. */
  67517. mask: number;
  67518. /**
  67519. * The object that originally notified the event
  67520. */
  67521. target?: any;
  67522. /**
  67523. * The current object in the bubbling phase
  67524. */
  67525. currentTarget?: any;
  67526. /**
  67527. * This will be populated with the return value of the last function that was executed.
  67528. * If it is the first function in the callback chain it will be the event data.
  67529. */
  67530. lastReturnValue?: any;
  67531. }
  67532. /**
  67533. * Represent an Observer registered to a given Observable object.
  67534. */
  67535. export class Observer<T> {
  67536. /**
  67537. * Defines the callback to call when the observer is notified
  67538. */
  67539. callback: (eventData: T, eventState: EventState) => void;
  67540. /**
  67541. * Defines the mask of the observer (used to filter notifications)
  67542. */
  67543. mask: number;
  67544. /**
  67545. * Defines the current scope used to restore the JS context
  67546. */
  67547. scope: any;
  67548. /** @hidden */
  67549. _willBeUnregistered: boolean;
  67550. /**
  67551. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  67552. */
  67553. unregisterOnNextCall: boolean;
  67554. /**
  67555. * Creates a new observer
  67556. * @param callback defines the callback to call when the observer is notified
  67557. * @param mask defines the mask of the observer (used to filter notifications)
  67558. * @param scope defines the current scope used to restore the JS context
  67559. */
  67560. constructor(
  67561. /**
  67562. * Defines the callback to call when the observer is notified
  67563. */
  67564. callback: (eventData: T, eventState: EventState) => void,
  67565. /**
  67566. * Defines the mask of the observer (used to filter notifications)
  67567. */
  67568. mask: number,
  67569. /**
  67570. * Defines the current scope used to restore the JS context
  67571. */
  67572. scope?: any);
  67573. }
  67574. /**
  67575. * Represent a list of observers registered to multiple Observables object.
  67576. */
  67577. export class MultiObserver<T> {
  67578. private _observers;
  67579. private _observables;
  67580. /**
  67581. * Release associated resources
  67582. */
  67583. dispose(): void;
  67584. /**
  67585. * Raise a callback when one of the observable will notify
  67586. * @param observables defines a list of observables to watch
  67587. * @param callback defines the callback to call on notification
  67588. * @param mask defines the mask used to filter notifications
  67589. * @param scope defines the current scope used to restore the JS context
  67590. * @returns the new MultiObserver
  67591. */
  67592. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  67593. }
  67594. /**
  67595. * The Observable class is a simple implementation of the Observable pattern.
  67596. *
  67597. * 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.
  67598. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  67599. * 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).
  67600. * 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.
  67601. */
  67602. export class Observable<T> {
  67603. private _observers;
  67604. private _eventState;
  67605. private _onObserverAdded;
  67606. /**
  67607. * Gets the list of observers
  67608. */
  67609. readonly observers: Array<Observer<T>>;
  67610. /**
  67611. * Creates a new observable
  67612. * @param onObserverAdded defines a callback to call when a new observer is added
  67613. */
  67614. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  67615. /**
  67616. * Create a new Observer with the specified callback
  67617. * @param callback the callback that will be executed for that Observer
  67618. * @param mask the mask used to filter observers
  67619. * @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.
  67620. * @param scope optional scope for the callback to be called from
  67621. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  67622. * @returns the new observer created for the callback
  67623. */
  67624. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  67625. /**
  67626. * Create a new Observer with the specified callback and unregisters after the next notification
  67627. * @param callback the callback that will be executed for that Observer
  67628. * @returns the new observer created for the callback
  67629. */
  67630. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  67631. /**
  67632. * Remove an Observer from the Observable object
  67633. * @param observer the instance of the Observer to remove
  67634. * @returns false if it doesn't belong to this Observable
  67635. */
  67636. remove(observer: Nullable<Observer<T>>): boolean;
  67637. /**
  67638. * Remove a callback from the Observable object
  67639. * @param callback the callback to remove
  67640. * @param scope optional scope. If used only the callbacks with this scope will be removed
  67641. * @returns false if it doesn't belong to this Observable
  67642. */
  67643. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  67644. private _deferUnregister;
  67645. private _remove;
  67646. /**
  67647. * Moves the observable to the top of the observer list making it get called first when notified
  67648. * @param observer the observer to move
  67649. */
  67650. makeObserverTopPriority(observer: Observer<T>): void;
  67651. /**
  67652. * Moves the observable to the bottom of the observer list making it get called last when notified
  67653. * @param observer the observer to move
  67654. */
  67655. makeObserverBottomPriority(observer: Observer<T>): void;
  67656. /**
  67657. * Notify all Observers by calling their respective callback with the given data
  67658. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  67659. * @param eventData defines the data to send to all observers
  67660. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  67661. * @param target defines the original target of the state
  67662. * @param currentTarget defines the current target of the state
  67663. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  67664. */
  67665. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  67666. /**
  67667. * Calling this will execute each callback, expecting it to be a promise or return a value.
  67668. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  67669. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  67670. * and it is crucial that all callbacks will be executed.
  67671. * The order of the callbacks is kept, callbacks are not executed parallel.
  67672. *
  67673. * @param eventData The data to be sent to each callback
  67674. * @param mask is used to filter observers defaults to -1
  67675. * @param target defines the callback target (see EventState)
  67676. * @param currentTarget defines he current object in the bubbling phase
  67677. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  67678. */
  67679. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  67680. /**
  67681. * Notify a specific observer
  67682. * @param observer defines the observer to notify
  67683. * @param eventData defines the data to be sent to each callback
  67684. * @param mask is used to filter observers defaults to -1
  67685. */
  67686. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  67687. /**
  67688. * Gets a boolean indicating if the observable has at least one observer
  67689. * @returns true is the Observable has at least one Observer registered
  67690. */
  67691. hasObservers(): boolean;
  67692. /**
  67693. * Clear the list of observers
  67694. */
  67695. clear(): void;
  67696. /**
  67697. * Clone the current observable
  67698. * @returns a new observable
  67699. */
  67700. clone(): Observable<T>;
  67701. /**
  67702. * Does this observable handles observer registered with a given mask
  67703. * @param mask defines the mask to be tested
  67704. * @return whether or not one observer registered with the given mask is handeled
  67705. **/
  67706. hasSpecificMask(mask?: number): boolean;
  67707. }
  67708. }
  67709. declare module BABYLON {
  67710. /**
  67711. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  67712. * Babylon.js
  67713. */
  67714. export class DomManagement {
  67715. /**
  67716. * Checks if the window object exists
  67717. * @returns true if the window object exists
  67718. */
  67719. static IsWindowObjectExist(): boolean;
  67720. /**
  67721. * Checks if the navigator object exists
  67722. * @returns true if the navigator object exists
  67723. */
  67724. static IsNavigatorAvailable(): boolean;
  67725. /**
  67726. * Extracts text content from a DOM element hierarchy
  67727. * @param element defines the root element
  67728. * @returns a string
  67729. */
  67730. static GetDOMTextContent(element: HTMLElement): string;
  67731. }
  67732. }
  67733. declare module BABYLON {
  67734. /**
  67735. * Logger used througouht the application to allow configuration of
  67736. * the log level required for the messages.
  67737. */
  67738. export class Logger {
  67739. /**
  67740. * No log
  67741. */
  67742. static readonly NoneLogLevel: number;
  67743. /**
  67744. * Only message logs
  67745. */
  67746. static readonly MessageLogLevel: number;
  67747. /**
  67748. * Only warning logs
  67749. */
  67750. static readonly WarningLogLevel: number;
  67751. /**
  67752. * Only error logs
  67753. */
  67754. static readonly ErrorLogLevel: number;
  67755. /**
  67756. * All logs
  67757. */
  67758. static readonly AllLogLevel: number;
  67759. private static _LogCache;
  67760. /**
  67761. * Gets a value indicating the number of loading errors
  67762. * @ignorenaming
  67763. */
  67764. static errorsCount: number;
  67765. /**
  67766. * Callback called when a new log is added
  67767. */
  67768. static OnNewCacheEntry: (entry: string) => void;
  67769. private static _AddLogEntry;
  67770. private static _FormatMessage;
  67771. private static _LogDisabled;
  67772. private static _LogEnabled;
  67773. private static _WarnDisabled;
  67774. private static _WarnEnabled;
  67775. private static _ErrorDisabled;
  67776. private static _ErrorEnabled;
  67777. /**
  67778. * Log a message to the console
  67779. */
  67780. static Log: (message: string) => void;
  67781. /**
  67782. * Write a warning message to the console
  67783. */
  67784. static Warn: (message: string) => void;
  67785. /**
  67786. * Write an error message to the console
  67787. */
  67788. static Error: (message: string) => void;
  67789. /**
  67790. * Gets current log cache (list of logs)
  67791. */
  67792. static readonly LogCache: string;
  67793. /**
  67794. * Clears the log cache
  67795. */
  67796. static ClearLogCache(): void;
  67797. /**
  67798. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  67799. */
  67800. static LogLevels: number;
  67801. }
  67802. }
  67803. declare module BABYLON {
  67804. /** @hidden */
  67805. export class _TypeStore {
  67806. /** @hidden */
  67807. static RegisteredTypes: {
  67808. [key: string]: Object;
  67809. };
  67810. /** @hidden */
  67811. static GetClass(fqdn: string): any;
  67812. }
  67813. }
  67814. declare module BABYLON {
  67815. /**
  67816. * Class containing a set of static utilities functions for deep copy.
  67817. */
  67818. export class DeepCopier {
  67819. /**
  67820. * Tries to copy an object by duplicating every property
  67821. * @param source defines the source object
  67822. * @param destination defines the target object
  67823. * @param doNotCopyList defines a list of properties to avoid
  67824. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  67825. */
  67826. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  67827. }
  67828. }
  67829. declare module BABYLON {
  67830. /**
  67831. * Class containing a set of static utilities functions for precision date
  67832. */
  67833. export class PrecisionDate {
  67834. /**
  67835. * Gets either window.performance.now() if supported or Date.now() else
  67836. */
  67837. static readonly Now: number;
  67838. }
  67839. }
  67840. declare module BABYLON {
  67841. /** @hidden */
  67842. export class _DevTools {
  67843. static WarnImport(name: string): string;
  67844. }
  67845. }
  67846. declare module BABYLON {
  67847. /**
  67848. * Interface used to define the mechanism to get data from the network
  67849. */
  67850. export interface IWebRequest {
  67851. /**
  67852. * Returns client's response url
  67853. */
  67854. responseURL: string;
  67855. /**
  67856. * Returns client's status
  67857. */
  67858. status: number;
  67859. /**
  67860. * Returns client's status as a text
  67861. */
  67862. statusText: string;
  67863. }
  67864. }
  67865. declare module BABYLON {
  67866. /**
  67867. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  67868. */
  67869. export class WebRequest implements IWebRequest {
  67870. private _xhr;
  67871. /**
  67872. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  67873. * i.e. when loading files, where the server/service expects an Authorization header
  67874. */
  67875. static CustomRequestHeaders: {
  67876. [key: string]: string;
  67877. };
  67878. /**
  67879. * Add callback functions in this array to update all the requests before they get sent to the network
  67880. */
  67881. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  67882. private _injectCustomRequestHeaders;
  67883. /**
  67884. * Gets or sets a function to be called when loading progress changes
  67885. */
  67886. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  67887. /**
  67888. * Returns client's state
  67889. */
  67890. readonly readyState: number;
  67891. /**
  67892. * Returns client's status
  67893. */
  67894. readonly status: number;
  67895. /**
  67896. * Returns client's status as a text
  67897. */
  67898. readonly statusText: string;
  67899. /**
  67900. * Returns client's response
  67901. */
  67902. readonly response: any;
  67903. /**
  67904. * Returns client's response url
  67905. */
  67906. readonly responseURL: string;
  67907. /**
  67908. * Returns client's response as text
  67909. */
  67910. readonly responseText: string;
  67911. /**
  67912. * Gets or sets the expected response type
  67913. */
  67914. responseType: XMLHttpRequestResponseType;
  67915. /** @hidden */
  67916. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  67917. /** @hidden */
  67918. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  67919. /**
  67920. * Cancels any network activity
  67921. */
  67922. abort(): void;
  67923. /**
  67924. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  67925. * @param body defines an optional request body
  67926. */
  67927. send(body?: Document | BodyInit | null): void;
  67928. /**
  67929. * Sets the request method, request URL
  67930. * @param method defines the method to use (GET, POST, etc..)
  67931. * @param url defines the url to connect with
  67932. */
  67933. open(method: string, url: string): void;
  67934. /**
  67935. * Sets the value of a request header.
  67936. * @param name The name of the header whose value is to be set
  67937. * @param value The value to set as the body of the header
  67938. */
  67939. setRequestHeader(name: string, value: string): void;
  67940. /**
  67941. * Get the string containing the text of a particular header's value.
  67942. * @param name The name of the header
  67943. * @returns The string containing the text of the given header name
  67944. */
  67945. getResponseHeader(name: string): Nullable<string>;
  67946. }
  67947. }
  67948. declare module BABYLON {
  67949. /**
  67950. * File request interface
  67951. */
  67952. export interface IFileRequest {
  67953. /**
  67954. * Raised when the request is complete (success or error).
  67955. */
  67956. onCompleteObservable: Observable<IFileRequest>;
  67957. /**
  67958. * Aborts the request for a file.
  67959. */
  67960. abort: () => void;
  67961. }
  67962. }
  67963. declare module BABYLON {
  67964. /**
  67965. * Define options used to create a render target texture
  67966. */
  67967. export class RenderTargetCreationOptions {
  67968. /**
  67969. * Specifies is mipmaps must be generated
  67970. */
  67971. generateMipMaps?: boolean;
  67972. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  67973. generateDepthBuffer?: boolean;
  67974. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  67975. generateStencilBuffer?: boolean;
  67976. /** Defines texture type (int by default) */
  67977. type?: number;
  67978. /** Defines sampling mode (trilinear by default) */
  67979. samplingMode?: number;
  67980. /** Defines format (RGBA by default) */
  67981. format?: number;
  67982. }
  67983. }
  67984. declare module BABYLON {
  67985. /**
  67986. * @hidden
  67987. **/
  67988. export class _TimeToken {
  67989. _startTimeQuery: Nullable<WebGLQuery>;
  67990. _endTimeQuery: Nullable<WebGLQuery>;
  67991. _timeElapsedQuery: Nullable<WebGLQuery>;
  67992. _timeElapsedQueryEnded: boolean;
  67993. }
  67994. }
  67995. declare module BABYLON {
  67996. /** Defines the cross module used constants to avoid circular dependncies */
  67997. export class Constants {
  67998. /** Defines that alpha blending is disabled */
  67999. static readonly ALPHA_DISABLE: number;
  68000. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68001. static readonly ALPHA_ADD: number;
  68002. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68003. static readonly ALPHA_COMBINE: number;
  68004. /** Defines that alpha blending to DEST - SRC * DEST */
  68005. static readonly ALPHA_SUBTRACT: number;
  68006. /** Defines that alpha blending to SRC * DEST */
  68007. static readonly ALPHA_MULTIPLY: number;
  68008. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68009. static readonly ALPHA_MAXIMIZED: number;
  68010. /** Defines that alpha blending to SRC + DEST */
  68011. static readonly ALPHA_ONEONE: number;
  68012. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68013. static readonly ALPHA_PREMULTIPLIED: number;
  68014. /**
  68015. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68016. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68017. */
  68018. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68019. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68020. static readonly ALPHA_INTERPOLATE: number;
  68021. /**
  68022. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68023. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68024. */
  68025. static readonly ALPHA_SCREENMODE: number;
  68026. /**
  68027. * Defines that alpha blending to SRC + DST
  68028. * Alpha will be set to SRC ALPHA + DST ALPHA
  68029. */
  68030. static readonly ALPHA_ONEONE_ONEONE: number;
  68031. /**
  68032. * Defines that alpha blending to SRC * DST ALPHA + DST
  68033. * Alpha will be set to 0
  68034. */
  68035. static readonly ALPHA_ALPHATOCOLOR: number;
  68036. /**
  68037. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  68038. */
  68039. static readonly ALPHA_REVERSEONEMINUS: number;
  68040. /**
  68041. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  68042. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  68043. */
  68044. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  68045. /**
  68046. * Defines that alpha blending to SRC + DST
  68047. * Alpha will be set to SRC ALPHA
  68048. */
  68049. static readonly ALPHA_ONEONE_ONEZERO: number;
  68050. /** Defines that alpha blending equation a SUM */
  68051. static readonly ALPHA_EQUATION_ADD: number;
  68052. /** Defines that alpha blending equation a SUBSTRACTION */
  68053. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  68054. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  68055. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  68056. /** Defines that alpha blending equation a MAX operation */
  68057. static readonly ALPHA_EQUATION_MAX: number;
  68058. /** Defines that alpha blending equation a MIN operation */
  68059. static readonly ALPHA_EQUATION_MIN: number;
  68060. /**
  68061. * Defines that alpha blending equation a DARKEN operation:
  68062. * It takes the min of the src and sums the alpha channels.
  68063. */
  68064. static readonly ALPHA_EQUATION_DARKEN: number;
  68065. /** Defines that the ressource is not delayed*/
  68066. static readonly DELAYLOADSTATE_NONE: number;
  68067. /** Defines that the ressource was successfully delay loaded */
  68068. static readonly DELAYLOADSTATE_LOADED: number;
  68069. /** Defines that the ressource is currently delay loading */
  68070. static readonly DELAYLOADSTATE_LOADING: number;
  68071. /** Defines that the ressource is delayed and has not started loading */
  68072. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68073. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68074. static readonly NEVER: number;
  68075. /** 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 */
  68076. static readonly ALWAYS: number;
  68077. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68078. static readonly LESS: number;
  68079. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68080. static readonly EQUAL: number;
  68081. /** 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 */
  68082. static readonly LEQUAL: number;
  68083. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68084. static readonly GREATER: number;
  68085. /** 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 */
  68086. static readonly GEQUAL: number;
  68087. /** 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 */
  68088. static readonly NOTEQUAL: number;
  68089. /** Passed to stencilOperation to specify that stencil value must be kept */
  68090. static readonly KEEP: number;
  68091. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68092. static readonly REPLACE: number;
  68093. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68094. static readonly INCR: number;
  68095. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68096. static readonly DECR: number;
  68097. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68098. static readonly INVERT: number;
  68099. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68100. static readonly INCR_WRAP: number;
  68101. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68102. static readonly DECR_WRAP: number;
  68103. /** Texture is not repeating outside of 0..1 UVs */
  68104. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68105. /** Texture is repeating outside of 0..1 UVs */
  68106. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68107. /** Texture is repeating and mirrored */
  68108. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68109. /** ALPHA */
  68110. static readonly TEXTUREFORMAT_ALPHA: number;
  68111. /** LUMINANCE */
  68112. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68113. /** LUMINANCE_ALPHA */
  68114. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68115. /** RGB */
  68116. static readonly TEXTUREFORMAT_RGB: number;
  68117. /** RGBA */
  68118. static readonly TEXTUREFORMAT_RGBA: number;
  68119. /** RED */
  68120. static readonly TEXTUREFORMAT_RED: number;
  68121. /** RED (2nd reference) */
  68122. static readonly TEXTUREFORMAT_R: number;
  68123. /** RG */
  68124. static readonly TEXTUREFORMAT_RG: number;
  68125. /** RED_INTEGER */
  68126. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68127. /** RED_INTEGER (2nd reference) */
  68128. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68129. /** RG_INTEGER */
  68130. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68131. /** RGB_INTEGER */
  68132. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68133. /** RGBA_INTEGER */
  68134. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68135. /** UNSIGNED_BYTE */
  68136. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68137. /** UNSIGNED_BYTE (2nd reference) */
  68138. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68139. /** FLOAT */
  68140. static readonly TEXTURETYPE_FLOAT: number;
  68141. /** HALF_FLOAT */
  68142. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68143. /** BYTE */
  68144. static readonly TEXTURETYPE_BYTE: number;
  68145. /** SHORT */
  68146. static readonly TEXTURETYPE_SHORT: number;
  68147. /** UNSIGNED_SHORT */
  68148. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68149. /** INT */
  68150. static readonly TEXTURETYPE_INT: number;
  68151. /** UNSIGNED_INT */
  68152. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68153. /** UNSIGNED_SHORT_4_4_4_4 */
  68154. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68155. /** UNSIGNED_SHORT_5_5_5_1 */
  68156. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68157. /** UNSIGNED_SHORT_5_6_5 */
  68158. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68159. /** UNSIGNED_INT_2_10_10_10_REV */
  68160. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68161. /** UNSIGNED_INT_24_8 */
  68162. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68163. /** UNSIGNED_INT_10F_11F_11F_REV */
  68164. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68165. /** UNSIGNED_INT_5_9_9_9_REV */
  68166. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68167. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68168. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68169. /** nearest is mag = nearest and min = nearest and mip = linear */
  68170. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68171. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68172. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68173. /** Trilinear is mag = linear and min = linear and mip = linear */
  68174. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68175. /** nearest is mag = nearest and min = nearest and mip = linear */
  68176. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68177. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68178. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68179. /** Trilinear is mag = linear and min = linear and mip = linear */
  68180. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68181. /** mag = nearest and min = nearest and mip = nearest */
  68182. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68183. /** mag = nearest and min = linear and mip = nearest */
  68184. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68185. /** mag = nearest and min = linear and mip = linear */
  68186. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68187. /** mag = nearest and min = linear and mip = none */
  68188. static readonly TEXTURE_NEAREST_LINEAR: number;
  68189. /** mag = nearest and min = nearest and mip = none */
  68190. static readonly TEXTURE_NEAREST_NEAREST: number;
  68191. /** mag = linear and min = nearest and mip = nearest */
  68192. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68193. /** mag = linear and min = nearest and mip = linear */
  68194. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68195. /** mag = linear and min = linear and mip = none */
  68196. static readonly TEXTURE_LINEAR_LINEAR: number;
  68197. /** mag = linear and min = nearest and mip = none */
  68198. static readonly TEXTURE_LINEAR_NEAREST: number;
  68199. /** Explicit coordinates mode */
  68200. static readonly TEXTURE_EXPLICIT_MODE: number;
  68201. /** Spherical coordinates mode */
  68202. static readonly TEXTURE_SPHERICAL_MODE: number;
  68203. /** Planar coordinates mode */
  68204. static readonly TEXTURE_PLANAR_MODE: number;
  68205. /** Cubic coordinates mode */
  68206. static readonly TEXTURE_CUBIC_MODE: number;
  68207. /** Projection coordinates mode */
  68208. static readonly TEXTURE_PROJECTION_MODE: number;
  68209. /** Skybox coordinates mode */
  68210. static readonly TEXTURE_SKYBOX_MODE: number;
  68211. /** Inverse Cubic coordinates mode */
  68212. static readonly TEXTURE_INVCUBIC_MODE: number;
  68213. /** Equirectangular coordinates mode */
  68214. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68215. /** Equirectangular Fixed coordinates mode */
  68216. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68217. /** Equirectangular Fixed Mirrored coordinates mode */
  68218. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68219. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68220. static readonly SCALEMODE_FLOOR: number;
  68221. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68222. static readonly SCALEMODE_NEAREST: number;
  68223. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68224. static readonly SCALEMODE_CEILING: number;
  68225. /**
  68226. * The dirty texture flag value
  68227. */
  68228. static readonly MATERIAL_TextureDirtyFlag: number;
  68229. /**
  68230. * The dirty light flag value
  68231. */
  68232. static readonly MATERIAL_LightDirtyFlag: number;
  68233. /**
  68234. * The dirty fresnel flag value
  68235. */
  68236. static readonly MATERIAL_FresnelDirtyFlag: number;
  68237. /**
  68238. * The dirty attribute flag value
  68239. */
  68240. static readonly MATERIAL_AttributesDirtyFlag: number;
  68241. /**
  68242. * The dirty misc flag value
  68243. */
  68244. static readonly MATERIAL_MiscDirtyFlag: number;
  68245. /**
  68246. * The all dirty flag value
  68247. */
  68248. static readonly MATERIAL_AllDirtyFlag: number;
  68249. /**
  68250. * Returns the triangle fill mode
  68251. */
  68252. static readonly MATERIAL_TriangleFillMode: number;
  68253. /**
  68254. * Returns the wireframe mode
  68255. */
  68256. static readonly MATERIAL_WireFrameFillMode: number;
  68257. /**
  68258. * Returns the point fill mode
  68259. */
  68260. static readonly MATERIAL_PointFillMode: number;
  68261. /**
  68262. * Returns the point list draw mode
  68263. */
  68264. static readonly MATERIAL_PointListDrawMode: number;
  68265. /**
  68266. * Returns the line list draw mode
  68267. */
  68268. static readonly MATERIAL_LineListDrawMode: number;
  68269. /**
  68270. * Returns the line loop draw mode
  68271. */
  68272. static readonly MATERIAL_LineLoopDrawMode: number;
  68273. /**
  68274. * Returns the line strip draw mode
  68275. */
  68276. static readonly MATERIAL_LineStripDrawMode: number;
  68277. /**
  68278. * Returns the triangle strip draw mode
  68279. */
  68280. static readonly MATERIAL_TriangleStripDrawMode: number;
  68281. /**
  68282. * Returns the triangle fan draw mode
  68283. */
  68284. static readonly MATERIAL_TriangleFanDrawMode: number;
  68285. /**
  68286. * Stores the clock-wise side orientation
  68287. */
  68288. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68289. /**
  68290. * Stores the counter clock-wise side orientation
  68291. */
  68292. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68293. /**
  68294. * Nothing
  68295. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68296. */
  68297. static readonly ACTION_NothingTrigger: number;
  68298. /**
  68299. * On pick
  68300. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68301. */
  68302. static readonly ACTION_OnPickTrigger: number;
  68303. /**
  68304. * On left pick
  68305. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68306. */
  68307. static readonly ACTION_OnLeftPickTrigger: number;
  68308. /**
  68309. * On right pick
  68310. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68311. */
  68312. static readonly ACTION_OnRightPickTrigger: number;
  68313. /**
  68314. * On center pick
  68315. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68316. */
  68317. static readonly ACTION_OnCenterPickTrigger: number;
  68318. /**
  68319. * On pick down
  68320. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68321. */
  68322. static readonly ACTION_OnPickDownTrigger: number;
  68323. /**
  68324. * On double pick
  68325. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68326. */
  68327. static readonly ACTION_OnDoublePickTrigger: number;
  68328. /**
  68329. * On pick up
  68330. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68331. */
  68332. static readonly ACTION_OnPickUpTrigger: number;
  68333. /**
  68334. * On pick out.
  68335. * This trigger will only be raised if you also declared a OnPickDown
  68336. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68337. */
  68338. static readonly ACTION_OnPickOutTrigger: number;
  68339. /**
  68340. * On long press
  68341. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68342. */
  68343. static readonly ACTION_OnLongPressTrigger: number;
  68344. /**
  68345. * On pointer over
  68346. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68347. */
  68348. static readonly ACTION_OnPointerOverTrigger: number;
  68349. /**
  68350. * On pointer out
  68351. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68352. */
  68353. static readonly ACTION_OnPointerOutTrigger: number;
  68354. /**
  68355. * On every frame
  68356. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68357. */
  68358. static readonly ACTION_OnEveryFrameTrigger: number;
  68359. /**
  68360. * On intersection enter
  68361. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68362. */
  68363. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68364. /**
  68365. * On intersection exit
  68366. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68367. */
  68368. static readonly ACTION_OnIntersectionExitTrigger: number;
  68369. /**
  68370. * On key down
  68371. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68372. */
  68373. static readonly ACTION_OnKeyDownTrigger: number;
  68374. /**
  68375. * On key up
  68376. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68377. */
  68378. static readonly ACTION_OnKeyUpTrigger: number;
  68379. /**
  68380. * Billboard mode will only apply to Y axis
  68381. */
  68382. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68383. /**
  68384. * Billboard mode will apply to all axes
  68385. */
  68386. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68387. /**
  68388. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68389. */
  68390. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68391. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68392. * Test order :
  68393. * Is the bounding sphere outside the frustum ?
  68394. * If not, are the bounding box vertices outside the frustum ?
  68395. * It not, then the cullable object is in the frustum.
  68396. */
  68397. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68398. /** Culling strategy : Bounding Sphere Only.
  68399. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68400. * It's also less accurate than the standard because some not visible objects can still be selected.
  68401. * Test : is the bounding sphere outside the frustum ?
  68402. * If not, then the cullable object is in the frustum.
  68403. */
  68404. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68405. /** Culling strategy : Optimistic Inclusion.
  68406. * This in an inclusion test first, then the standard exclusion test.
  68407. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68408. * 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.
  68409. * Anyway, it's as accurate as the standard strategy.
  68410. * Test :
  68411. * Is the cullable object bounding sphere center in the frustum ?
  68412. * If not, apply the default culling strategy.
  68413. */
  68414. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68415. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68416. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68417. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68418. * 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.
  68419. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68420. * Test :
  68421. * Is the cullable object bounding sphere center in the frustum ?
  68422. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68423. */
  68424. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68425. /**
  68426. * No logging while loading
  68427. */
  68428. static readonly SCENELOADER_NO_LOGGING: number;
  68429. /**
  68430. * Minimal logging while loading
  68431. */
  68432. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68433. /**
  68434. * Summary logging while loading
  68435. */
  68436. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68437. /**
  68438. * Detailled logging while loading
  68439. */
  68440. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68441. }
  68442. }
  68443. declare module BABYLON {
  68444. /**
  68445. * This represents the required contract to create a new type of texture loader.
  68446. */
  68447. export interface IInternalTextureLoader {
  68448. /**
  68449. * Defines wether the loader supports cascade loading the different faces.
  68450. */
  68451. supportCascades: boolean;
  68452. /**
  68453. * This returns if the loader support the current file information.
  68454. * @param extension defines the file extension of the file being loaded
  68455. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68456. * @param fallback defines the fallback internal texture if any
  68457. * @param isBase64 defines whether the texture is encoded as a base64
  68458. * @param isBuffer defines whether the texture data are stored as a buffer
  68459. * @returns true if the loader can load the specified file
  68460. */
  68461. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  68462. /**
  68463. * Transform the url before loading if required.
  68464. * @param rootUrl the url of the texture
  68465. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68466. * @returns the transformed texture
  68467. */
  68468. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  68469. /**
  68470. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  68471. * @param rootUrl the url of the texture
  68472. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68473. * @returns the fallback texture
  68474. */
  68475. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  68476. /**
  68477. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  68478. * @param data contains the texture data
  68479. * @param texture defines the BabylonJS internal texture
  68480. * @param createPolynomials will be true if polynomials have been requested
  68481. * @param onLoad defines the callback to trigger once the texture is ready
  68482. * @param onError defines the callback to trigger in case of error
  68483. */
  68484. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  68485. /**
  68486. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  68487. * @param data contains the texture data
  68488. * @param texture defines the BabylonJS internal texture
  68489. * @param callback defines the method to call once ready to upload
  68490. */
  68491. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  68492. }
  68493. }
  68494. declare module BABYLON {
  68495. /**
  68496. * Class used to store and describe the pipeline context associated with an effect
  68497. */
  68498. export interface IPipelineContext {
  68499. /**
  68500. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68501. */
  68502. isAsync: boolean;
  68503. /**
  68504. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68505. */
  68506. isReady: boolean;
  68507. /** @hidden */
  68508. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68509. }
  68510. }
  68511. declare module BABYLON {
  68512. /**
  68513. * Class used to store gfx data (like WebGLBuffer)
  68514. */
  68515. export class DataBuffer {
  68516. /**
  68517. * Gets or sets the number of objects referencing this buffer
  68518. */
  68519. references: number;
  68520. /** Gets or sets the size of the underlying buffer */
  68521. capacity: number;
  68522. /**
  68523. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  68524. */
  68525. is32Bits: boolean;
  68526. /**
  68527. * Gets the underlying buffer
  68528. */
  68529. readonly underlyingResource: any;
  68530. }
  68531. }
  68532. declare module BABYLON {
  68533. /** @hidden */
  68534. export interface IShaderProcessor {
  68535. attributeProcessor?: (attribute: string) => string;
  68536. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68537. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68538. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68539. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68540. lineProcessor?: (line: string, isFragment: boolean) => string;
  68541. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68542. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68543. }
  68544. }
  68545. declare module BABYLON {
  68546. /** @hidden */
  68547. export interface ProcessingOptions {
  68548. defines: string[];
  68549. indexParameters: any;
  68550. isFragment: boolean;
  68551. shouldUseHighPrecisionShader: boolean;
  68552. supportsUniformBuffers: boolean;
  68553. shadersRepository: string;
  68554. includesShadersStore: {
  68555. [key: string]: string;
  68556. };
  68557. processor?: IShaderProcessor;
  68558. version: string;
  68559. platformName: string;
  68560. lookForClosingBracketForUniformBuffer?: boolean;
  68561. }
  68562. }
  68563. declare module BABYLON {
  68564. /**
  68565. * Helper to manipulate strings
  68566. */
  68567. export class StringTools {
  68568. /**
  68569. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68570. * @param str Source string
  68571. * @param suffix Suffix to search for in the source string
  68572. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68573. */
  68574. static EndsWith(str: string, suffix: string): boolean;
  68575. /**
  68576. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68577. * @param str Source string
  68578. * @param suffix Suffix to search for in the source string
  68579. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68580. */
  68581. static StartsWith(str: string, suffix: string): boolean;
  68582. /**
  68583. * Decodes a buffer into a string
  68584. * @param buffer The buffer to decode
  68585. * @returns The decoded string
  68586. */
  68587. static Decode(buffer: Uint8Array | Uint16Array): string;
  68588. /**
  68589. * Encode a buffer to a base64 string
  68590. * @param buffer defines the buffer to encode
  68591. * @returns the encoded string
  68592. */
  68593. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68594. }
  68595. }
  68596. declare module BABYLON {
  68597. /** @hidden */
  68598. export class ShaderCodeNode {
  68599. line: string;
  68600. children: ShaderCodeNode[];
  68601. additionalDefineKey?: string;
  68602. additionalDefineValue?: string;
  68603. isValid(preprocessors: {
  68604. [key: string]: string;
  68605. }): boolean;
  68606. process(preprocessors: {
  68607. [key: string]: string;
  68608. }, options: ProcessingOptions): string;
  68609. }
  68610. }
  68611. declare module BABYLON {
  68612. /** @hidden */
  68613. export class ShaderCodeCursor {
  68614. private _lines;
  68615. lineIndex: number;
  68616. readonly currentLine: string;
  68617. readonly canRead: boolean;
  68618. lines: string[];
  68619. }
  68620. }
  68621. declare module BABYLON {
  68622. /** @hidden */
  68623. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68624. process(preprocessors: {
  68625. [key: string]: string;
  68626. }, options: ProcessingOptions): string;
  68627. }
  68628. }
  68629. declare module BABYLON {
  68630. /** @hidden */
  68631. export class ShaderDefineExpression {
  68632. isTrue(preprocessors: {
  68633. [key: string]: string;
  68634. }): boolean;
  68635. }
  68636. }
  68637. declare module BABYLON {
  68638. /** @hidden */
  68639. export class ShaderCodeTestNode extends ShaderCodeNode {
  68640. testExpression: ShaderDefineExpression;
  68641. isValid(preprocessors: {
  68642. [key: string]: string;
  68643. }): boolean;
  68644. }
  68645. }
  68646. declare module BABYLON {
  68647. /** @hidden */
  68648. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68649. define: string;
  68650. not: boolean;
  68651. constructor(define: string, not?: boolean);
  68652. isTrue(preprocessors: {
  68653. [key: string]: string;
  68654. }): boolean;
  68655. }
  68656. }
  68657. declare module BABYLON {
  68658. /** @hidden */
  68659. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68660. leftOperand: ShaderDefineExpression;
  68661. rightOperand: ShaderDefineExpression;
  68662. isTrue(preprocessors: {
  68663. [key: string]: string;
  68664. }): boolean;
  68665. }
  68666. }
  68667. declare module BABYLON {
  68668. /** @hidden */
  68669. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68670. leftOperand: ShaderDefineExpression;
  68671. rightOperand: ShaderDefineExpression;
  68672. isTrue(preprocessors: {
  68673. [key: string]: string;
  68674. }): boolean;
  68675. }
  68676. }
  68677. declare module BABYLON {
  68678. /** @hidden */
  68679. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68680. define: string;
  68681. operand: string;
  68682. testValue: string;
  68683. constructor(define: string, operand: string, testValue: string);
  68684. isTrue(preprocessors: {
  68685. [key: string]: string;
  68686. }): boolean;
  68687. }
  68688. }
  68689. declare module BABYLON {
  68690. /**
  68691. * Class used to enable access to offline support
  68692. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68693. */
  68694. export interface IOfflineProvider {
  68695. /**
  68696. * Gets a boolean indicating if scene must be saved in the database
  68697. */
  68698. enableSceneOffline: boolean;
  68699. /**
  68700. * Gets a boolean indicating if textures must be saved in the database
  68701. */
  68702. enableTexturesOffline: boolean;
  68703. /**
  68704. * Open the offline support and make it available
  68705. * @param successCallback defines the callback to call on success
  68706. * @param errorCallback defines the callback to call on error
  68707. */
  68708. open(successCallback: () => void, errorCallback: () => void): void;
  68709. /**
  68710. * Loads an image from the offline support
  68711. * @param url defines the url to load from
  68712. * @param image defines the target DOM image
  68713. */
  68714. loadImage(url: string, image: HTMLImageElement): void;
  68715. /**
  68716. * Loads a file from offline support
  68717. * @param url defines the URL to load from
  68718. * @param sceneLoaded defines a callback to call on success
  68719. * @param progressCallBack defines a callback to call when progress changed
  68720. * @param errorCallback defines a callback to call on error
  68721. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68722. */
  68723. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  68724. }
  68725. }
  68726. declare module BABYLON {
  68727. /**
  68728. * Class used to help managing file picking and drag'n'drop
  68729. * File Storage
  68730. */
  68731. export class FilesInputStore {
  68732. /**
  68733. * List of files ready to be loaded
  68734. */
  68735. static FilesToLoad: {
  68736. [key: string]: File;
  68737. };
  68738. }
  68739. }
  68740. declare module BABYLON {
  68741. /**
  68742. * Class used to define a retry strategy when error happens while loading assets
  68743. */
  68744. export class RetryStrategy {
  68745. /**
  68746. * Function used to defines an exponential back off strategy
  68747. * @param maxRetries defines the maximum number of retries (3 by default)
  68748. * @param baseInterval defines the interval between retries
  68749. * @returns the strategy function to use
  68750. */
  68751. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  68752. }
  68753. }
  68754. declare module BABYLON {
  68755. /**
  68756. * @ignore
  68757. * Application error to support additional information when loading a file
  68758. */
  68759. export abstract class BaseError extends Error {
  68760. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  68761. }
  68762. }
  68763. declare module BABYLON {
  68764. /** @ignore */
  68765. export class LoadFileError extends BaseError {
  68766. request?: WebRequest;
  68767. file?: File;
  68768. /**
  68769. * Creates a new LoadFileError
  68770. * @param message defines the message of the error
  68771. * @param request defines the optional web request
  68772. * @param file defines the optional file
  68773. */
  68774. constructor(message: string, object?: WebRequest | File);
  68775. }
  68776. /** @ignore */
  68777. export class RequestFileError extends BaseError {
  68778. request: WebRequest;
  68779. /**
  68780. * Creates a new LoadFileError
  68781. * @param message defines the message of the error
  68782. * @param request defines the optional web request
  68783. */
  68784. constructor(message: string, request: WebRequest);
  68785. }
  68786. /** @ignore */
  68787. export class ReadFileError extends BaseError {
  68788. file: File;
  68789. /**
  68790. * Creates a new ReadFileError
  68791. * @param message defines the message of the error
  68792. * @param file defines the optional file
  68793. */
  68794. constructor(message: string, file: File);
  68795. }
  68796. /**
  68797. * @hidden
  68798. */
  68799. export class FileTools {
  68800. /**
  68801. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  68802. */
  68803. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  68804. /**
  68805. * Gets or sets the base URL to use to load assets
  68806. */
  68807. static BaseUrl: string;
  68808. /**
  68809. * Default behaviour for cors in the application.
  68810. * It can be a string if the expected behavior is identical in the entire app.
  68811. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  68812. */
  68813. static CorsBehavior: string | ((url: string | string[]) => string);
  68814. /**
  68815. * Gets or sets a function used to pre-process url before using them to load assets
  68816. */
  68817. static PreprocessUrl: (url: string) => string;
  68818. /**
  68819. * Removes unwanted characters from an url
  68820. * @param url defines the url to clean
  68821. * @returns the cleaned url
  68822. */
  68823. private static _CleanUrl;
  68824. /**
  68825. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  68826. * @param url define the url we are trying
  68827. * @param element define the dom element where to configure the cors policy
  68828. */
  68829. static SetCorsBehavior(url: string | string[], element: {
  68830. crossOrigin: string | null;
  68831. }): void;
  68832. /**
  68833. * Loads an image as an HTMLImageElement.
  68834. * @param input url string, ArrayBuffer, or Blob to load
  68835. * @param onLoad callback called when the image successfully loads
  68836. * @param onError callback called when the image fails to load
  68837. * @param offlineProvider offline provider for caching
  68838. * @param mimeType optional mime type
  68839. * @returns the HTMLImageElement of the loaded image
  68840. */
  68841. 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>;
  68842. /**
  68843. * Reads a file from a File object
  68844. * @param file defines the file to load
  68845. * @param onSuccess defines the callback to call when data is loaded
  68846. * @param onProgress defines the callback to call during loading process
  68847. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  68848. * @param onError defines the callback to call when an error occurs
  68849. * @returns a file request object
  68850. */
  68851. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  68852. /**
  68853. * Loads a file from a url
  68854. * @param url url to load
  68855. * @param onSuccess callback called when the file successfully loads
  68856. * @param onProgress callback called while file is loading (if the server supports this mode)
  68857. * @param offlineProvider defines the offline provider for caching
  68858. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  68859. * @param onError callback called when the file fails to load
  68860. * @returns a file request object
  68861. */
  68862. 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;
  68863. /**
  68864. * Loads a file
  68865. * @param url url to load
  68866. * @param onSuccess callback called when the file successfully loads
  68867. * @param onProgress callback called while file is loading (if the server supports this mode)
  68868. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  68869. * @param onError callback called when the file fails to load
  68870. * @param onOpened callback called when the web request is opened
  68871. * @returns a file request object
  68872. */
  68873. 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;
  68874. /**
  68875. * Checks if the loaded document was accessed via `file:`-Protocol.
  68876. * @returns boolean
  68877. */
  68878. static IsFileURL(): boolean;
  68879. }
  68880. }
  68881. declare module BABYLON {
  68882. /** @hidden */
  68883. export class ShaderProcessor {
  68884. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  68885. private static _ProcessPrecision;
  68886. private static _ExtractOperation;
  68887. private static _BuildSubExpression;
  68888. private static _BuildExpression;
  68889. private static _MoveCursorWithinIf;
  68890. private static _MoveCursor;
  68891. private static _EvaluatePreProcessors;
  68892. private static _PreparePreProcessors;
  68893. private static _ProcessShaderConversion;
  68894. private static _ProcessIncludes;
  68895. }
  68896. }
  68897. declare module BABYLON {
  68898. /**
  68899. * @hidden
  68900. */
  68901. export interface IColor4Like {
  68902. r: float;
  68903. g: float;
  68904. b: float;
  68905. a: float;
  68906. }
  68907. /**
  68908. * @hidden
  68909. */
  68910. export interface IColor3Like {
  68911. r: float;
  68912. g: float;
  68913. b: float;
  68914. }
  68915. /**
  68916. * @hidden
  68917. */
  68918. export interface IVector4Like {
  68919. x: float;
  68920. y: float;
  68921. z: float;
  68922. w: float;
  68923. }
  68924. /**
  68925. * @hidden
  68926. */
  68927. export interface IVector3Like {
  68928. x: float;
  68929. y: float;
  68930. z: float;
  68931. }
  68932. /**
  68933. * @hidden
  68934. */
  68935. export interface IVector2Like {
  68936. x: float;
  68937. y: float;
  68938. }
  68939. /**
  68940. * @hidden
  68941. */
  68942. export interface IMatrixLike {
  68943. toArray(): DeepImmutable<Float32Array>;
  68944. updateFlag: int;
  68945. }
  68946. /**
  68947. * @hidden
  68948. */
  68949. export interface IViewportLike {
  68950. x: float;
  68951. y: float;
  68952. width: float;
  68953. height: float;
  68954. }
  68955. /**
  68956. * @hidden
  68957. */
  68958. export interface IPlaneLike {
  68959. normal: IVector3Like;
  68960. d: float;
  68961. normalize(): void;
  68962. }
  68963. }
  68964. declare module BABYLON {
  68965. /**
  68966. * Interface used to define common properties for effect fallbacks
  68967. */
  68968. export interface IEffectFallbacks {
  68969. /**
  68970. * Removes the defines that should be removed when falling back.
  68971. * @param currentDefines defines the current define statements for the shader.
  68972. * @param effect defines the current effect we try to compile
  68973. * @returns The resulting defines with defines of the current rank removed.
  68974. */
  68975. reduce(currentDefines: string, effect: Effect): string;
  68976. /**
  68977. * Removes the fallback from the bound mesh.
  68978. */
  68979. unBindMesh(): void;
  68980. /**
  68981. * Checks to see if more fallbacks are still availible.
  68982. */
  68983. hasMoreFallbacks: boolean;
  68984. }
  68985. }
  68986. declare module BABYLON {
  68987. /**
  68988. * Class used to evalaute queries containing `and` and `or` operators
  68989. */
  68990. export class AndOrNotEvaluator {
  68991. /**
  68992. * Evaluate a query
  68993. * @param query defines the query to evaluate
  68994. * @param evaluateCallback defines the callback used to filter result
  68995. * @returns true if the query matches
  68996. */
  68997. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  68998. private static _HandleParenthesisContent;
  68999. private static _SimplifyNegation;
  69000. }
  69001. }
  69002. declare module BABYLON {
  69003. /**
  69004. * Class used to store custom tags
  69005. */
  69006. export class Tags {
  69007. /**
  69008. * Adds support for tags on the given object
  69009. * @param obj defines the object to use
  69010. */
  69011. static EnableFor(obj: any): void;
  69012. /**
  69013. * Removes tags support
  69014. * @param obj defines the object to use
  69015. */
  69016. static DisableFor(obj: any): void;
  69017. /**
  69018. * Gets a boolean indicating if the given object has tags
  69019. * @param obj defines the object to use
  69020. * @returns a boolean
  69021. */
  69022. static HasTags(obj: any): boolean;
  69023. /**
  69024. * Gets the tags available on a given object
  69025. * @param obj defines the object to use
  69026. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69027. * @returns the tags
  69028. */
  69029. static GetTags(obj: any, asString?: boolean): any;
  69030. /**
  69031. * Adds tags to an object
  69032. * @param obj defines the object to use
  69033. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69034. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69035. */
  69036. static AddTagsTo(obj: any, tagsString: string): void;
  69037. /**
  69038. * @hidden
  69039. */
  69040. static _AddTagTo(obj: any, tag: string): void;
  69041. /**
  69042. * Removes specific tags from a specific object
  69043. * @param obj defines the object to use
  69044. * @param tagsString defines the tags to remove
  69045. */
  69046. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69047. /**
  69048. * @hidden
  69049. */
  69050. static _RemoveTagFrom(obj: any, tag: string): void;
  69051. /**
  69052. * Defines if tags hosted on an object match a given query
  69053. * @param obj defines the object to use
  69054. * @param tagsQuery defines the tag query
  69055. * @returns a boolean
  69056. */
  69057. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69058. }
  69059. }
  69060. declare module BABYLON {
  69061. /**
  69062. * Scalar computation library
  69063. */
  69064. export class Scalar {
  69065. /**
  69066. * Two pi constants convenient for computation.
  69067. */
  69068. static TwoPi: number;
  69069. /**
  69070. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69071. * @param a number
  69072. * @param b number
  69073. * @param epsilon (default = 1.401298E-45)
  69074. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69075. */
  69076. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  69077. /**
  69078. * Returns a string : the upper case translation of the number i to hexadecimal.
  69079. * @param i number
  69080. * @returns the upper case translation of the number i to hexadecimal.
  69081. */
  69082. static ToHex(i: number): string;
  69083. /**
  69084. * Returns -1 if value is negative and +1 is value is positive.
  69085. * @param value the value
  69086. * @returns the value itself if it's equal to zero.
  69087. */
  69088. static Sign(value: number): number;
  69089. /**
  69090. * Returns the value itself if it's between min and max.
  69091. * Returns min if the value is lower than min.
  69092. * Returns max if the value is greater than max.
  69093. * @param value the value to clmap
  69094. * @param min the min value to clamp to (default: 0)
  69095. * @param max the max value to clamp to (default: 1)
  69096. * @returns the clamped value
  69097. */
  69098. static Clamp(value: number, min?: number, max?: number): number;
  69099. /**
  69100. * the log2 of value.
  69101. * @param value the value to compute log2 of
  69102. * @returns the log2 of value.
  69103. */
  69104. static Log2(value: number): number;
  69105. /**
  69106. * Loops the value, so that it is never larger than length and never smaller than 0.
  69107. *
  69108. * This is similar to the modulo operator but it works with floating point numbers.
  69109. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  69110. * With t = 5 and length = 2.5, the result would be 0.0.
  69111. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  69112. * @param value the value
  69113. * @param length the length
  69114. * @returns the looped value
  69115. */
  69116. static Repeat(value: number, length: number): number;
  69117. /**
  69118. * Normalize the value between 0.0 and 1.0 using min and max values
  69119. * @param value value to normalize
  69120. * @param min max to normalize between
  69121. * @param max min to normalize between
  69122. * @returns the normalized value
  69123. */
  69124. static Normalize(value: number, min: number, max: number): number;
  69125. /**
  69126. * Denormalize the value from 0.0 and 1.0 using min and max values
  69127. * @param normalized value to denormalize
  69128. * @param min max to denormalize between
  69129. * @param max min to denormalize between
  69130. * @returns the denormalized value
  69131. */
  69132. static Denormalize(normalized: number, min: number, max: number): number;
  69133. /**
  69134. * Calculates the shortest difference between two given angles given in degrees.
  69135. * @param current current angle in degrees
  69136. * @param target target angle in degrees
  69137. * @returns the delta
  69138. */
  69139. static DeltaAngle(current: number, target: number): number;
  69140. /**
  69141. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  69142. * @param tx value
  69143. * @param length length
  69144. * @returns The returned value will move back and forth between 0 and length
  69145. */
  69146. static PingPong(tx: number, length: number): number;
  69147. /**
  69148. * Interpolates between min and max with smoothing at the limits.
  69149. *
  69150. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  69151. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  69152. * @param from from
  69153. * @param to to
  69154. * @param tx value
  69155. * @returns the smooth stepped value
  69156. */
  69157. static SmoothStep(from: number, to: number, tx: number): number;
  69158. /**
  69159. * Moves a value current towards target.
  69160. *
  69161. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  69162. * Negative values of maxDelta pushes the value away from target.
  69163. * @param current current value
  69164. * @param target target value
  69165. * @param maxDelta max distance to move
  69166. * @returns resulting value
  69167. */
  69168. static MoveTowards(current: number, target: number, maxDelta: number): number;
  69169. /**
  69170. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69171. *
  69172. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  69173. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  69174. * @param current current value
  69175. * @param target target value
  69176. * @param maxDelta max distance to move
  69177. * @returns resulting angle
  69178. */
  69179. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  69180. /**
  69181. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  69182. * @param start start value
  69183. * @param end target value
  69184. * @param amount amount to lerp between
  69185. * @returns the lerped value
  69186. */
  69187. static Lerp(start: number, end: number, amount: number): number;
  69188. /**
  69189. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69190. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  69191. * @param start start value
  69192. * @param end target value
  69193. * @param amount amount to lerp between
  69194. * @returns the lerped value
  69195. */
  69196. static LerpAngle(start: number, end: number, amount: number): number;
  69197. /**
  69198. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  69199. * @param a start value
  69200. * @param b target value
  69201. * @param value value between a and b
  69202. * @returns the inverseLerp value
  69203. */
  69204. static InverseLerp(a: number, b: number, value: number): number;
  69205. /**
  69206. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  69207. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  69208. * @param value1 spline value
  69209. * @param tangent1 spline value
  69210. * @param value2 spline value
  69211. * @param tangent2 spline value
  69212. * @param amount input value
  69213. * @returns hermite result
  69214. */
  69215. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  69216. /**
  69217. * Returns a random float number between and min and max values
  69218. * @param min min value of random
  69219. * @param max max value of random
  69220. * @returns random value
  69221. */
  69222. static RandomRange(min: number, max: number): number;
  69223. /**
  69224. * This function returns percentage of a number in a given range.
  69225. *
  69226. * RangeToPercent(40,20,60) will return 0.5 (50%)
  69227. * RangeToPercent(34,0,100) will return 0.34 (34%)
  69228. * @param number to convert to percentage
  69229. * @param min min range
  69230. * @param max max range
  69231. * @returns the percentage
  69232. */
  69233. static RangeToPercent(number: number, min: number, max: number): number;
  69234. /**
  69235. * This function returns number that corresponds to the percentage in a given range.
  69236. *
  69237. * PercentToRange(0.34,0,100) will return 34.
  69238. * @param percent to convert to number
  69239. * @param min min range
  69240. * @param max max range
  69241. * @returns the number
  69242. */
  69243. static PercentToRange(percent: number, min: number, max: number): number;
  69244. /**
  69245. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  69246. * @param angle The angle to normalize in radian.
  69247. * @return The converted angle.
  69248. */
  69249. static NormalizeRadians(angle: number): number;
  69250. }
  69251. }
  69252. declare module BABYLON {
  69253. /**
  69254. * Constant used to convert a value to gamma space
  69255. * @ignorenaming
  69256. */
  69257. export const ToGammaSpace: number;
  69258. /**
  69259. * Constant used to convert a value to linear space
  69260. * @ignorenaming
  69261. */
  69262. export const ToLinearSpace = 2.2;
  69263. /**
  69264. * Constant used to define the minimal number value in Babylon.js
  69265. * @ignorenaming
  69266. */
  69267. let Epsilon: number;
  69268. }
  69269. declare module BABYLON {
  69270. /**
  69271. * Class used to represent a viewport on screen
  69272. */
  69273. export class Viewport {
  69274. /** viewport left coordinate */
  69275. x: number;
  69276. /** viewport top coordinate */
  69277. y: number;
  69278. /**viewport width */
  69279. width: number;
  69280. /** viewport height */
  69281. height: number;
  69282. /**
  69283. * Creates a Viewport object located at (x, y) and sized (width, height)
  69284. * @param x defines viewport left coordinate
  69285. * @param y defines viewport top coordinate
  69286. * @param width defines the viewport width
  69287. * @param height defines the viewport height
  69288. */
  69289. constructor(
  69290. /** viewport left coordinate */
  69291. x: number,
  69292. /** viewport top coordinate */
  69293. y: number,
  69294. /**viewport width */
  69295. width: number,
  69296. /** viewport height */
  69297. height: number);
  69298. /**
  69299. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  69300. * @param renderWidth defines the rendering width
  69301. * @param renderHeight defines the rendering height
  69302. * @returns a new Viewport
  69303. */
  69304. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  69305. /**
  69306. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  69307. * @param renderWidth defines the rendering width
  69308. * @param renderHeight defines the rendering height
  69309. * @param ref defines the target viewport
  69310. * @returns the current viewport
  69311. */
  69312. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  69313. /**
  69314. * Returns a new Viewport copied from the current one
  69315. * @returns a new Viewport
  69316. */
  69317. clone(): Viewport;
  69318. }
  69319. }
  69320. declare module BABYLON {
  69321. /**
  69322. * Class containing a set of static utilities functions for arrays.
  69323. */
  69324. export class ArrayTools {
  69325. /**
  69326. * Returns an array of the given size filled with element built from the given constructor and the paramters
  69327. * @param size the number of element to construct and put in the array
  69328. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  69329. * @returns a new array filled with new objects
  69330. */
  69331. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  69332. }
  69333. }
  69334. declare module BABYLON {
  69335. /**
  69336. * Class representing a vector containing 2 coordinates
  69337. */
  69338. export class Vector2 {
  69339. /** defines the first coordinate */
  69340. x: number;
  69341. /** defines the second coordinate */
  69342. y: number;
  69343. /**
  69344. * Creates a new Vector2 from the given x and y coordinates
  69345. * @param x defines the first coordinate
  69346. * @param y defines the second coordinate
  69347. */
  69348. constructor(
  69349. /** defines the first coordinate */
  69350. x?: number,
  69351. /** defines the second coordinate */
  69352. y?: number);
  69353. /**
  69354. * Gets a string with the Vector2 coordinates
  69355. * @returns a string with the Vector2 coordinates
  69356. */
  69357. toString(): string;
  69358. /**
  69359. * Gets class name
  69360. * @returns the string "Vector2"
  69361. */
  69362. getClassName(): string;
  69363. /**
  69364. * Gets current vector hash code
  69365. * @returns the Vector2 hash code as a number
  69366. */
  69367. getHashCode(): number;
  69368. /**
  69369. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  69370. * @param array defines the source array
  69371. * @param index defines the offset in source array
  69372. * @returns the current Vector2
  69373. */
  69374. toArray(array: FloatArray, index?: number): Vector2;
  69375. /**
  69376. * Copy the current vector to an array
  69377. * @returns a new array with 2 elements: the Vector2 coordinates.
  69378. */
  69379. asArray(): number[];
  69380. /**
  69381. * Sets the Vector2 coordinates with the given Vector2 coordinates
  69382. * @param source defines the source Vector2
  69383. * @returns the current updated Vector2
  69384. */
  69385. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  69386. /**
  69387. * Sets the Vector2 coordinates with the given floats
  69388. * @param x defines the first coordinate
  69389. * @param y defines the second coordinate
  69390. * @returns the current updated Vector2
  69391. */
  69392. copyFromFloats(x: number, y: number): Vector2;
  69393. /**
  69394. * Sets the Vector2 coordinates with the given floats
  69395. * @param x defines the first coordinate
  69396. * @param y defines the second coordinate
  69397. * @returns the current updated Vector2
  69398. */
  69399. set(x: number, y: number): Vector2;
  69400. /**
  69401. * Add another vector with the current one
  69402. * @param otherVector defines the other vector
  69403. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  69404. */
  69405. add(otherVector: DeepImmutable<Vector2>): Vector2;
  69406. /**
  69407. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  69408. * @param otherVector defines the other vector
  69409. * @param result defines the target vector
  69410. * @returns the unmodified current Vector2
  69411. */
  69412. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69413. /**
  69414. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  69415. * @param otherVector defines the other vector
  69416. * @returns the current updated Vector2
  69417. */
  69418. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69419. /**
  69420. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  69421. * @param otherVector defines the other vector
  69422. * @returns a new Vector2
  69423. */
  69424. addVector3(otherVector: Vector3): Vector2;
  69425. /**
  69426. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  69427. * @param otherVector defines the other vector
  69428. * @returns a new Vector2
  69429. */
  69430. subtract(otherVector: Vector2): Vector2;
  69431. /**
  69432. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  69433. * @param otherVector defines the other vector
  69434. * @param result defines the target vector
  69435. * @returns the unmodified current Vector2
  69436. */
  69437. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69438. /**
  69439. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  69440. * @param otherVector defines the other vector
  69441. * @returns the current updated Vector2
  69442. */
  69443. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69444. /**
  69445. * Multiplies in place the current Vector2 coordinates by the given ones
  69446. * @param otherVector defines the other vector
  69447. * @returns the current updated Vector2
  69448. */
  69449. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69450. /**
  69451. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  69452. * @param otherVector defines the other vector
  69453. * @returns a new Vector2
  69454. */
  69455. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  69456. /**
  69457. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  69458. * @param otherVector defines the other vector
  69459. * @param result defines the target vector
  69460. * @returns the unmodified current Vector2
  69461. */
  69462. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69463. /**
  69464. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  69465. * @param x defines the first coordinate
  69466. * @param y defines the second coordinate
  69467. * @returns a new Vector2
  69468. */
  69469. multiplyByFloats(x: number, y: number): Vector2;
  69470. /**
  69471. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  69472. * @param otherVector defines the other vector
  69473. * @returns a new Vector2
  69474. */
  69475. divide(otherVector: Vector2): Vector2;
  69476. /**
  69477. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  69478. * @param otherVector defines the other vector
  69479. * @param result defines the target vector
  69480. * @returns the unmodified current Vector2
  69481. */
  69482. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69483. /**
  69484. * Divides the current Vector2 coordinates by the given ones
  69485. * @param otherVector defines the other vector
  69486. * @returns the current updated Vector2
  69487. */
  69488. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69489. /**
  69490. * Gets a new Vector2 with current Vector2 negated coordinates
  69491. * @returns a new Vector2
  69492. */
  69493. negate(): Vector2;
  69494. /**
  69495. * Multiply the Vector2 coordinates by scale
  69496. * @param scale defines the scaling factor
  69497. * @returns the current updated Vector2
  69498. */
  69499. scaleInPlace(scale: number): Vector2;
  69500. /**
  69501. * Returns a new Vector2 scaled by "scale" from the current Vector2
  69502. * @param scale defines the scaling factor
  69503. * @returns a new Vector2
  69504. */
  69505. scale(scale: number): Vector2;
  69506. /**
  69507. * Scale the current Vector2 values by a factor to a given Vector2
  69508. * @param scale defines the scale factor
  69509. * @param result defines the Vector2 object where to store the result
  69510. * @returns the unmodified current Vector2
  69511. */
  69512. scaleToRef(scale: number, result: Vector2): Vector2;
  69513. /**
  69514. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  69515. * @param scale defines the scale factor
  69516. * @param result defines the Vector2 object where to store the result
  69517. * @returns the unmodified current Vector2
  69518. */
  69519. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  69520. /**
  69521. * Gets a boolean if two vectors are equals
  69522. * @param otherVector defines the other vector
  69523. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  69524. */
  69525. equals(otherVector: DeepImmutable<Vector2>): boolean;
  69526. /**
  69527. * Gets a boolean if two vectors are equals (using an epsilon value)
  69528. * @param otherVector defines the other vector
  69529. * @param epsilon defines the minimal distance to consider equality
  69530. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  69531. */
  69532. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  69533. /**
  69534. * Gets a new Vector2 from current Vector2 floored values
  69535. * @returns a new Vector2
  69536. */
  69537. floor(): Vector2;
  69538. /**
  69539. * Gets a new Vector2 from current Vector2 floored values
  69540. * @returns a new Vector2
  69541. */
  69542. fract(): Vector2;
  69543. /**
  69544. * Gets the length of the vector
  69545. * @returns the vector length (float)
  69546. */
  69547. length(): number;
  69548. /**
  69549. * Gets the vector squared length
  69550. * @returns the vector squared length (float)
  69551. */
  69552. lengthSquared(): number;
  69553. /**
  69554. * Normalize the vector
  69555. * @returns the current updated Vector2
  69556. */
  69557. normalize(): Vector2;
  69558. /**
  69559. * Gets a new Vector2 copied from the Vector2
  69560. * @returns a new Vector2
  69561. */
  69562. clone(): Vector2;
  69563. /**
  69564. * Gets a new Vector2(0, 0)
  69565. * @returns a new Vector2
  69566. */
  69567. static Zero(): Vector2;
  69568. /**
  69569. * Gets a new Vector2(1, 1)
  69570. * @returns a new Vector2
  69571. */
  69572. static One(): Vector2;
  69573. /**
  69574. * Gets a new Vector2 set from the given index element of the given array
  69575. * @param array defines the data source
  69576. * @param offset defines the offset in the data source
  69577. * @returns a new Vector2
  69578. */
  69579. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  69580. /**
  69581. * Sets "result" from the given index element of the given array
  69582. * @param array defines the data source
  69583. * @param offset defines the offset in the data source
  69584. * @param result defines the target vector
  69585. */
  69586. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  69587. /**
  69588. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  69589. * @param value1 defines 1st point of control
  69590. * @param value2 defines 2nd point of control
  69591. * @param value3 defines 3rd point of control
  69592. * @param value4 defines 4th point of control
  69593. * @param amount defines the interpolation factor
  69594. * @returns a new Vector2
  69595. */
  69596. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  69597. /**
  69598. * 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".
  69599. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  69600. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  69601. * @param value defines the value to clamp
  69602. * @param min defines the lower limit
  69603. * @param max defines the upper limit
  69604. * @returns a new Vector2
  69605. */
  69606. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  69607. /**
  69608. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  69609. * @param value1 defines the 1st control point
  69610. * @param tangent1 defines the outgoing tangent
  69611. * @param value2 defines the 2nd control point
  69612. * @param tangent2 defines the incoming tangent
  69613. * @param amount defines the interpolation factor
  69614. * @returns a new Vector2
  69615. */
  69616. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  69617. /**
  69618. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  69619. * @param start defines the start vector
  69620. * @param end defines the end vector
  69621. * @param amount defines the interpolation factor
  69622. * @returns a new Vector2
  69623. */
  69624. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  69625. /**
  69626. * Gets the dot product of the vector "left" and the vector "right"
  69627. * @param left defines first vector
  69628. * @param right defines second vector
  69629. * @returns the dot product (float)
  69630. */
  69631. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  69632. /**
  69633. * Returns a new Vector2 equal to the normalized given vector
  69634. * @param vector defines the vector to normalize
  69635. * @returns a new Vector2
  69636. */
  69637. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  69638. /**
  69639. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  69640. * @param left defines 1st vector
  69641. * @param right defines 2nd vector
  69642. * @returns a new Vector2
  69643. */
  69644. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  69645. /**
  69646. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  69647. * @param left defines 1st vector
  69648. * @param right defines 2nd vector
  69649. * @returns a new Vector2
  69650. */
  69651. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  69652. /**
  69653. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  69654. * @param vector defines the vector to transform
  69655. * @param transformation defines the matrix to apply
  69656. * @returns a new Vector2
  69657. */
  69658. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  69659. /**
  69660. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  69661. * @param vector defines the vector to transform
  69662. * @param transformation defines the matrix to apply
  69663. * @param result defines the target vector
  69664. */
  69665. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  69666. /**
  69667. * Determines if a given vector is included in a triangle
  69668. * @param p defines the vector to test
  69669. * @param p0 defines 1st triangle point
  69670. * @param p1 defines 2nd triangle point
  69671. * @param p2 defines 3rd triangle point
  69672. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  69673. */
  69674. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  69675. /**
  69676. * Gets the distance between the vectors "value1" and "value2"
  69677. * @param value1 defines first vector
  69678. * @param value2 defines second vector
  69679. * @returns the distance between vectors
  69680. */
  69681. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  69682. /**
  69683. * Returns the squared distance between the vectors "value1" and "value2"
  69684. * @param value1 defines first vector
  69685. * @param value2 defines second vector
  69686. * @returns the squared distance between vectors
  69687. */
  69688. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  69689. /**
  69690. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  69691. * @param value1 defines first vector
  69692. * @param value2 defines second vector
  69693. * @returns a new Vector2
  69694. */
  69695. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  69696. /**
  69697. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  69698. * @param p defines the middle point
  69699. * @param segA defines one point of the segment
  69700. * @param segB defines the other point of the segment
  69701. * @returns the shortest distance
  69702. */
  69703. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  69704. }
  69705. /**
  69706. * Classed used to store (x,y,z) vector representation
  69707. * A Vector3 is the main object used in 3D geometry
  69708. * It can represent etiher the coordinates of a point the space, either a direction
  69709. * Reminder: js uses a left handed forward facing system
  69710. */
  69711. export class Vector3 {
  69712. /**
  69713. * Defines the first coordinates (on X axis)
  69714. */
  69715. x: number;
  69716. /**
  69717. * Defines the second coordinates (on Y axis)
  69718. */
  69719. y: number;
  69720. /**
  69721. * Defines the third coordinates (on Z axis)
  69722. */
  69723. z: number;
  69724. private static _UpReadOnly;
  69725. private static _ZeroReadOnly;
  69726. /**
  69727. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  69728. * @param x defines the first coordinates (on X axis)
  69729. * @param y defines the second coordinates (on Y axis)
  69730. * @param z defines the third coordinates (on Z axis)
  69731. */
  69732. constructor(
  69733. /**
  69734. * Defines the first coordinates (on X axis)
  69735. */
  69736. x?: number,
  69737. /**
  69738. * Defines the second coordinates (on Y axis)
  69739. */
  69740. y?: number,
  69741. /**
  69742. * Defines the third coordinates (on Z axis)
  69743. */
  69744. z?: number);
  69745. /**
  69746. * Creates a string representation of the Vector3
  69747. * @returns a string with the Vector3 coordinates.
  69748. */
  69749. toString(): string;
  69750. /**
  69751. * Gets the class name
  69752. * @returns the string "Vector3"
  69753. */
  69754. getClassName(): string;
  69755. /**
  69756. * Creates the Vector3 hash code
  69757. * @returns a number which tends to be unique between Vector3 instances
  69758. */
  69759. getHashCode(): number;
  69760. /**
  69761. * Creates an array containing three elements : the coordinates of the Vector3
  69762. * @returns a new array of numbers
  69763. */
  69764. asArray(): number[];
  69765. /**
  69766. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  69767. * @param array defines the destination array
  69768. * @param index defines the offset in the destination array
  69769. * @returns the current Vector3
  69770. */
  69771. toArray(array: FloatArray, index?: number): Vector3;
  69772. /**
  69773. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  69774. * @returns a new Quaternion object, computed from the Vector3 coordinates
  69775. */
  69776. toQuaternion(): Quaternion;
  69777. /**
  69778. * Adds the given vector to the current Vector3
  69779. * @param otherVector defines the second operand
  69780. * @returns the current updated Vector3
  69781. */
  69782. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  69783. /**
  69784. * Adds the given coordinates to the current Vector3
  69785. * @param x defines the x coordinate of the operand
  69786. * @param y defines the y coordinate of the operand
  69787. * @param z defines the z coordinate of the operand
  69788. * @returns the current updated Vector3
  69789. */
  69790. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  69791. /**
  69792. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  69793. * @param otherVector defines the second operand
  69794. * @returns the resulting Vector3
  69795. */
  69796. add(otherVector: DeepImmutable<Vector3>): Vector3;
  69797. /**
  69798. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  69799. * @param otherVector defines the second operand
  69800. * @param result defines the Vector3 object where to store the result
  69801. * @returns the current Vector3
  69802. */
  69803. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  69804. /**
  69805. * Subtract the given vector from the current Vector3
  69806. * @param otherVector defines the second operand
  69807. * @returns the current updated Vector3
  69808. */
  69809. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  69810. /**
  69811. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  69812. * @param otherVector defines the second operand
  69813. * @returns the resulting Vector3
  69814. */
  69815. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  69816. /**
  69817. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  69818. * @param otherVector defines the second operand
  69819. * @param result defines the Vector3 object where to store the result
  69820. * @returns the current Vector3
  69821. */
  69822. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  69823. /**
  69824. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  69825. * @param x defines the x coordinate of the operand
  69826. * @param y defines the y coordinate of the operand
  69827. * @param z defines the z coordinate of the operand
  69828. * @returns the resulting Vector3
  69829. */
  69830. subtractFromFloats(x: number, y: number, z: number): Vector3;
  69831. /**
  69832. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  69833. * @param x defines the x coordinate of the operand
  69834. * @param y defines the y coordinate of the operand
  69835. * @param z defines the z coordinate of the operand
  69836. * @param result defines the Vector3 object where to store the result
  69837. * @returns the current Vector3
  69838. */
  69839. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  69840. /**
  69841. * Gets a new Vector3 set with the current Vector3 negated coordinates
  69842. * @returns a new Vector3
  69843. */
  69844. negate(): Vector3;
  69845. /**
  69846. * Multiplies the Vector3 coordinates by the float "scale"
  69847. * @param scale defines the multiplier factor
  69848. * @returns the current updated Vector3
  69849. */
  69850. scaleInPlace(scale: number): Vector3;
  69851. /**
  69852. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  69853. * @param scale defines the multiplier factor
  69854. * @returns a new Vector3
  69855. */
  69856. scale(scale: number): Vector3;
  69857. /**
  69858. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  69859. * @param scale defines the multiplier factor
  69860. * @param result defines the Vector3 object where to store the result
  69861. * @returns the current Vector3
  69862. */
  69863. scaleToRef(scale: number, result: Vector3): Vector3;
  69864. /**
  69865. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  69866. * @param scale defines the scale factor
  69867. * @param result defines the Vector3 object where to store the result
  69868. * @returns the unmodified current Vector3
  69869. */
  69870. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  69871. /**
  69872. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  69873. * @param otherVector defines the second operand
  69874. * @returns true if both vectors are equals
  69875. */
  69876. equals(otherVector: DeepImmutable<Vector3>): boolean;
  69877. /**
  69878. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  69879. * @param otherVector defines the second operand
  69880. * @param epsilon defines the minimal distance to define values as equals
  69881. * @returns true if both vectors are distant less than epsilon
  69882. */
  69883. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  69884. /**
  69885. * Returns true if the current Vector3 coordinates equals the given floats
  69886. * @param x defines the x coordinate of the operand
  69887. * @param y defines the y coordinate of the operand
  69888. * @param z defines the z coordinate of the operand
  69889. * @returns true if both vectors are equals
  69890. */
  69891. equalsToFloats(x: number, y: number, z: number): boolean;
  69892. /**
  69893. * Multiplies the current Vector3 coordinates by the given ones
  69894. * @param otherVector defines the second operand
  69895. * @returns the current updated Vector3
  69896. */
  69897. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  69898. /**
  69899. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  69900. * @param otherVector defines the second operand
  69901. * @returns the new Vector3
  69902. */
  69903. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  69904. /**
  69905. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  69906. * @param otherVector defines the second operand
  69907. * @param result defines the Vector3 object where to store the result
  69908. * @returns the current Vector3
  69909. */
  69910. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  69911. /**
  69912. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  69913. * @param x defines the x coordinate of the operand
  69914. * @param y defines the y coordinate of the operand
  69915. * @param z defines the z coordinate of the operand
  69916. * @returns the new Vector3
  69917. */
  69918. multiplyByFloats(x: number, y: number, z: number): Vector3;
  69919. /**
  69920. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  69921. * @param otherVector defines the second operand
  69922. * @returns the new Vector3
  69923. */
  69924. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  69925. /**
  69926. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  69927. * @param otherVector defines the second operand
  69928. * @param result defines the Vector3 object where to store the result
  69929. * @returns the current Vector3
  69930. */
  69931. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  69932. /**
  69933. * Divides the current Vector3 coordinates by the given ones.
  69934. * @param otherVector defines the second operand
  69935. * @returns the current updated Vector3
  69936. */
  69937. divideInPlace(otherVector: Vector3): Vector3;
  69938. /**
  69939. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  69940. * @param other defines the second operand
  69941. * @returns the current updated Vector3
  69942. */
  69943. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  69944. /**
  69945. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  69946. * @param other defines the second operand
  69947. * @returns the current updated Vector3
  69948. */
  69949. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  69950. /**
  69951. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  69952. * @param x defines the x coordinate of the operand
  69953. * @param y defines the y coordinate of the operand
  69954. * @param z defines the z coordinate of the operand
  69955. * @returns the current updated Vector3
  69956. */
  69957. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  69958. /**
  69959. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  69960. * @param x defines the x coordinate of the operand
  69961. * @param y defines the y coordinate of the operand
  69962. * @param z defines the z coordinate of the operand
  69963. * @returns the current updated Vector3
  69964. */
  69965. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  69966. /**
  69967. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  69968. * Check if is non uniform within a certain amount of decimal places to account for this
  69969. * @param epsilon the amount the values can differ
  69970. * @returns if the the vector is non uniform to a certain number of decimal places
  69971. */
  69972. isNonUniformWithinEpsilon(epsilon: number): boolean;
  69973. /**
  69974. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  69975. */
  69976. readonly isNonUniform: boolean;
  69977. /**
  69978. * Gets a new Vector3 from current Vector3 floored values
  69979. * @returns a new Vector3
  69980. */
  69981. floor(): Vector3;
  69982. /**
  69983. * Gets a new Vector3 from current Vector3 floored values
  69984. * @returns a new Vector3
  69985. */
  69986. fract(): Vector3;
  69987. /**
  69988. * Gets the length of the Vector3
  69989. * @returns the length of the Vector3
  69990. */
  69991. length(): number;
  69992. /**
  69993. * Gets the squared length of the Vector3
  69994. * @returns squared length of the Vector3
  69995. */
  69996. lengthSquared(): number;
  69997. /**
  69998. * Normalize the current Vector3.
  69999. * Please note that this is an in place operation.
  70000. * @returns the current updated Vector3
  70001. */
  70002. normalize(): Vector3;
  70003. /**
  70004. * Reorders the x y z properties of the vector in place
  70005. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  70006. * @returns the current updated vector
  70007. */
  70008. reorderInPlace(order: string): this;
  70009. /**
  70010. * Rotates the vector around 0,0,0 by a quaternion
  70011. * @param quaternion the rotation quaternion
  70012. * @param result vector to store the result
  70013. * @returns the resulting vector
  70014. */
  70015. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  70016. /**
  70017. * Rotates a vector around a given point
  70018. * @param quaternion the rotation quaternion
  70019. * @param point the point to rotate around
  70020. * @param result vector to store the result
  70021. * @returns the resulting vector
  70022. */
  70023. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  70024. /**
  70025. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  70026. * The cross product is then orthogonal to both current and "other"
  70027. * @param other defines the right operand
  70028. * @returns the cross product
  70029. */
  70030. cross(other: Vector3): Vector3;
  70031. /**
  70032. * Normalize the current Vector3 with the given input length.
  70033. * Please note that this is an in place operation.
  70034. * @param len the length of the vector
  70035. * @returns the current updated Vector3
  70036. */
  70037. normalizeFromLength(len: number): Vector3;
  70038. /**
  70039. * Normalize the current Vector3 to a new vector
  70040. * @returns the new Vector3
  70041. */
  70042. normalizeToNew(): Vector3;
  70043. /**
  70044. * Normalize the current Vector3 to the reference
  70045. * @param reference define the Vector3 to update
  70046. * @returns the updated Vector3
  70047. */
  70048. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  70049. /**
  70050. * Creates a new Vector3 copied from the current Vector3
  70051. * @returns the new Vector3
  70052. */
  70053. clone(): Vector3;
  70054. /**
  70055. * Copies the given vector coordinates to the current Vector3 ones
  70056. * @param source defines the source Vector3
  70057. * @returns the current updated Vector3
  70058. */
  70059. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  70060. /**
  70061. * Copies the given floats to the current Vector3 coordinates
  70062. * @param x defines the x coordinate of the operand
  70063. * @param y defines the y coordinate of the operand
  70064. * @param z defines the z coordinate of the operand
  70065. * @returns the current updated Vector3
  70066. */
  70067. copyFromFloats(x: number, y: number, z: number): Vector3;
  70068. /**
  70069. * Copies the given floats to the current Vector3 coordinates
  70070. * @param x defines the x coordinate of the operand
  70071. * @param y defines the y coordinate of the operand
  70072. * @param z defines the z coordinate of the operand
  70073. * @returns the current updated Vector3
  70074. */
  70075. set(x: number, y: number, z: number): Vector3;
  70076. /**
  70077. * Copies the given float to the current Vector3 coordinates
  70078. * @param v defines the x, y and z coordinates of the operand
  70079. * @returns the current updated Vector3
  70080. */
  70081. setAll(v: number): Vector3;
  70082. /**
  70083. * Get the clip factor between two vectors
  70084. * @param vector0 defines the first operand
  70085. * @param vector1 defines the second operand
  70086. * @param axis defines the axis to use
  70087. * @param size defines the size along the axis
  70088. * @returns the clip factor
  70089. */
  70090. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  70091. /**
  70092. * Get angle between two vectors
  70093. * @param vector0 angle between vector0 and vector1
  70094. * @param vector1 angle between vector0 and vector1
  70095. * @param normal direction of the normal
  70096. * @return the angle between vector0 and vector1
  70097. */
  70098. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  70099. /**
  70100. * Returns a new Vector3 set from the index "offset" of the given array
  70101. * @param array defines the source array
  70102. * @param offset defines the offset in the source array
  70103. * @returns the new Vector3
  70104. */
  70105. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  70106. /**
  70107. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  70108. * This function is deprecated. Use FromArray instead
  70109. * @param array defines the source array
  70110. * @param offset defines the offset in the source array
  70111. * @returns the new Vector3
  70112. */
  70113. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  70114. /**
  70115. * Sets the given vector "result" with the element values from the index "offset" of the given array
  70116. * @param array defines the source array
  70117. * @param offset defines the offset in the source array
  70118. * @param result defines the Vector3 where to store the result
  70119. */
  70120. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  70121. /**
  70122. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  70123. * This function is deprecated. Use FromArrayToRef instead.
  70124. * @param array defines the source array
  70125. * @param offset defines the offset in the source array
  70126. * @param result defines the Vector3 where to store the result
  70127. */
  70128. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  70129. /**
  70130. * Sets the given vector "result" with the given floats.
  70131. * @param x defines the x coordinate of the source
  70132. * @param y defines the y coordinate of the source
  70133. * @param z defines the z coordinate of the source
  70134. * @param result defines the Vector3 where to store the result
  70135. */
  70136. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  70137. /**
  70138. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  70139. * @returns a new empty Vector3
  70140. */
  70141. static Zero(): Vector3;
  70142. /**
  70143. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  70144. * @returns a new unit Vector3
  70145. */
  70146. static One(): Vector3;
  70147. /**
  70148. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  70149. * @returns a new up Vector3
  70150. */
  70151. static Up(): Vector3;
  70152. /**
  70153. * Gets a up Vector3 that must not be updated
  70154. */
  70155. static readonly UpReadOnly: DeepImmutable<Vector3>;
  70156. /**
  70157. * Gets a zero Vector3 that must not be updated
  70158. */
  70159. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  70160. /**
  70161. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  70162. * @returns a new down Vector3
  70163. */
  70164. static Down(): Vector3;
  70165. /**
  70166. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  70167. * @returns a new forward Vector3
  70168. */
  70169. static Forward(): Vector3;
  70170. /**
  70171. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  70172. * @returns a new forward Vector3
  70173. */
  70174. static Backward(): Vector3;
  70175. /**
  70176. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  70177. * @returns a new right Vector3
  70178. */
  70179. static Right(): Vector3;
  70180. /**
  70181. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  70182. * @returns a new left Vector3
  70183. */
  70184. static Left(): Vector3;
  70185. /**
  70186. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  70187. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70188. * @param vector defines the Vector3 to transform
  70189. * @param transformation defines the transformation matrix
  70190. * @returns the transformed Vector3
  70191. */
  70192. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70193. /**
  70194. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  70195. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70196. * @param vector defines the Vector3 to transform
  70197. * @param transformation defines the transformation matrix
  70198. * @param result defines the Vector3 where to store the result
  70199. */
  70200. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70201. /**
  70202. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  70203. * This method computes tranformed coordinates only, not transformed direction vectors
  70204. * @param x define the x coordinate of the source vector
  70205. * @param y define the y coordinate of the source vector
  70206. * @param z define the z coordinate of the source vector
  70207. * @param transformation defines the transformation matrix
  70208. * @param result defines the Vector3 where to store the result
  70209. */
  70210. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70211. /**
  70212. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  70213. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70214. * @param vector defines the Vector3 to transform
  70215. * @param transformation defines the transformation matrix
  70216. * @returns the new Vector3
  70217. */
  70218. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70219. /**
  70220. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  70221. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70222. * @param vector defines the Vector3 to transform
  70223. * @param transformation defines the transformation matrix
  70224. * @param result defines the Vector3 where to store the result
  70225. */
  70226. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70227. /**
  70228. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  70229. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70230. * @param x define the x coordinate of the source vector
  70231. * @param y define the y coordinate of the source vector
  70232. * @param z define the z coordinate of the source vector
  70233. * @param transformation defines the transformation matrix
  70234. * @param result defines the Vector3 where to store the result
  70235. */
  70236. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70237. /**
  70238. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  70239. * @param value1 defines the first control point
  70240. * @param value2 defines the second control point
  70241. * @param value3 defines the third control point
  70242. * @param value4 defines the fourth control point
  70243. * @param amount defines the amount on the spline to use
  70244. * @returns the new Vector3
  70245. */
  70246. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  70247. /**
  70248. * 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"
  70249. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70250. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70251. * @param value defines the current value
  70252. * @param min defines the lower range value
  70253. * @param max defines the upper range value
  70254. * @returns the new Vector3
  70255. */
  70256. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  70257. /**
  70258. * 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"
  70259. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70260. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70261. * @param value defines the current value
  70262. * @param min defines the lower range value
  70263. * @param max defines the upper range value
  70264. * @param result defines the Vector3 where to store the result
  70265. */
  70266. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  70267. /**
  70268. * Checks if a given vector is inside a specific range
  70269. * @param v defines the vector to test
  70270. * @param min defines the minimum range
  70271. * @param max defines the maximum range
  70272. */
  70273. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  70274. /**
  70275. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  70276. * @param value1 defines the first control point
  70277. * @param tangent1 defines the first tangent vector
  70278. * @param value2 defines the second control point
  70279. * @param tangent2 defines the second tangent vector
  70280. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  70281. * @returns the new Vector3
  70282. */
  70283. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  70284. /**
  70285. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  70286. * @param start defines the start value
  70287. * @param end defines the end value
  70288. * @param amount max defines amount between both (between 0 and 1)
  70289. * @returns the new Vector3
  70290. */
  70291. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  70292. /**
  70293. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  70294. * @param start defines the start value
  70295. * @param end defines the end value
  70296. * @param amount max defines amount between both (between 0 and 1)
  70297. * @param result defines the Vector3 where to store the result
  70298. */
  70299. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  70300. /**
  70301. * Returns the dot product (float) between the vectors "left" and "right"
  70302. * @param left defines the left operand
  70303. * @param right defines the right operand
  70304. * @returns the dot product
  70305. */
  70306. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  70307. /**
  70308. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  70309. * The cross product is then orthogonal to both "left" and "right"
  70310. * @param left defines the left operand
  70311. * @param right defines the right operand
  70312. * @returns the cross product
  70313. */
  70314. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70315. /**
  70316. * Sets the given vector "result" with the cross product of "left" and "right"
  70317. * The cross product is then orthogonal to both "left" and "right"
  70318. * @param left defines the left operand
  70319. * @param right defines the right operand
  70320. * @param result defines the Vector3 where to store the result
  70321. */
  70322. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  70323. /**
  70324. * Returns a new Vector3 as the normalization of the given vector
  70325. * @param vector defines the Vector3 to normalize
  70326. * @returns the new Vector3
  70327. */
  70328. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  70329. /**
  70330. * Sets the given vector "result" with the normalization of the given first vector
  70331. * @param vector defines the Vector3 to normalize
  70332. * @param result defines the Vector3 where to store the result
  70333. */
  70334. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  70335. /**
  70336. * Project a Vector3 onto screen space
  70337. * @param vector defines the Vector3 to project
  70338. * @param world defines the world matrix to use
  70339. * @param transform defines the transform (view x projection) matrix to use
  70340. * @param viewport defines the screen viewport to use
  70341. * @returns the new Vector3
  70342. */
  70343. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  70344. /** @hidden */
  70345. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  70346. /**
  70347. * Unproject from screen space to object space
  70348. * @param source defines the screen space Vector3 to use
  70349. * @param viewportWidth defines the current width of the viewport
  70350. * @param viewportHeight defines the current height of the viewport
  70351. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70352. * @param transform defines the transform (view x projection) matrix to use
  70353. * @returns the new Vector3
  70354. */
  70355. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  70356. /**
  70357. * Unproject from screen space to object space
  70358. * @param source defines the screen space Vector3 to use
  70359. * @param viewportWidth defines the current width of the viewport
  70360. * @param viewportHeight defines the current height of the viewport
  70361. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70362. * @param view defines the view matrix to use
  70363. * @param projection defines the projection matrix to use
  70364. * @returns the new Vector3
  70365. */
  70366. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  70367. /**
  70368. * Unproject from screen space to object space
  70369. * @param source defines the screen space Vector3 to use
  70370. * @param viewportWidth defines the current width of the viewport
  70371. * @param viewportHeight defines the current height of the viewport
  70372. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70373. * @param view defines the view matrix to use
  70374. * @param projection defines the projection matrix to use
  70375. * @param result defines the Vector3 where to store the result
  70376. */
  70377. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70378. /**
  70379. * Unproject from screen space to object space
  70380. * @param sourceX defines the screen space x coordinate to use
  70381. * @param sourceY defines the screen space y coordinate to use
  70382. * @param sourceZ defines the screen space z coordinate to use
  70383. * @param viewportWidth defines the current width of the viewport
  70384. * @param viewportHeight defines the current height of the viewport
  70385. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70386. * @param view defines the view matrix to use
  70387. * @param projection defines the projection matrix to use
  70388. * @param result defines the Vector3 where to store the result
  70389. */
  70390. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70391. /**
  70392. * Gets the minimal coordinate values between two Vector3
  70393. * @param left defines the first operand
  70394. * @param right defines the second operand
  70395. * @returns the new Vector3
  70396. */
  70397. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70398. /**
  70399. * Gets the maximal coordinate values between two Vector3
  70400. * @param left defines the first operand
  70401. * @param right defines the second operand
  70402. * @returns the new Vector3
  70403. */
  70404. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70405. /**
  70406. * Returns the distance between the vectors "value1" and "value2"
  70407. * @param value1 defines the first operand
  70408. * @param value2 defines the second operand
  70409. * @returns the distance
  70410. */
  70411. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  70412. /**
  70413. * Returns the squared distance between the vectors "value1" and "value2"
  70414. * @param value1 defines the first operand
  70415. * @param value2 defines the second operand
  70416. * @returns the squared distance
  70417. */
  70418. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  70419. /**
  70420. * Returns a new Vector3 located at the center between "value1" and "value2"
  70421. * @param value1 defines the first operand
  70422. * @param value2 defines the second operand
  70423. * @returns the new Vector3
  70424. */
  70425. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  70426. /**
  70427. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  70428. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  70429. * to something in order to rotate it from its local system to the given target system
  70430. * Note: axis1, axis2 and axis3 are normalized during this operation
  70431. * @param axis1 defines the first axis
  70432. * @param axis2 defines the second axis
  70433. * @param axis3 defines the third axis
  70434. * @returns a new Vector3
  70435. */
  70436. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  70437. /**
  70438. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  70439. * @param axis1 defines the first axis
  70440. * @param axis2 defines the second axis
  70441. * @param axis3 defines the third axis
  70442. * @param ref defines the Vector3 where to store the result
  70443. */
  70444. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  70445. }
  70446. /**
  70447. * Vector4 class created for EulerAngle class conversion to Quaternion
  70448. */
  70449. export class Vector4 {
  70450. /** x value of the vector */
  70451. x: number;
  70452. /** y value of the vector */
  70453. y: number;
  70454. /** z value of the vector */
  70455. z: number;
  70456. /** w value of the vector */
  70457. w: number;
  70458. /**
  70459. * Creates a Vector4 object from the given floats.
  70460. * @param x x value of the vector
  70461. * @param y y value of the vector
  70462. * @param z z value of the vector
  70463. * @param w w value of the vector
  70464. */
  70465. constructor(
  70466. /** x value of the vector */
  70467. x: number,
  70468. /** y value of the vector */
  70469. y: number,
  70470. /** z value of the vector */
  70471. z: number,
  70472. /** w value of the vector */
  70473. w: number);
  70474. /**
  70475. * Returns the string with the Vector4 coordinates.
  70476. * @returns a string containing all the vector values
  70477. */
  70478. toString(): string;
  70479. /**
  70480. * Returns the string "Vector4".
  70481. * @returns "Vector4"
  70482. */
  70483. getClassName(): string;
  70484. /**
  70485. * Returns the Vector4 hash code.
  70486. * @returns a unique hash code
  70487. */
  70488. getHashCode(): number;
  70489. /**
  70490. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  70491. * @returns the resulting array
  70492. */
  70493. asArray(): number[];
  70494. /**
  70495. * Populates the given array from the given index with the Vector4 coordinates.
  70496. * @param array array to populate
  70497. * @param index index of the array to start at (default: 0)
  70498. * @returns the Vector4.
  70499. */
  70500. toArray(array: FloatArray, index?: number): Vector4;
  70501. /**
  70502. * Adds the given vector to the current Vector4.
  70503. * @param otherVector the vector to add
  70504. * @returns the updated Vector4.
  70505. */
  70506. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70507. /**
  70508. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  70509. * @param otherVector the vector to add
  70510. * @returns the resulting vector
  70511. */
  70512. add(otherVector: DeepImmutable<Vector4>): Vector4;
  70513. /**
  70514. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  70515. * @param otherVector the vector to add
  70516. * @param result the vector to store the result
  70517. * @returns the current Vector4.
  70518. */
  70519. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70520. /**
  70521. * Subtract in place the given vector from the current Vector4.
  70522. * @param otherVector the vector to subtract
  70523. * @returns the updated Vector4.
  70524. */
  70525. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70526. /**
  70527. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  70528. * @param otherVector the vector to add
  70529. * @returns the new vector with the result
  70530. */
  70531. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  70532. /**
  70533. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  70534. * @param otherVector the vector to subtract
  70535. * @param result the vector to store the result
  70536. * @returns the current Vector4.
  70537. */
  70538. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70539. /**
  70540. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70541. */
  70542. /**
  70543. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70544. * @param x value to subtract
  70545. * @param y value to subtract
  70546. * @param z value to subtract
  70547. * @param w value to subtract
  70548. * @returns new vector containing the result
  70549. */
  70550. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  70551. /**
  70552. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70553. * @param x value to subtract
  70554. * @param y value to subtract
  70555. * @param z value to subtract
  70556. * @param w value to subtract
  70557. * @param result the vector to store the result in
  70558. * @returns the current Vector4.
  70559. */
  70560. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  70561. /**
  70562. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  70563. * @returns a new vector with the negated values
  70564. */
  70565. negate(): Vector4;
  70566. /**
  70567. * Multiplies the current Vector4 coordinates by scale (float).
  70568. * @param scale the number to scale with
  70569. * @returns the updated Vector4.
  70570. */
  70571. scaleInPlace(scale: number): Vector4;
  70572. /**
  70573. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  70574. * @param scale the number to scale with
  70575. * @returns a new vector with the result
  70576. */
  70577. scale(scale: number): Vector4;
  70578. /**
  70579. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  70580. * @param scale the number to scale with
  70581. * @param result a vector to store the result in
  70582. * @returns the current Vector4.
  70583. */
  70584. scaleToRef(scale: number, result: Vector4): Vector4;
  70585. /**
  70586. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  70587. * @param scale defines the scale factor
  70588. * @param result defines the Vector4 object where to store the result
  70589. * @returns the unmodified current Vector4
  70590. */
  70591. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  70592. /**
  70593. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  70594. * @param otherVector the vector to compare against
  70595. * @returns true if they are equal
  70596. */
  70597. equals(otherVector: DeepImmutable<Vector4>): boolean;
  70598. /**
  70599. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  70600. * @param otherVector vector to compare against
  70601. * @param epsilon (Default: very small number)
  70602. * @returns true if they are equal
  70603. */
  70604. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  70605. /**
  70606. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  70607. * @param x x value to compare against
  70608. * @param y y value to compare against
  70609. * @param z z value to compare against
  70610. * @param w w value to compare against
  70611. * @returns true if equal
  70612. */
  70613. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  70614. /**
  70615. * Multiplies in place the current Vector4 by the given one.
  70616. * @param otherVector vector to multiple with
  70617. * @returns the updated Vector4.
  70618. */
  70619. multiplyInPlace(otherVector: Vector4): Vector4;
  70620. /**
  70621. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  70622. * @param otherVector vector to multiple with
  70623. * @returns resulting new vector
  70624. */
  70625. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  70626. /**
  70627. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  70628. * @param otherVector vector to multiple with
  70629. * @param result vector to store the result
  70630. * @returns the current Vector4.
  70631. */
  70632. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70633. /**
  70634. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  70635. * @param x x value multiply with
  70636. * @param y y value multiply with
  70637. * @param z z value multiply with
  70638. * @param w w value multiply with
  70639. * @returns resulting new vector
  70640. */
  70641. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  70642. /**
  70643. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  70644. * @param otherVector vector to devide with
  70645. * @returns resulting new vector
  70646. */
  70647. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  70648. /**
  70649. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  70650. * @param otherVector vector to devide with
  70651. * @param result vector to store the result
  70652. * @returns the current Vector4.
  70653. */
  70654. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70655. /**
  70656. * Divides the current Vector3 coordinates by the given ones.
  70657. * @param otherVector vector to devide with
  70658. * @returns the updated Vector3.
  70659. */
  70660. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70661. /**
  70662. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  70663. * @param other defines the second operand
  70664. * @returns the current updated Vector4
  70665. */
  70666. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  70667. /**
  70668. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  70669. * @param other defines the second operand
  70670. * @returns the current updated Vector4
  70671. */
  70672. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  70673. /**
  70674. * Gets a new Vector4 from current Vector4 floored values
  70675. * @returns a new Vector4
  70676. */
  70677. floor(): Vector4;
  70678. /**
  70679. * Gets a new Vector4 from current Vector3 floored values
  70680. * @returns a new Vector4
  70681. */
  70682. fract(): Vector4;
  70683. /**
  70684. * Returns the Vector4 length (float).
  70685. * @returns the length
  70686. */
  70687. length(): number;
  70688. /**
  70689. * Returns the Vector4 squared length (float).
  70690. * @returns the length squared
  70691. */
  70692. lengthSquared(): number;
  70693. /**
  70694. * Normalizes in place the Vector4.
  70695. * @returns the updated Vector4.
  70696. */
  70697. normalize(): Vector4;
  70698. /**
  70699. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  70700. * @returns this converted to a new vector3
  70701. */
  70702. toVector3(): Vector3;
  70703. /**
  70704. * Returns a new Vector4 copied from the current one.
  70705. * @returns the new cloned vector
  70706. */
  70707. clone(): Vector4;
  70708. /**
  70709. * Updates the current Vector4 with the given one coordinates.
  70710. * @param source the source vector to copy from
  70711. * @returns the updated Vector4.
  70712. */
  70713. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  70714. /**
  70715. * Updates the current Vector4 coordinates with the given floats.
  70716. * @param x float to copy from
  70717. * @param y float to copy from
  70718. * @param z float to copy from
  70719. * @param w float to copy from
  70720. * @returns the updated Vector4.
  70721. */
  70722. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  70723. /**
  70724. * Updates the current Vector4 coordinates with the given floats.
  70725. * @param x float to set from
  70726. * @param y float to set from
  70727. * @param z float to set from
  70728. * @param w float to set from
  70729. * @returns the updated Vector4.
  70730. */
  70731. set(x: number, y: number, z: number, w: number): Vector4;
  70732. /**
  70733. * Copies the given float to the current Vector3 coordinates
  70734. * @param v defines the x, y, z and w coordinates of the operand
  70735. * @returns the current updated Vector3
  70736. */
  70737. setAll(v: number): Vector4;
  70738. /**
  70739. * Returns a new Vector4 set from the starting index of the given array.
  70740. * @param array the array to pull values from
  70741. * @param offset the offset into the array to start at
  70742. * @returns the new vector
  70743. */
  70744. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  70745. /**
  70746. * Updates the given vector "result" from the starting index of the given array.
  70747. * @param array the array to pull values from
  70748. * @param offset the offset into the array to start at
  70749. * @param result the vector to store the result in
  70750. */
  70751. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  70752. /**
  70753. * Updates the given vector "result" from the starting index of the given Float32Array.
  70754. * @param array the array to pull values from
  70755. * @param offset the offset into the array to start at
  70756. * @param result the vector to store the result in
  70757. */
  70758. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  70759. /**
  70760. * Updates the given vector "result" coordinates from the given floats.
  70761. * @param x float to set from
  70762. * @param y float to set from
  70763. * @param z float to set from
  70764. * @param w float to set from
  70765. * @param result the vector to the floats in
  70766. */
  70767. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  70768. /**
  70769. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  70770. * @returns the new vector
  70771. */
  70772. static Zero(): Vector4;
  70773. /**
  70774. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  70775. * @returns the new vector
  70776. */
  70777. static One(): Vector4;
  70778. /**
  70779. * Returns a new normalized Vector4 from the given one.
  70780. * @param vector the vector to normalize
  70781. * @returns the vector
  70782. */
  70783. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  70784. /**
  70785. * Updates the given vector "result" from the normalization of the given one.
  70786. * @param vector the vector to normalize
  70787. * @param result the vector to store the result in
  70788. */
  70789. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  70790. /**
  70791. * Returns a vector with the minimum values from the left and right vectors
  70792. * @param left left vector to minimize
  70793. * @param right right vector to minimize
  70794. * @returns a new vector with the minimum of the left and right vector values
  70795. */
  70796. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  70797. /**
  70798. * Returns a vector with the maximum values from the left and right vectors
  70799. * @param left left vector to maximize
  70800. * @param right right vector to maximize
  70801. * @returns a new vector with the maximum of the left and right vector values
  70802. */
  70803. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  70804. /**
  70805. * Returns the distance (float) between the vectors "value1" and "value2".
  70806. * @param value1 value to calulate the distance between
  70807. * @param value2 value to calulate the distance between
  70808. * @return the distance between the two vectors
  70809. */
  70810. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  70811. /**
  70812. * Returns the squared distance (float) between the vectors "value1" and "value2".
  70813. * @param value1 value to calulate the distance between
  70814. * @param value2 value to calulate the distance between
  70815. * @return the distance between the two vectors squared
  70816. */
  70817. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  70818. /**
  70819. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  70820. * @param value1 value to calulate the center between
  70821. * @param value2 value to calulate the center between
  70822. * @return the center between the two vectors
  70823. */
  70824. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  70825. /**
  70826. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  70827. * This methods computes transformed normalized direction vectors only.
  70828. * @param vector the vector to transform
  70829. * @param transformation the transformation matrix to apply
  70830. * @returns the new vector
  70831. */
  70832. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  70833. /**
  70834. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  70835. * This methods computes transformed normalized direction vectors only.
  70836. * @param vector the vector to transform
  70837. * @param transformation the transformation matrix to apply
  70838. * @param result the vector to store the result in
  70839. */
  70840. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  70841. /**
  70842. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  70843. * This methods computes transformed normalized direction vectors only.
  70844. * @param x value to transform
  70845. * @param y value to transform
  70846. * @param z value to transform
  70847. * @param w value to transform
  70848. * @param transformation the transformation matrix to apply
  70849. * @param result the vector to store the results in
  70850. */
  70851. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  70852. /**
  70853. * Creates a new Vector4 from a Vector3
  70854. * @param source defines the source data
  70855. * @param w defines the 4th component (default is 0)
  70856. * @returns a new Vector4
  70857. */
  70858. static FromVector3(source: Vector3, w?: number): Vector4;
  70859. }
  70860. /**
  70861. * Class used to store quaternion data
  70862. * @see https://en.wikipedia.org/wiki/Quaternion
  70863. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  70864. */
  70865. export class Quaternion {
  70866. /** defines the first component (0 by default) */
  70867. x: number;
  70868. /** defines the second component (0 by default) */
  70869. y: number;
  70870. /** defines the third component (0 by default) */
  70871. z: number;
  70872. /** defines the fourth component (1.0 by default) */
  70873. w: number;
  70874. /**
  70875. * Creates a new Quaternion from the given floats
  70876. * @param x defines the first component (0 by default)
  70877. * @param y defines the second component (0 by default)
  70878. * @param z defines the third component (0 by default)
  70879. * @param w defines the fourth component (1.0 by default)
  70880. */
  70881. constructor(
  70882. /** defines the first component (0 by default) */
  70883. x?: number,
  70884. /** defines the second component (0 by default) */
  70885. y?: number,
  70886. /** defines the third component (0 by default) */
  70887. z?: number,
  70888. /** defines the fourth component (1.0 by default) */
  70889. w?: number);
  70890. /**
  70891. * Gets a string representation for the current quaternion
  70892. * @returns a string with the Quaternion coordinates
  70893. */
  70894. toString(): string;
  70895. /**
  70896. * Gets the class name of the quaternion
  70897. * @returns the string "Quaternion"
  70898. */
  70899. getClassName(): string;
  70900. /**
  70901. * Gets a hash code for this quaternion
  70902. * @returns the quaternion hash code
  70903. */
  70904. getHashCode(): number;
  70905. /**
  70906. * Copy the quaternion to an array
  70907. * @returns a new array populated with 4 elements from the quaternion coordinates
  70908. */
  70909. asArray(): number[];
  70910. /**
  70911. * Check if two quaternions are equals
  70912. * @param otherQuaternion defines the second operand
  70913. * @return true if the current quaternion and the given one coordinates are strictly equals
  70914. */
  70915. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  70916. /**
  70917. * Clone the current quaternion
  70918. * @returns a new quaternion copied from the current one
  70919. */
  70920. clone(): Quaternion;
  70921. /**
  70922. * Copy a quaternion to the current one
  70923. * @param other defines the other quaternion
  70924. * @returns the updated current quaternion
  70925. */
  70926. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  70927. /**
  70928. * Updates the current quaternion with the given float coordinates
  70929. * @param x defines the x coordinate
  70930. * @param y defines the y coordinate
  70931. * @param z defines the z coordinate
  70932. * @param w defines the w coordinate
  70933. * @returns the updated current quaternion
  70934. */
  70935. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  70936. /**
  70937. * Updates the current quaternion from the given float coordinates
  70938. * @param x defines the x coordinate
  70939. * @param y defines the y coordinate
  70940. * @param z defines the z coordinate
  70941. * @param w defines the w coordinate
  70942. * @returns the updated current quaternion
  70943. */
  70944. set(x: number, y: number, z: number, w: number): Quaternion;
  70945. /**
  70946. * Adds two quaternions
  70947. * @param other defines the second operand
  70948. * @returns a new quaternion as the addition result of the given one and the current quaternion
  70949. */
  70950. add(other: DeepImmutable<Quaternion>): Quaternion;
  70951. /**
  70952. * Add a quaternion to the current one
  70953. * @param other defines the quaternion to add
  70954. * @returns the current quaternion
  70955. */
  70956. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  70957. /**
  70958. * Subtract two quaternions
  70959. * @param other defines the second operand
  70960. * @returns a new quaternion as the subtraction result of the given one from the current one
  70961. */
  70962. subtract(other: Quaternion): Quaternion;
  70963. /**
  70964. * Multiplies the current quaternion by a scale factor
  70965. * @param value defines the scale factor
  70966. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  70967. */
  70968. scale(value: number): Quaternion;
  70969. /**
  70970. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  70971. * @param scale defines the scale factor
  70972. * @param result defines the Quaternion object where to store the result
  70973. * @returns the unmodified current quaternion
  70974. */
  70975. scaleToRef(scale: number, result: Quaternion): Quaternion;
  70976. /**
  70977. * Multiplies in place the current quaternion by a scale factor
  70978. * @param value defines the scale factor
  70979. * @returns the current modified quaternion
  70980. */
  70981. scaleInPlace(value: number): Quaternion;
  70982. /**
  70983. * Scale the current quaternion values by a factor and add the result to a given quaternion
  70984. * @param scale defines the scale factor
  70985. * @param result defines the Quaternion object where to store the result
  70986. * @returns the unmodified current quaternion
  70987. */
  70988. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  70989. /**
  70990. * Multiplies two quaternions
  70991. * @param q1 defines the second operand
  70992. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  70993. */
  70994. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  70995. /**
  70996. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  70997. * @param q1 defines the second operand
  70998. * @param result defines the target quaternion
  70999. * @returns the current quaternion
  71000. */
  71001. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  71002. /**
  71003. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  71004. * @param q1 defines the second operand
  71005. * @returns the currentupdated quaternion
  71006. */
  71007. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  71008. /**
  71009. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  71010. * @param ref defines the target quaternion
  71011. * @returns the current quaternion
  71012. */
  71013. conjugateToRef(ref: Quaternion): Quaternion;
  71014. /**
  71015. * Conjugates in place (1-q) the current quaternion
  71016. * @returns the current updated quaternion
  71017. */
  71018. conjugateInPlace(): Quaternion;
  71019. /**
  71020. * Conjugates in place (1-q) the current quaternion
  71021. * @returns a new quaternion
  71022. */
  71023. conjugate(): Quaternion;
  71024. /**
  71025. * Gets length of current quaternion
  71026. * @returns the quaternion length (float)
  71027. */
  71028. length(): number;
  71029. /**
  71030. * Normalize in place the current quaternion
  71031. * @returns the current updated quaternion
  71032. */
  71033. normalize(): Quaternion;
  71034. /**
  71035. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  71036. * @param order is a reserved parameter and is ignore for now
  71037. * @returns a new Vector3 containing the Euler angles
  71038. */
  71039. toEulerAngles(order?: string): Vector3;
  71040. /**
  71041. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  71042. * @param result defines the vector which will be filled with the Euler angles
  71043. * @param order is a reserved parameter and is ignore for now
  71044. * @returns the current unchanged quaternion
  71045. */
  71046. toEulerAnglesToRef(result: Vector3): Quaternion;
  71047. /**
  71048. * Updates the given rotation matrix with the current quaternion values
  71049. * @param result defines the target matrix
  71050. * @returns the current unchanged quaternion
  71051. */
  71052. toRotationMatrix(result: Matrix): Quaternion;
  71053. /**
  71054. * Updates the current quaternion from the given rotation matrix values
  71055. * @param matrix defines the source matrix
  71056. * @returns the current updated quaternion
  71057. */
  71058. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71059. /**
  71060. * Creates a new quaternion from a rotation matrix
  71061. * @param matrix defines the source matrix
  71062. * @returns a new quaternion created from the given rotation matrix values
  71063. */
  71064. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71065. /**
  71066. * Updates the given quaternion with the given rotation matrix values
  71067. * @param matrix defines the source matrix
  71068. * @param result defines the target quaternion
  71069. */
  71070. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  71071. /**
  71072. * Returns the dot product (float) between the quaternions "left" and "right"
  71073. * @param left defines the left operand
  71074. * @param right defines the right operand
  71075. * @returns the dot product
  71076. */
  71077. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  71078. /**
  71079. * Checks if the two quaternions are close to each other
  71080. * @param quat0 defines the first quaternion to check
  71081. * @param quat1 defines the second quaternion to check
  71082. * @returns true if the two quaternions are close to each other
  71083. */
  71084. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  71085. /**
  71086. * Creates an empty quaternion
  71087. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  71088. */
  71089. static Zero(): Quaternion;
  71090. /**
  71091. * Inverse a given quaternion
  71092. * @param q defines the source quaternion
  71093. * @returns a new quaternion as the inverted current quaternion
  71094. */
  71095. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  71096. /**
  71097. * Inverse a given quaternion
  71098. * @param q defines the source quaternion
  71099. * @param result the quaternion the result will be stored in
  71100. * @returns the result quaternion
  71101. */
  71102. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  71103. /**
  71104. * Creates an identity quaternion
  71105. * @returns the identity quaternion
  71106. */
  71107. static Identity(): Quaternion;
  71108. /**
  71109. * Gets a boolean indicating if the given quaternion is identity
  71110. * @param quaternion defines the quaternion to check
  71111. * @returns true if the quaternion is identity
  71112. */
  71113. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  71114. /**
  71115. * Creates a quaternion from a rotation around an axis
  71116. * @param axis defines the axis to use
  71117. * @param angle defines the angle to use
  71118. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  71119. */
  71120. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  71121. /**
  71122. * Creates a rotation around an axis and stores it into the given quaternion
  71123. * @param axis defines the axis to use
  71124. * @param angle defines the angle to use
  71125. * @param result defines the target quaternion
  71126. * @returns the target quaternion
  71127. */
  71128. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  71129. /**
  71130. * Creates a new quaternion from data stored into an array
  71131. * @param array defines the data source
  71132. * @param offset defines the offset in the source array where the data starts
  71133. * @returns a new quaternion
  71134. */
  71135. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  71136. /**
  71137. * Create a quaternion from Euler rotation angles
  71138. * @param x Pitch
  71139. * @param y Yaw
  71140. * @param z Roll
  71141. * @returns the new Quaternion
  71142. */
  71143. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  71144. /**
  71145. * Updates a quaternion from Euler rotation angles
  71146. * @param x Pitch
  71147. * @param y Yaw
  71148. * @param z Roll
  71149. * @param result the quaternion to store the result
  71150. * @returns the updated quaternion
  71151. */
  71152. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  71153. /**
  71154. * Create a quaternion from Euler rotation vector
  71155. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71156. * @returns the new Quaternion
  71157. */
  71158. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  71159. /**
  71160. * Updates a quaternion from Euler rotation vector
  71161. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71162. * @param result the quaternion to store the result
  71163. * @returns the updated quaternion
  71164. */
  71165. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  71166. /**
  71167. * Creates a new quaternion from the given Euler float angles (y, x, z)
  71168. * @param yaw defines the rotation around Y axis
  71169. * @param pitch defines the rotation around X axis
  71170. * @param roll defines the rotation around Z axis
  71171. * @returns the new quaternion
  71172. */
  71173. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  71174. /**
  71175. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  71176. * @param yaw defines the rotation around Y axis
  71177. * @param pitch defines the rotation around X axis
  71178. * @param roll defines the rotation around Z axis
  71179. * @param result defines the target quaternion
  71180. */
  71181. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  71182. /**
  71183. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  71184. * @param alpha defines the rotation around first axis
  71185. * @param beta defines the rotation around second axis
  71186. * @param gamma defines the rotation around third axis
  71187. * @returns the new quaternion
  71188. */
  71189. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  71190. /**
  71191. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  71192. * @param alpha defines the rotation around first axis
  71193. * @param beta defines the rotation around second axis
  71194. * @param gamma defines the rotation around third axis
  71195. * @param result defines the target quaternion
  71196. */
  71197. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  71198. /**
  71199. * 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)
  71200. * @param axis1 defines the first axis
  71201. * @param axis2 defines the second axis
  71202. * @param axis3 defines the third axis
  71203. * @returns the new quaternion
  71204. */
  71205. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  71206. /**
  71207. * 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
  71208. * @param axis1 defines the first axis
  71209. * @param axis2 defines the second axis
  71210. * @param axis3 defines the third axis
  71211. * @param ref defines the target quaternion
  71212. */
  71213. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  71214. /**
  71215. * Interpolates between two quaternions
  71216. * @param left defines first quaternion
  71217. * @param right defines second quaternion
  71218. * @param amount defines the gradient to use
  71219. * @returns the new interpolated quaternion
  71220. */
  71221. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71222. /**
  71223. * Interpolates between two quaternions and stores it into a target quaternion
  71224. * @param left defines first quaternion
  71225. * @param right defines second quaternion
  71226. * @param amount defines the gradient to use
  71227. * @param result defines the target quaternion
  71228. */
  71229. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  71230. /**
  71231. * Interpolate between two quaternions using Hermite interpolation
  71232. * @param value1 defines first quaternion
  71233. * @param tangent1 defines the incoming tangent
  71234. * @param value2 defines second quaternion
  71235. * @param tangent2 defines the outgoing tangent
  71236. * @param amount defines the target quaternion
  71237. * @returns the new interpolated quaternion
  71238. */
  71239. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71240. }
  71241. /**
  71242. * Class used to store matrix data (4x4)
  71243. */
  71244. export class Matrix {
  71245. private static _updateFlagSeed;
  71246. private static _identityReadOnly;
  71247. private _isIdentity;
  71248. private _isIdentityDirty;
  71249. private _isIdentity3x2;
  71250. private _isIdentity3x2Dirty;
  71251. /**
  71252. * Gets the update flag of the matrix which is an unique number for the matrix.
  71253. * It will be incremented every time the matrix data change.
  71254. * You can use it to speed the comparison between two versions of the same matrix.
  71255. */
  71256. updateFlag: number;
  71257. private readonly _m;
  71258. /**
  71259. * Gets the internal data of the matrix
  71260. */
  71261. readonly m: DeepImmutable<Float32Array>;
  71262. /** @hidden */
  71263. _markAsUpdated(): void;
  71264. /** @hidden */
  71265. private _updateIdentityStatus;
  71266. /**
  71267. * Creates an empty matrix (filled with zeros)
  71268. */
  71269. constructor();
  71270. /**
  71271. * Check if the current matrix is identity
  71272. * @returns true is the matrix is the identity matrix
  71273. */
  71274. isIdentity(): boolean;
  71275. /**
  71276. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  71277. * @returns true is the matrix is the identity matrix
  71278. */
  71279. isIdentityAs3x2(): boolean;
  71280. /**
  71281. * Gets the determinant of the matrix
  71282. * @returns the matrix determinant
  71283. */
  71284. determinant(): number;
  71285. /**
  71286. * Returns the matrix as a Float32Array
  71287. * @returns the matrix underlying array
  71288. */
  71289. toArray(): DeepImmutable<Float32Array>;
  71290. /**
  71291. * Returns the matrix as a Float32Array
  71292. * @returns the matrix underlying array.
  71293. */
  71294. asArray(): DeepImmutable<Float32Array>;
  71295. /**
  71296. * Inverts the current matrix in place
  71297. * @returns the current inverted matrix
  71298. */
  71299. invert(): Matrix;
  71300. /**
  71301. * Sets all the matrix elements to zero
  71302. * @returns the current matrix
  71303. */
  71304. reset(): Matrix;
  71305. /**
  71306. * Adds the current matrix with a second one
  71307. * @param other defines the matrix to add
  71308. * @returns a new matrix as the addition of the current matrix and the given one
  71309. */
  71310. add(other: DeepImmutable<Matrix>): Matrix;
  71311. /**
  71312. * Sets the given matrix "result" to the addition of the current matrix and the given one
  71313. * @param other defines the matrix to add
  71314. * @param result defines the target matrix
  71315. * @returns the current matrix
  71316. */
  71317. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71318. /**
  71319. * Adds in place the given matrix to the current matrix
  71320. * @param other defines the second operand
  71321. * @returns the current updated matrix
  71322. */
  71323. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  71324. /**
  71325. * Sets the given matrix to the current inverted Matrix
  71326. * @param other defines the target matrix
  71327. * @returns the unmodified current matrix
  71328. */
  71329. invertToRef(other: Matrix): Matrix;
  71330. /**
  71331. * add a value at the specified position in the current Matrix
  71332. * @param index the index of the value within the matrix. between 0 and 15.
  71333. * @param value the value to be added
  71334. * @returns the current updated matrix
  71335. */
  71336. addAtIndex(index: number, value: number): Matrix;
  71337. /**
  71338. * mutiply the specified position in the current Matrix by a value
  71339. * @param index the index of the value within the matrix. between 0 and 15.
  71340. * @param value the value to be added
  71341. * @returns the current updated matrix
  71342. */
  71343. multiplyAtIndex(index: number, value: number): Matrix;
  71344. /**
  71345. * Inserts the translation vector (using 3 floats) in the current matrix
  71346. * @param x defines the 1st component of the translation
  71347. * @param y defines the 2nd component of the translation
  71348. * @param z defines the 3rd component of the translation
  71349. * @returns the current updated matrix
  71350. */
  71351. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71352. /**
  71353. * Adds the translation vector (using 3 floats) in the current matrix
  71354. * @param x defines the 1st component of the translation
  71355. * @param y defines the 2nd component of the translation
  71356. * @param z defines the 3rd component of the translation
  71357. * @returns the current updated matrix
  71358. */
  71359. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71360. /**
  71361. * Inserts the translation vector in the current matrix
  71362. * @param vector3 defines the translation to insert
  71363. * @returns the current updated matrix
  71364. */
  71365. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  71366. /**
  71367. * Gets the translation value of the current matrix
  71368. * @returns a new Vector3 as the extracted translation from the matrix
  71369. */
  71370. getTranslation(): Vector3;
  71371. /**
  71372. * Fill a Vector3 with the extracted translation from the matrix
  71373. * @param result defines the Vector3 where to store the translation
  71374. * @returns the current matrix
  71375. */
  71376. getTranslationToRef(result: Vector3): Matrix;
  71377. /**
  71378. * Remove rotation and scaling part from the matrix
  71379. * @returns the updated matrix
  71380. */
  71381. removeRotationAndScaling(): Matrix;
  71382. /**
  71383. * Multiply two matrices
  71384. * @param other defines the second operand
  71385. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  71386. */
  71387. multiply(other: DeepImmutable<Matrix>): Matrix;
  71388. /**
  71389. * Copy the current matrix from the given one
  71390. * @param other defines the source matrix
  71391. * @returns the current updated matrix
  71392. */
  71393. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  71394. /**
  71395. * Populates the given array from the starting index with the current matrix values
  71396. * @param array defines the target array
  71397. * @param offset defines the offset in the target array where to start storing values
  71398. * @returns the current matrix
  71399. */
  71400. copyToArray(array: Float32Array, offset?: number): Matrix;
  71401. /**
  71402. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  71403. * @param other defines the second operand
  71404. * @param result defines the matrix where to store the multiplication
  71405. * @returns the current matrix
  71406. */
  71407. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71408. /**
  71409. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  71410. * @param other defines the second operand
  71411. * @param result defines the array where to store the multiplication
  71412. * @param offset defines the offset in the target array where to start storing values
  71413. * @returns the current matrix
  71414. */
  71415. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  71416. /**
  71417. * Check equality between this matrix and a second one
  71418. * @param value defines the second matrix to compare
  71419. * @returns true is the current matrix and the given one values are strictly equal
  71420. */
  71421. equals(value: DeepImmutable<Matrix>): boolean;
  71422. /**
  71423. * Clone the current matrix
  71424. * @returns a new matrix from the current matrix
  71425. */
  71426. clone(): Matrix;
  71427. /**
  71428. * Returns the name of the current matrix class
  71429. * @returns the string "Matrix"
  71430. */
  71431. getClassName(): string;
  71432. /**
  71433. * Gets the hash code of the current matrix
  71434. * @returns the hash code
  71435. */
  71436. getHashCode(): number;
  71437. /**
  71438. * Decomposes the current Matrix into a translation, rotation and scaling components
  71439. * @param scale defines the scale vector3 given as a reference to update
  71440. * @param rotation defines the rotation quaternion given as a reference to update
  71441. * @param translation defines the translation vector3 given as a reference to update
  71442. * @returns true if operation was successful
  71443. */
  71444. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  71445. /**
  71446. * Gets specific row of the matrix
  71447. * @param index defines the number of the row to get
  71448. * @returns the index-th row of the current matrix as a new Vector4
  71449. */
  71450. getRow(index: number): Nullable<Vector4>;
  71451. /**
  71452. * Sets the index-th row of the current matrix to the vector4 values
  71453. * @param index defines the number of the row to set
  71454. * @param row defines the target vector4
  71455. * @returns the updated current matrix
  71456. */
  71457. setRow(index: number, row: Vector4): Matrix;
  71458. /**
  71459. * Compute the transpose of the matrix
  71460. * @returns the new transposed matrix
  71461. */
  71462. transpose(): Matrix;
  71463. /**
  71464. * Compute the transpose of the matrix and store it in a given matrix
  71465. * @param result defines the target matrix
  71466. * @returns the current matrix
  71467. */
  71468. transposeToRef(result: Matrix): Matrix;
  71469. /**
  71470. * Sets the index-th row of the current matrix with the given 4 x float values
  71471. * @param index defines the row index
  71472. * @param x defines the x component to set
  71473. * @param y defines the y component to set
  71474. * @param z defines the z component to set
  71475. * @param w defines the w component to set
  71476. * @returns the updated current matrix
  71477. */
  71478. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  71479. /**
  71480. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  71481. * @param scale defines the scale factor
  71482. * @returns a new matrix
  71483. */
  71484. scale(scale: number): Matrix;
  71485. /**
  71486. * Scale the current matrix values by a factor to a given result matrix
  71487. * @param scale defines the scale factor
  71488. * @param result defines the matrix to store the result
  71489. * @returns the current matrix
  71490. */
  71491. scaleToRef(scale: number, result: Matrix): Matrix;
  71492. /**
  71493. * Scale the current matrix values by a factor and add the result to a given matrix
  71494. * @param scale defines the scale factor
  71495. * @param result defines the Matrix to store the result
  71496. * @returns the current matrix
  71497. */
  71498. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  71499. /**
  71500. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  71501. * @param ref matrix to store the result
  71502. */
  71503. toNormalMatrix(ref: Matrix): void;
  71504. /**
  71505. * Gets only rotation part of the current matrix
  71506. * @returns a new matrix sets to the extracted rotation matrix from the current one
  71507. */
  71508. getRotationMatrix(): Matrix;
  71509. /**
  71510. * Extracts the rotation matrix from the current one and sets it as the given "result"
  71511. * @param result defines the target matrix to store data to
  71512. * @returns the current matrix
  71513. */
  71514. getRotationMatrixToRef(result: Matrix): Matrix;
  71515. /**
  71516. * Toggles model matrix from being right handed to left handed in place and vice versa
  71517. */
  71518. toggleModelMatrixHandInPlace(): void;
  71519. /**
  71520. * Toggles projection matrix from being right handed to left handed in place and vice versa
  71521. */
  71522. toggleProjectionMatrixHandInPlace(): void;
  71523. /**
  71524. * Creates a matrix from an array
  71525. * @param array defines the source array
  71526. * @param offset defines an offset in the source array
  71527. * @returns a new Matrix set from the starting index of the given array
  71528. */
  71529. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  71530. /**
  71531. * Copy the content of an array into a given matrix
  71532. * @param array defines the source array
  71533. * @param offset defines an offset in the source array
  71534. * @param result defines the target matrix
  71535. */
  71536. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  71537. /**
  71538. * Stores an array into a matrix after having multiplied each component by a given factor
  71539. * @param array defines the source array
  71540. * @param offset defines the offset in the source array
  71541. * @param scale defines the scaling factor
  71542. * @param result defines the target matrix
  71543. */
  71544. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  71545. /**
  71546. * Gets an identity matrix that must not be updated
  71547. */
  71548. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  71549. /**
  71550. * Stores a list of values (16) inside a given matrix
  71551. * @param initialM11 defines 1st value of 1st row
  71552. * @param initialM12 defines 2nd value of 1st row
  71553. * @param initialM13 defines 3rd value of 1st row
  71554. * @param initialM14 defines 4th value of 1st row
  71555. * @param initialM21 defines 1st value of 2nd row
  71556. * @param initialM22 defines 2nd value of 2nd row
  71557. * @param initialM23 defines 3rd value of 2nd row
  71558. * @param initialM24 defines 4th value of 2nd row
  71559. * @param initialM31 defines 1st value of 3rd row
  71560. * @param initialM32 defines 2nd value of 3rd row
  71561. * @param initialM33 defines 3rd value of 3rd row
  71562. * @param initialM34 defines 4th value of 3rd row
  71563. * @param initialM41 defines 1st value of 4th row
  71564. * @param initialM42 defines 2nd value of 4th row
  71565. * @param initialM43 defines 3rd value of 4th row
  71566. * @param initialM44 defines 4th value of 4th row
  71567. * @param result defines the target matrix
  71568. */
  71569. 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;
  71570. /**
  71571. * Creates new matrix from a list of values (16)
  71572. * @param initialM11 defines 1st value of 1st row
  71573. * @param initialM12 defines 2nd value of 1st row
  71574. * @param initialM13 defines 3rd value of 1st row
  71575. * @param initialM14 defines 4th value of 1st row
  71576. * @param initialM21 defines 1st value of 2nd row
  71577. * @param initialM22 defines 2nd value of 2nd row
  71578. * @param initialM23 defines 3rd value of 2nd row
  71579. * @param initialM24 defines 4th value of 2nd row
  71580. * @param initialM31 defines 1st value of 3rd row
  71581. * @param initialM32 defines 2nd value of 3rd row
  71582. * @param initialM33 defines 3rd value of 3rd row
  71583. * @param initialM34 defines 4th value of 3rd row
  71584. * @param initialM41 defines 1st value of 4th row
  71585. * @param initialM42 defines 2nd value of 4th row
  71586. * @param initialM43 defines 3rd value of 4th row
  71587. * @param initialM44 defines 4th value of 4th row
  71588. * @returns the new matrix
  71589. */
  71590. 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;
  71591. /**
  71592. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  71593. * @param scale defines the scale vector3
  71594. * @param rotation defines the rotation quaternion
  71595. * @param translation defines the translation vector3
  71596. * @returns a new matrix
  71597. */
  71598. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  71599. /**
  71600. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  71601. * @param scale defines the scale vector3
  71602. * @param rotation defines the rotation quaternion
  71603. * @param translation defines the translation vector3
  71604. * @param result defines the target matrix
  71605. */
  71606. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  71607. /**
  71608. * Creates a new identity matrix
  71609. * @returns a new identity matrix
  71610. */
  71611. static Identity(): Matrix;
  71612. /**
  71613. * Creates a new identity matrix and stores the result in a given matrix
  71614. * @param result defines the target matrix
  71615. */
  71616. static IdentityToRef(result: Matrix): void;
  71617. /**
  71618. * Creates a new zero matrix
  71619. * @returns a new zero matrix
  71620. */
  71621. static Zero(): Matrix;
  71622. /**
  71623. * Creates a new rotation matrix for "angle" radians around the X axis
  71624. * @param angle defines the angle (in radians) to use
  71625. * @return the new matrix
  71626. */
  71627. static RotationX(angle: number): Matrix;
  71628. /**
  71629. * Creates a new matrix as the invert of a given matrix
  71630. * @param source defines the source matrix
  71631. * @returns the new matrix
  71632. */
  71633. static Invert(source: DeepImmutable<Matrix>): Matrix;
  71634. /**
  71635. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  71636. * @param angle defines the angle (in radians) to use
  71637. * @param result defines the target matrix
  71638. */
  71639. static RotationXToRef(angle: number, result: Matrix): void;
  71640. /**
  71641. * Creates a new rotation matrix for "angle" radians around the Y axis
  71642. * @param angle defines the angle (in radians) to use
  71643. * @return the new matrix
  71644. */
  71645. static RotationY(angle: number): Matrix;
  71646. /**
  71647. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  71648. * @param angle defines the angle (in radians) to use
  71649. * @param result defines the target matrix
  71650. */
  71651. static RotationYToRef(angle: number, result: Matrix): void;
  71652. /**
  71653. * Creates a new rotation matrix for "angle" radians around the Z axis
  71654. * @param angle defines the angle (in radians) to use
  71655. * @return the new matrix
  71656. */
  71657. static RotationZ(angle: number): Matrix;
  71658. /**
  71659. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  71660. * @param angle defines the angle (in radians) to use
  71661. * @param result defines the target matrix
  71662. */
  71663. static RotationZToRef(angle: number, result: Matrix): void;
  71664. /**
  71665. * Creates a new rotation matrix for "angle" radians around the given axis
  71666. * @param axis defines the axis to use
  71667. * @param angle defines the angle (in radians) to use
  71668. * @return the new matrix
  71669. */
  71670. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  71671. /**
  71672. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  71673. * @param axis defines the axis to use
  71674. * @param angle defines the angle (in radians) to use
  71675. * @param result defines the target matrix
  71676. */
  71677. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  71678. /**
  71679. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  71680. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  71681. * @param from defines the vector to align
  71682. * @param to defines the vector to align to
  71683. * @param result defines the target matrix
  71684. */
  71685. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  71686. /**
  71687. * Creates a rotation matrix
  71688. * @param yaw defines the yaw angle in radians (Y axis)
  71689. * @param pitch defines the pitch angle in radians (X axis)
  71690. * @param roll defines the roll angle in radians (X axis)
  71691. * @returns the new rotation matrix
  71692. */
  71693. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  71694. /**
  71695. * Creates a rotation matrix and stores it in a given matrix
  71696. * @param yaw defines the yaw angle in radians (Y axis)
  71697. * @param pitch defines the pitch angle in radians (X axis)
  71698. * @param roll defines the roll angle in radians (X axis)
  71699. * @param result defines the target matrix
  71700. */
  71701. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  71702. /**
  71703. * Creates a scaling matrix
  71704. * @param x defines the scale factor on X axis
  71705. * @param y defines the scale factor on Y axis
  71706. * @param z defines the scale factor on Z axis
  71707. * @returns the new matrix
  71708. */
  71709. static Scaling(x: number, y: number, z: number): Matrix;
  71710. /**
  71711. * Creates a scaling matrix and stores it in a given matrix
  71712. * @param x defines the scale factor on X axis
  71713. * @param y defines the scale factor on Y axis
  71714. * @param z defines the scale factor on Z axis
  71715. * @param result defines the target matrix
  71716. */
  71717. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  71718. /**
  71719. * Creates a translation matrix
  71720. * @param x defines the translation on X axis
  71721. * @param y defines the translation on Y axis
  71722. * @param z defines the translationon Z axis
  71723. * @returns the new matrix
  71724. */
  71725. static Translation(x: number, y: number, z: number): Matrix;
  71726. /**
  71727. * Creates a translation matrix and stores it in a given matrix
  71728. * @param x defines the translation on X axis
  71729. * @param y defines the translation on Y axis
  71730. * @param z defines the translationon Z axis
  71731. * @param result defines the target matrix
  71732. */
  71733. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  71734. /**
  71735. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  71736. * @param startValue defines the start value
  71737. * @param endValue defines the end value
  71738. * @param gradient defines the gradient factor
  71739. * @returns the new matrix
  71740. */
  71741. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  71742. /**
  71743. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  71744. * @param startValue defines the start value
  71745. * @param endValue defines the end value
  71746. * @param gradient defines the gradient factor
  71747. * @param result defines the Matrix object where to store data
  71748. */
  71749. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  71750. /**
  71751. * Builds a new matrix whose values are computed by:
  71752. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  71753. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  71754. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  71755. * @param startValue defines the first matrix
  71756. * @param endValue defines the second matrix
  71757. * @param gradient defines the gradient between the two matrices
  71758. * @returns the new matrix
  71759. */
  71760. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  71761. /**
  71762. * Update a matrix to values which are computed by:
  71763. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  71764. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  71765. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  71766. * @param startValue defines the first matrix
  71767. * @param endValue defines the second matrix
  71768. * @param gradient defines the gradient between the two matrices
  71769. * @param result defines the target matrix
  71770. */
  71771. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  71772. /**
  71773. * 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"
  71774. * This function works in left handed mode
  71775. * @param eye defines the final position of the entity
  71776. * @param target defines where the entity should look at
  71777. * @param up defines the up vector for the entity
  71778. * @returns the new matrix
  71779. */
  71780. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  71781. /**
  71782. * 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".
  71783. * This function works in left handed mode
  71784. * @param eye defines the final position of the entity
  71785. * @param target defines where the entity should look at
  71786. * @param up defines the up vector for the entity
  71787. * @param result defines the target matrix
  71788. */
  71789. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  71790. /**
  71791. * 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"
  71792. * This function works in right handed mode
  71793. * @param eye defines the final position of the entity
  71794. * @param target defines where the entity should look at
  71795. * @param up defines the up vector for the entity
  71796. * @returns the new matrix
  71797. */
  71798. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  71799. /**
  71800. * 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".
  71801. * This function works in right handed mode
  71802. * @param eye defines the final position of the entity
  71803. * @param target defines where the entity should look at
  71804. * @param up defines the up vector for the entity
  71805. * @param result defines the target matrix
  71806. */
  71807. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  71808. /**
  71809. * Create a left-handed orthographic projection matrix
  71810. * @param width defines the viewport width
  71811. * @param height defines the viewport height
  71812. * @param znear defines the near clip plane
  71813. * @param zfar defines the far clip plane
  71814. * @returns a new matrix as a left-handed orthographic projection matrix
  71815. */
  71816. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  71817. /**
  71818. * Store a left-handed orthographic projection to a given matrix
  71819. * @param width defines the viewport width
  71820. * @param height defines the viewport height
  71821. * @param znear defines the near clip plane
  71822. * @param zfar defines the far clip plane
  71823. * @param result defines the target matrix
  71824. */
  71825. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  71826. /**
  71827. * Create a left-handed orthographic projection matrix
  71828. * @param left defines the viewport left coordinate
  71829. * @param right defines the viewport right coordinate
  71830. * @param bottom defines the viewport bottom coordinate
  71831. * @param top defines the viewport top coordinate
  71832. * @param znear defines the near clip plane
  71833. * @param zfar defines the far clip plane
  71834. * @returns a new matrix as a left-handed orthographic projection matrix
  71835. */
  71836. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  71837. /**
  71838. * Stores a left-handed orthographic projection into a given matrix
  71839. * @param left defines the viewport left coordinate
  71840. * @param right defines the viewport right coordinate
  71841. * @param bottom defines the viewport bottom coordinate
  71842. * @param top defines the viewport top coordinate
  71843. * @param znear defines the near clip plane
  71844. * @param zfar defines the far clip plane
  71845. * @param result defines the target matrix
  71846. */
  71847. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  71848. /**
  71849. * Creates a right-handed orthographic projection matrix
  71850. * @param left defines the viewport left coordinate
  71851. * @param right defines the viewport right coordinate
  71852. * @param bottom defines the viewport bottom coordinate
  71853. * @param top defines the viewport top coordinate
  71854. * @param znear defines the near clip plane
  71855. * @param zfar defines the far clip plane
  71856. * @returns a new matrix as a right-handed orthographic projection matrix
  71857. */
  71858. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  71859. /**
  71860. * Stores a right-handed orthographic projection into a given matrix
  71861. * @param left defines the viewport left coordinate
  71862. * @param right defines the viewport right coordinate
  71863. * @param bottom defines the viewport bottom coordinate
  71864. * @param top defines the viewport top coordinate
  71865. * @param znear defines the near clip plane
  71866. * @param zfar defines the far clip plane
  71867. * @param result defines the target matrix
  71868. */
  71869. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  71870. /**
  71871. * Creates a left-handed perspective projection matrix
  71872. * @param width defines the viewport width
  71873. * @param height defines the viewport height
  71874. * @param znear defines the near clip plane
  71875. * @param zfar defines the far clip plane
  71876. * @returns a new matrix as a left-handed perspective projection matrix
  71877. */
  71878. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  71879. /**
  71880. * Creates a left-handed perspective projection matrix
  71881. * @param fov defines the horizontal field of view
  71882. * @param aspect defines the aspect ratio
  71883. * @param znear defines the near clip plane
  71884. * @param zfar defines the far clip plane
  71885. * @returns a new matrix as a left-handed perspective projection matrix
  71886. */
  71887. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  71888. /**
  71889. * Stores a left-handed perspective projection into a given matrix
  71890. * @param fov defines the horizontal field of view
  71891. * @param aspect defines the aspect ratio
  71892. * @param znear defines the near clip plane
  71893. * @param zfar defines the far clip plane
  71894. * @param result defines the target matrix
  71895. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  71896. */
  71897. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  71898. /**
  71899. * Creates a right-handed perspective projection matrix
  71900. * @param fov defines the horizontal field of view
  71901. * @param aspect defines the aspect ratio
  71902. * @param znear defines the near clip plane
  71903. * @param zfar defines the far clip plane
  71904. * @returns a new matrix as a right-handed perspective projection matrix
  71905. */
  71906. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  71907. /**
  71908. * Stores a right-handed perspective projection into a given matrix
  71909. * @param fov defines the horizontal field of view
  71910. * @param aspect defines the aspect ratio
  71911. * @param znear defines the near clip plane
  71912. * @param zfar defines the far clip plane
  71913. * @param result defines the target matrix
  71914. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  71915. */
  71916. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  71917. /**
  71918. * Stores a perspective projection for WebVR info a given matrix
  71919. * @param fov defines the field of view
  71920. * @param znear defines the near clip plane
  71921. * @param zfar defines the far clip plane
  71922. * @param result defines the target matrix
  71923. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  71924. */
  71925. static PerspectiveFovWebVRToRef(fov: {
  71926. upDegrees: number;
  71927. downDegrees: number;
  71928. leftDegrees: number;
  71929. rightDegrees: number;
  71930. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  71931. /**
  71932. * Computes a complete transformation matrix
  71933. * @param viewport defines the viewport to use
  71934. * @param world defines the world matrix
  71935. * @param view defines the view matrix
  71936. * @param projection defines the projection matrix
  71937. * @param zmin defines the near clip plane
  71938. * @param zmax defines the far clip plane
  71939. * @returns the transformation matrix
  71940. */
  71941. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  71942. /**
  71943. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  71944. * @param matrix defines the matrix to use
  71945. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  71946. */
  71947. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  71948. /**
  71949. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  71950. * @param matrix defines the matrix to use
  71951. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  71952. */
  71953. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  71954. /**
  71955. * Compute the transpose of a given matrix
  71956. * @param matrix defines the matrix to transpose
  71957. * @returns the new matrix
  71958. */
  71959. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  71960. /**
  71961. * Compute the transpose of a matrix and store it in a target matrix
  71962. * @param matrix defines the matrix to transpose
  71963. * @param result defines the target matrix
  71964. */
  71965. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  71966. /**
  71967. * Computes a reflection matrix from a plane
  71968. * @param plane defines the reflection plane
  71969. * @returns a new matrix
  71970. */
  71971. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  71972. /**
  71973. * Computes a reflection matrix from a plane
  71974. * @param plane defines the reflection plane
  71975. * @param result defines the target matrix
  71976. */
  71977. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  71978. /**
  71979. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  71980. * @param xaxis defines the value of the 1st axis
  71981. * @param yaxis defines the value of the 2nd axis
  71982. * @param zaxis defines the value of the 3rd axis
  71983. * @param result defines the target matrix
  71984. */
  71985. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  71986. /**
  71987. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  71988. * @param quat defines the quaternion to use
  71989. * @param result defines the target matrix
  71990. */
  71991. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  71992. }
  71993. /**
  71994. * @hidden
  71995. */
  71996. export class TmpVectors {
  71997. static Vector2: Vector2[];
  71998. static Vector3: Vector3[];
  71999. static Vector4: Vector4[];
  72000. static Quaternion: Quaternion[];
  72001. static Matrix: Matrix[];
  72002. }
  72003. }
  72004. declare module BABYLON {
  72005. /**
  72006. * Defines potential orientation for back face culling
  72007. */
  72008. export enum Orientation {
  72009. /**
  72010. * Clockwise
  72011. */
  72012. CW = 0,
  72013. /** Counter clockwise */
  72014. CCW = 1
  72015. }
  72016. /** Class used to represent a Bezier curve */
  72017. export class BezierCurve {
  72018. /**
  72019. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  72020. * @param t defines the time
  72021. * @param x1 defines the left coordinate on X axis
  72022. * @param y1 defines the left coordinate on Y axis
  72023. * @param x2 defines the right coordinate on X axis
  72024. * @param y2 defines the right coordinate on Y axis
  72025. * @returns the interpolated value
  72026. */
  72027. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  72028. }
  72029. /**
  72030. * Defines angle representation
  72031. */
  72032. export class Angle {
  72033. private _radians;
  72034. /**
  72035. * Creates an Angle object of "radians" radians (float).
  72036. * @param radians the angle in radians
  72037. */
  72038. constructor(radians: number);
  72039. /**
  72040. * Get value in degrees
  72041. * @returns the Angle value in degrees (float)
  72042. */
  72043. degrees(): number;
  72044. /**
  72045. * Get value in radians
  72046. * @returns the Angle value in radians (float)
  72047. */
  72048. radians(): number;
  72049. /**
  72050. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  72051. * @param a defines first vector
  72052. * @param b defines second vector
  72053. * @returns a new Angle
  72054. */
  72055. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  72056. /**
  72057. * Gets a new Angle object from the given float in radians
  72058. * @param radians defines the angle value in radians
  72059. * @returns a new Angle
  72060. */
  72061. static FromRadians(radians: number): Angle;
  72062. /**
  72063. * Gets a new Angle object from the given float in degrees
  72064. * @param degrees defines the angle value in degrees
  72065. * @returns a new Angle
  72066. */
  72067. static FromDegrees(degrees: number): Angle;
  72068. }
  72069. /**
  72070. * This represents an arc in a 2d space.
  72071. */
  72072. export class Arc2 {
  72073. /** Defines the start point of the arc */
  72074. startPoint: Vector2;
  72075. /** Defines the mid point of the arc */
  72076. midPoint: Vector2;
  72077. /** Defines the end point of the arc */
  72078. endPoint: Vector2;
  72079. /**
  72080. * Defines the center point of the arc.
  72081. */
  72082. centerPoint: Vector2;
  72083. /**
  72084. * Defines the radius of the arc.
  72085. */
  72086. radius: number;
  72087. /**
  72088. * Defines the angle of the arc (from mid point to end point).
  72089. */
  72090. angle: Angle;
  72091. /**
  72092. * Defines the start angle of the arc (from start point to middle point).
  72093. */
  72094. startAngle: Angle;
  72095. /**
  72096. * Defines the orientation of the arc (clock wise/counter clock wise).
  72097. */
  72098. orientation: Orientation;
  72099. /**
  72100. * Creates an Arc object from the three given points : start, middle and end.
  72101. * @param startPoint Defines the start point of the arc
  72102. * @param midPoint Defines the midlle point of the arc
  72103. * @param endPoint Defines the end point of the arc
  72104. */
  72105. constructor(
  72106. /** Defines the start point of the arc */
  72107. startPoint: Vector2,
  72108. /** Defines the mid point of the arc */
  72109. midPoint: Vector2,
  72110. /** Defines the end point of the arc */
  72111. endPoint: Vector2);
  72112. }
  72113. /**
  72114. * Represents a 2D path made up of multiple 2D points
  72115. */
  72116. export class Path2 {
  72117. private _points;
  72118. private _length;
  72119. /**
  72120. * If the path start and end point are the same
  72121. */
  72122. closed: boolean;
  72123. /**
  72124. * Creates a Path2 object from the starting 2D coordinates x and y.
  72125. * @param x the starting points x value
  72126. * @param y the starting points y value
  72127. */
  72128. constructor(x: number, y: number);
  72129. /**
  72130. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  72131. * @param x the added points x value
  72132. * @param y the added points y value
  72133. * @returns the updated Path2.
  72134. */
  72135. addLineTo(x: number, y: number): Path2;
  72136. /**
  72137. * 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.
  72138. * @param midX middle point x value
  72139. * @param midY middle point y value
  72140. * @param endX end point x value
  72141. * @param endY end point y value
  72142. * @param numberOfSegments (default: 36)
  72143. * @returns the updated Path2.
  72144. */
  72145. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  72146. /**
  72147. * Closes the Path2.
  72148. * @returns the Path2.
  72149. */
  72150. close(): Path2;
  72151. /**
  72152. * Gets the sum of the distance between each sequential point in the path
  72153. * @returns the Path2 total length (float).
  72154. */
  72155. length(): number;
  72156. /**
  72157. * Gets the points which construct the path
  72158. * @returns the Path2 internal array of points.
  72159. */
  72160. getPoints(): Vector2[];
  72161. /**
  72162. * Retreives the point at the distance aways from the starting point
  72163. * @param normalizedLengthPosition the length along the path to retreive the point from
  72164. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  72165. */
  72166. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  72167. /**
  72168. * Creates a new path starting from an x and y position
  72169. * @param x starting x value
  72170. * @param y starting y value
  72171. * @returns a new Path2 starting at the coordinates (x, y).
  72172. */
  72173. static StartingAt(x: number, y: number): Path2;
  72174. }
  72175. /**
  72176. * Represents a 3D path made up of multiple 3D points
  72177. */
  72178. export class Path3D {
  72179. /**
  72180. * an array of Vector3, the curve axis of the Path3D
  72181. */
  72182. path: Vector3[];
  72183. private _curve;
  72184. private _distances;
  72185. private _tangents;
  72186. private _normals;
  72187. private _binormals;
  72188. private _raw;
  72189. /**
  72190. * new Path3D(path, normal, raw)
  72191. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  72192. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  72193. * @param path an array of Vector3, the curve axis of the Path3D
  72194. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  72195. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  72196. */
  72197. constructor(
  72198. /**
  72199. * an array of Vector3, the curve axis of the Path3D
  72200. */
  72201. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  72202. /**
  72203. * Returns the Path3D array of successive Vector3 designing its curve.
  72204. * @returns the Path3D array of successive Vector3 designing its curve.
  72205. */
  72206. getCurve(): Vector3[];
  72207. /**
  72208. * Returns an array populated with tangent vectors on each Path3D curve point.
  72209. * @returns an array populated with tangent vectors on each Path3D curve point.
  72210. */
  72211. getTangents(): Vector3[];
  72212. /**
  72213. * Returns an array populated with normal vectors on each Path3D curve point.
  72214. * @returns an array populated with normal vectors on each Path3D curve point.
  72215. */
  72216. getNormals(): Vector3[];
  72217. /**
  72218. * Returns an array populated with binormal vectors on each Path3D curve point.
  72219. * @returns an array populated with binormal vectors on each Path3D curve point.
  72220. */
  72221. getBinormals(): Vector3[];
  72222. /**
  72223. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  72224. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  72225. */
  72226. getDistances(): number[];
  72227. /**
  72228. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  72229. * @param path path which all values are copied into the curves points
  72230. * @param firstNormal which should be projected onto the curve
  72231. * @returns the same object updated.
  72232. */
  72233. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  72234. private _compute;
  72235. private _getFirstNonNullVector;
  72236. private _getLastNonNullVector;
  72237. private _normalVector;
  72238. }
  72239. /**
  72240. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72241. * A Curve3 is designed from a series of successive Vector3.
  72242. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  72243. */
  72244. export class Curve3 {
  72245. private _points;
  72246. private _length;
  72247. /**
  72248. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  72249. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  72250. * @param v1 (Vector3) the control point
  72251. * @param v2 (Vector3) the end point of the Quadratic Bezier
  72252. * @param nbPoints (integer) the wanted number of points in the curve
  72253. * @returns the created Curve3
  72254. */
  72255. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72256. /**
  72257. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  72258. * @param v0 (Vector3) the origin point of the Cubic Bezier
  72259. * @param v1 (Vector3) the first control point
  72260. * @param v2 (Vector3) the second control point
  72261. * @param v3 (Vector3) the end point of the Cubic Bezier
  72262. * @param nbPoints (integer) the wanted number of points in the curve
  72263. * @returns the created Curve3
  72264. */
  72265. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72266. /**
  72267. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  72268. * @param p1 (Vector3) the origin point of the Hermite Spline
  72269. * @param t1 (Vector3) the tangent vector at the origin point
  72270. * @param p2 (Vector3) the end point of the Hermite Spline
  72271. * @param t2 (Vector3) the tangent vector at the end point
  72272. * @param nbPoints (integer) the wanted number of points in the curve
  72273. * @returns the created Curve3
  72274. */
  72275. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72276. /**
  72277. * Returns a Curve3 object along a CatmullRom Spline curve :
  72278. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  72279. * @param nbPoints (integer) the wanted number of points between each curve control points
  72280. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  72281. * @returns the created Curve3
  72282. */
  72283. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  72284. /**
  72285. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72286. * A Curve3 is designed from a series of successive Vector3.
  72287. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  72288. * @param points points which make up the curve
  72289. */
  72290. constructor(points: Vector3[]);
  72291. /**
  72292. * @returns the Curve3 stored array of successive Vector3
  72293. */
  72294. getPoints(): Vector3[];
  72295. /**
  72296. * @returns the computed length (float) of the curve.
  72297. */
  72298. length(): number;
  72299. /**
  72300. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  72301. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  72302. * curveA and curveB keep unchanged.
  72303. * @param curve the curve to continue from this curve
  72304. * @returns the newly constructed curve
  72305. */
  72306. continue(curve: DeepImmutable<Curve3>): Curve3;
  72307. private _computeLength;
  72308. }
  72309. }
  72310. declare module BABYLON {
  72311. /**
  72312. * This represents the main contract an easing function should follow.
  72313. * Easing functions are used throughout the animation system.
  72314. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72315. */
  72316. export interface IEasingFunction {
  72317. /**
  72318. * Given an input gradient between 0 and 1, this returns the corrseponding value
  72319. * of the easing function.
  72320. * The link below provides some of the most common examples of easing functions.
  72321. * @see https://easings.net/
  72322. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72323. * @returns the corresponding value on the curve defined by the easing function
  72324. */
  72325. ease(gradient: number): number;
  72326. }
  72327. /**
  72328. * Base class used for every default easing function.
  72329. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72330. */
  72331. export class EasingFunction implements IEasingFunction {
  72332. /**
  72333. * Interpolation follows the mathematical formula associated with the easing function.
  72334. */
  72335. static readonly EASINGMODE_EASEIN: number;
  72336. /**
  72337. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  72338. */
  72339. static readonly EASINGMODE_EASEOUT: number;
  72340. /**
  72341. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  72342. */
  72343. static readonly EASINGMODE_EASEINOUT: number;
  72344. private _easingMode;
  72345. /**
  72346. * Sets the easing mode of the current function.
  72347. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  72348. */
  72349. setEasingMode(easingMode: number): void;
  72350. /**
  72351. * Gets the current easing mode.
  72352. * @returns the easing mode
  72353. */
  72354. getEasingMode(): number;
  72355. /**
  72356. * @hidden
  72357. */
  72358. easeInCore(gradient: number): number;
  72359. /**
  72360. * Given an input gradient between 0 and 1, this returns the corresponding value
  72361. * of the easing function.
  72362. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72363. * @returns the corresponding value on the curve defined by the easing function
  72364. */
  72365. ease(gradient: number): number;
  72366. }
  72367. /**
  72368. * Easing function with a circle shape (see link below).
  72369. * @see https://easings.net/#easeInCirc
  72370. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72371. */
  72372. export class CircleEase extends EasingFunction implements IEasingFunction {
  72373. /** @hidden */
  72374. easeInCore(gradient: number): number;
  72375. }
  72376. /**
  72377. * Easing function with a ease back shape (see link below).
  72378. * @see https://easings.net/#easeInBack
  72379. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72380. */
  72381. export class BackEase extends EasingFunction implements IEasingFunction {
  72382. /** Defines the amplitude of the function */
  72383. amplitude: number;
  72384. /**
  72385. * Instantiates a back ease easing
  72386. * @see https://easings.net/#easeInBack
  72387. * @param amplitude Defines the amplitude of the function
  72388. */
  72389. constructor(
  72390. /** Defines the amplitude of the function */
  72391. amplitude?: number);
  72392. /** @hidden */
  72393. easeInCore(gradient: number): number;
  72394. }
  72395. /**
  72396. * Easing function with a bouncing shape (see link below).
  72397. * @see https://easings.net/#easeInBounce
  72398. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72399. */
  72400. export class BounceEase extends EasingFunction implements IEasingFunction {
  72401. /** Defines the number of bounces */
  72402. bounces: number;
  72403. /** Defines the amplitude of the bounce */
  72404. bounciness: number;
  72405. /**
  72406. * Instantiates a bounce easing
  72407. * @see https://easings.net/#easeInBounce
  72408. * @param bounces Defines the number of bounces
  72409. * @param bounciness Defines the amplitude of the bounce
  72410. */
  72411. constructor(
  72412. /** Defines the number of bounces */
  72413. bounces?: number,
  72414. /** Defines the amplitude of the bounce */
  72415. bounciness?: number);
  72416. /** @hidden */
  72417. easeInCore(gradient: number): number;
  72418. }
  72419. /**
  72420. * Easing function with a power of 3 shape (see link below).
  72421. * @see https://easings.net/#easeInCubic
  72422. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72423. */
  72424. export class CubicEase extends EasingFunction implements IEasingFunction {
  72425. /** @hidden */
  72426. easeInCore(gradient: number): number;
  72427. }
  72428. /**
  72429. * Easing function with an elastic shape (see link below).
  72430. * @see https://easings.net/#easeInElastic
  72431. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72432. */
  72433. export class ElasticEase extends EasingFunction implements IEasingFunction {
  72434. /** Defines the number of oscillations*/
  72435. oscillations: number;
  72436. /** Defines the amplitude of the oscillations*/
  72437. springiness: number;
  72438. /**
  72439. * Instantiates an elastic easing function
  72440. * @see https://easings.net/#easeInElastic
  72441. * @param oscillations Defines the number of oscillations
  72442. * @param springiness Defines the amplitude of the oscillations
  72443. */
  72444. constructor(
  72445. /** Defines the number of oscillations*/
  72446. oscillations?: number,
  72447. /** Defines the amplitude of the oscillations*/
  72448. springiness?: number);
  72449. /** @hidden */
  72450. easeInCore(gradient: number): number;
  72451. }
  72452. /**
  72453. * Easing function with an exponential shape (see link below).
  72454. * @see https://easings.net/#easeInExpo
  72455. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72456. */
  72457. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  72458. /** Defines the exponent of the function */
  72459. exponent: number;
  72460. /**
  72461. * Instantiates an exponential easing function
  72462. * @see https://easings.net/#easeInExpo
  72463. * @param exponent Defines the exponent of the function
  72464. */
  72465. constructor(
  72466. /** Defines the exponent of the function */
  72467. exponent?: number);
  72468. /** @hidden */
  72469. easeInCore(gradient: number): number;
  72470. }
  72471. /**
  72472. * Easing function with a power shape (see link below).
  72473. * @see https://easings.net/#easeInQuad
  72474. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72475. */
  72476. export class PowerEase extends EasingFunction implements IEasingFunction {
  72477. /** Defines the power of the function */
  72478. power: number;
  72479. /**
  72480. * Instantiates an power base easing function
  72481. * @see https://easings.net/#easeInQuad
  72482. * @param power Defines the power of the function
  72483. */
  72484. constructor(
  72485. /** Defines the power of the function */
  72486. power?: number);
  72487. /** @hidden */
  72488. easeInCore(gradient: number): number;
  72489. }
  72490. /**
  72491. * Easing function with a power of 2 shape (see link below).
  72492. * @see https://easings.net/#easeInQuad
  72493. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72494. */
  72495. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  72496. /** @hidden */
  72497. easeInCore(gradient: number): number;
  72498. }
  72499. /**
  72500. * Easing function with a power of 4 shape (see link below).
  72501. * @see https://easings.net/#easeInQuart
  72502. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72503. */
  72504. export class QuarticEase extends EasingFunction implements IEasingFunction {
  72505. /** @hidden */
  72506. easeInCore(gradient: number): number;
  72507. }
  72508. /**
  72509. * Easing function with a power of 5 shape (see link below).
  72510. * @see https://easings.net/#easeInQuint
  72511. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72512. */
  72513. export class QuinticEase extends EasingFunction implements IEasingFunction {
  72514. /** @hidden */
  72515. easeInCore(gradient: number): number;
  72516. }
  72517. /**
  72518. * Easing function with a sin shape (see link below).
  72519. * @see https://easings.net/#easeInSine
  72520. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72521. */
  72522. export class SineEase extends EasingFunction implements IEasingFunction {
  72523. /** @hidden */
  72524. easeInCore(gradient: number): number;
  72525. }
  72526. /**
  72527. * Easing function with a bezier shape (see link below).
  72528. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72529. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72530. */
  72531. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  72532. /** Defines the x component of the start tangent in the bezier curve */
  72533. x1: number;
  72534. /** Defines the y component of the start tangent in the bezier curve */
  72535. y1: number;
  72536. /** Defines the x component of the end tangent in the bezier curve */
  72537. x2: number;
  72538. /** Defines the y component of the end tangent in the bezier curve */
  72539. y2: number;
  72540. /**
  72541. * Instantiates a bezier function
  72542. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72543. * @param x1 Defines the x component of the start tangent in the bezier curve
  72544. * @param y1 Defines the y component of the start tangent in the bezier curve
  72545. * @param x2 Defines the x component of the end tangent in the bezier curve
  72546. * @param y2 Defines the y component of the end tangent in the bezier curve
  72547. */
  72548. constructor(
  72549. /** Defines the x component of the start tangent in the bezier curve */
  72550. x1?: number,
  72551. /** Defines the y component of the start tangent in the bezier curve */
  72552. y1?: number,
  72553. /** Defines the x component of the end tangent in the bezier curve */
  72554. x2?: number,
  72555. /** Defines the y component of the end tangent in the bezier curve */
  72556. y2?: number);
  72557. /** @hidden */
  72558. easeInCore(gradient: number): number;
  72559. }
  72560. }
  72561. declare module BABYLON {
  72562. /**
  72563. * Class used to hold a RBG color
  72564. */
  72565. export class Color3 {
  72566. /**
  72567. * Defines the red component (between 0 and 1, default is 0)
  72568. */
  72569. r: number;
  72570. /**
  72571. * Defines the green component (between 0 and 1, default is 0)
  72572. */
  72573. g: number;
  72574. /**
  72575. * Defines the blue component (between 0 and 1, default is 0)
  72576. */
  72577. b: number;
  72578. /**
  72579. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  72580. * @param r defines the red component (between 0 and 1, default is 0)
  72581. * @param g defines the green component (between 0 and 1, default is 0)
  72582. * @param b defines the blue component (between 0 and 1, default is 0)
  72583. */
  72584. constructor(
  72585. /**
  72586. * Defines the red component (between 0 and 1, default is 0)
  72587. */
  72588. r?: number,
  72589. /**
  72590. * Defines the green component (between 0 and 1, default is 0)
  72591. */
  72592. g?: number,
  72593. /**
  72594. * Defines the blue component (between 0 and 1, default is 0)
  72595. */
  72596. b?: number);
  72597. /**
  72598. * Creates a string with the Color3 current values
  72599. * @returns the string representation of the Color3 object
  72600. */
  72601. toString(): string;
  72602. /**
  72603. * Returns the string "Color3"
  72604. * @returns "Color3"
  72605. */
  72606. getClassName(): string;
  72607. /**
  72608. * Compute the Color3 hash code
  72609. * @returns an unique number that can be used to hash Color3 objects
  72610. */
  72611. getHashCode(): number;
  72612. /**
  72613. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  72614. * @param array defines the array where to store the r,g,b components
  72615. * @param index defines an optional index in the target array to define where to start storing values
  72616. * @returns the current Color3 object
  72617. */
  72618. toArray(array: FloatArray, index?: number): Color3;
  72619. /**
  72620. * Returns a new Color4 object from the current Color3 and the given alpha
  72621. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  72622. * @returns a new Color4 object
  72623. */
  72624. toColor4(alpha?: number): Color4;
  72625. /**
  72626. * Returns a new array populated with 3 numeric elements : red, green and blue values
  72627. * @returns the new array
  72628. */
  72629. asArray(): number[];
  72630. /**
  72631. * Returns the luminance value
  72632. * @returns a float value
  72633. */
  72634. toLuminance(): number;
  72635. /**
  72636. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  72637. * @param otherColor defines the second operand
  72638. * @returns the new Color3 object
  72639. */
  72640. multiply(otherColor: DeepImmutable<Color3>): Color3;
  72641. /**
  72642. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  72643. * @param otherColor defines the second operand
  72644. * @param result defines the Color3 object where to store the result
  72645. * @returns the current Color3
  72646. */
  72647. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72648. /**
  72649. * Determines equality between Color3 objects
  72650. * @param otherColor defines the second operand
  72651. * @returns true if the rgb values are equal to the given ones
  72652. */
  72653. equals(otherColor: DeepImmutable<Color3>): boolean;
  72654. /**
  72655. * Determines equality between the current Color3 object and a set of r,b,g values
  72656. * @param r defines the red component to check
  72657. * @param g defines the green component to check
  72658. * @param b defines the blue component to check
  72659. * @returns true if the rgb values are equal to the given ones
  72660. */
  72661. equalsFloats(r: number, g: number, b: number): boolean;
  72662. /**
  72663. * Multiplies in place each rgb value by scale
  72664. * @param scale defines the scaling factor
  72665. * @returns the updated Color3
  72666. */
  72667. scale(scale: number): Color3;
  72668. /**
  72669. * Multiplies the rgb values by scale and stores the result into "result"
  72670. * @param scale defines the scaling factor
  72671. * @param result defines the Color3 object where to store the result
  72672. * @returns the unmodified current Color3
  72673. */
  72674. scaleToRef(scale: number, result: Color3): Color3;
  72675. /**
  72676. * Scale the current Color3 values by a factor and add the result to a given Color3
  72677. * @param scale defines the scale factor
  72678. * @param result defines color to store the result into
  72679. * @returns the unmodified current Color3
  72680. */
  72681. scaleAndAddToRef(scale: number, result: Color3): Color3;
  72682. /**
  72683. * Clamps the rgb values by the min and max values and stores the result into "result"
  72684. * @param min defines minimum clamping value (default is 0)
  72685. * @param max defines maximum clamping value (default is 1)
  72686. * @param result defines color to store the result into
  72687. * @returns the original Color3
  72688. */
  72689. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  72690. /**
  72691. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  72692. * @param otherColor defines the second operand
  72693. * @returns the new Color3
  72694. */
  72695. add(otherColor: DeepImmutable<Color3>): Color3;
  72696. /**
  72697. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  72698. * @param otherColor defines the second operand
  72699. * @param result defines Color3 object to store the result into
  72700. * @returns the unmodified current Color3
  72701. */
  72702. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72703. /**
  72704. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  72705. * @param otherColor defines the second operand
  72706. * @returns the new Color3
  72707. */
  72708. subtract(otherColor: DeepImmutable<Color3>): Color3;
  72709. /**
  72710. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  72711. * @param otherColor defines the second operand
  72712. * @param result defines Color3 object to store the result into
  72713. * @returns the unmodified current Color3
  72714. */
  72715. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72716. /**
  72717. * Copy the current object
  72718. * @returns a new Color3 copied the current one
  72719. */
  72720. clone(): Color3;
  72721. /**
  72722. * Copies the rgb values from the source in the current Color3
  72723. * @param source defines the source Color3 object
  72724. * @returns the updated Color3 object
  72725. */
  72726. copyFrom(source: DeepImmutable<Color3>): Color3;
  72727. /**
  72728. * Updates the Color3 rgb values from the given floats
  72729. * @param r defines the red component to read from
  72730. * @param g defines the green component to read from
  72731. * @param b defines the blue component to read from
  72732. * @returns the current Color3 object
  72733. */
  72734. copyFromFloats(r: number, g: number, b: number): Color3;
  72735. /**
  72736. * Updates the Color3 rgb values from the given floats
  72737. * @param r defines the red component to read from
  72738. * @param g defines the green component to read from
  72739. * @param b defines the blue component to read from
  72740. * @returns the current Color3 object
  72741. */
  72742. set(r: number, g: number, b: number): Color3;
  72743. /**
  72744. * Compute the Color3 hexadecimal code as a string
  72745. * @returns a string containing the hexadecimal representation of the Color3 object
  72746. */
  72747. toHexString(): string;
  72748. /**
  72749. * Computes a new Color3 converted from the current one to linear space
  72750. * @returns a new Color3 object
  72751. */
  72752. toLinearSpace(): Color3;
  72753. /**
  72754. * Converts current color in rgb space to HSV values
  72755. * @returns a new color3 representing the HSV values
  72756. */
  72757. toHSV(): Color3;
  72758. /**
  72759. * Converts current color in rgb space to HSV values
  72760. * @param result defines the Color3 where to store the HSV values
  72761. */
  72762. toHSVToRef(result: Color3): void;
  72763. /**
  72764. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  72765. * @param convertedColor defines the Color3 object where to store the linear space version
  72766. * @returns the unmodified Color3
  72767. */
  72768. toLinearSpaceToRef(convertedColor: Color3): Color3;
  72769. /**
  72770. * Computes a new Color3 converted from the current one to gamma space
  72771. * @returns a new Color3 object
  72772. */
  72773. toGammaSpace(): Color3;
  72774. /**
  72775. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  72776. * @param convertedColor defines the Color3 object where to store the gamma space version
  72777. * @returns the unmodified Color3
  72778. */
  72779. toGammaSpaceToRef(convertedColor: Color3): Color3;
  72780. private static _BlackReadOnly;
  72781. /**
  72782. * Convert Hue, saturation and value to a Color3 (RGB)
  72783. * @param hue defines the hue
  72784. * @param saturation defines the saturation
  72785. * @param value defines the value
  72786. * @param result defines the Color3 where to store the RGB values
  72787. */
  72788. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  72789. /**
  72790. * Creates a new Color3 from the string containing valid hexadecimal values
  72791. * @param hex defines a string containing valid hexadecimal values
  72792. * @returns a new Color3 object
  72793. */
  72794. static FromHexString(hex: string): Color3;
  72795. /**
  72796. * Creates a new Color3 from the starting index of the given array
  72797. * @param array defines the source array
  72798. * @param offset defines an offset in the source array
  72799. * @returns a new Color3 object
  72800. */
  72801. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  72802. /**
  72803. * Creates a new Color3 from integer values (< 256)
  72804. * @param r defines the red component to read from (value between 0 and 255)
  72805. * @param g defines the green component to read from (value between 0 and 255)
  72806. * @param b defines the blue component to read from (value between 0 and 255)
  72807. * @returns a new Color3 object
  72808. */
  72809. static FromInts(r: number, g: number, b: number): Color3;
  72810. /**
  72811. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  72812. * @param start defines the start Color3 value
  72813. * @param end defines the end Color3 value
  72814. * @param amount defines the gradient value between start and end
  72815. * @returns a new Color3 object
  72816. */
  72817. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  72818. /**
  72819. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  72820. * @param left defines the start value
  72821. * @param right defines the end value
  72822. * @param amount defines the gradient factor
  72823. * @param result defines the Color3 object where to store the result
  72824. */
  72825. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  72826. /**
  72827. * Returns a Color3 value containing a red color
  72828. * @returns a new Color3 object
  72829. */
  72830. static Red(): Color3;
  72831. /**
  72832. * Returns a Color3 value containing a green color
  72833. * @returns a new Color3 object
  72834. */
  72835. static Green(): Color3;
  72836. /**
  72837. * Returns a Color3 value containing a blue color
  72838. * @returns a new Color3 object
  72839. */
  72840. static Blue(): Color3;
  72841. /**
  72842. * Returns a Color3 value containing a black color
  72843. * @returns a new Color3 object
  72844. */
  72845. static Black(): Color3;
  72846. /**
  72847. * Gets a Color3 value containing a black color that must not be updated
  72848. */
  72849. static readonly BlackReadOnly: DeepImmutable<Color3>;
  72850. /**
  72851. * Returns a Color3 value containing a white color
  72852. * @returns a new Color3 object
  72853. */
  72854. static White(): Color3;
  72855. /**
  72856. * Returns a Color3 value containing a purple color
  72857. * @returns a new Color3 object
  72858. */
  72859. static Purple(): Color3;
  72860. /**
  72861. * Returns a Color3 value containing a magenta color
  72862. * @returns a new Color3 object
  72863. */
  72864. static Magenta(): Color3;
  72865. /**
  72866. * Returns a Color3 value containing a yellow color
  72867. * @returns a new Color3 object
  72868. */
  72869. static Yellow(): Color3;
  72870. /**
  72871. * Returns a Color3 value containing a gray color
  72872. * @returns a new Color3 object
  72873. */
  72874. static Gray(): Color3;
  72875. /**
  72876. * Returns a Color3 value containing a teal color
  72877. * @returns a new Color3 object
  72878. */
  72879. static Teal(): Color3;
  72880. /**
  72881. * Returns a Color3 value containing a random color
  72882. * @returns a new Color3 object
  72883. */
  72884. static Random(): Color3;
  72885. }
  72886. /**
  72887. * Class used to hold a RBGA color
  72888. */
  72889. export class Color4 {
  72890. /**
  72891. * Defines the red component (between 0 and 1, default is 0)
  72892. */
  72893. r: number;
  72894. /**
  72895. * Defines the green component (between 0 and 1, default is 0)
  72896. */
  72897. g: number;
  72898. /**
  72899. * Defines the blue component (between 0 and 1, default is 0)
  72900. */
  72901. b: number;
  72902. /**
  72903. * Defines the alpha component (between 0 and 1, default is 1)
  72904. */
  72905. a: number;
  72906. /**
  72907. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  72908. * @param r defines the red component (between 0 and 1, default is 0)
  72909. * @param g defines the green component (between 0 and 1, default is 0)
  72910. * @param b defines the blue component (between 0 and 1, default is 0)
  72911. * @param a defines the alpha component (between 0 and 1, default is 1)
  72912. */
  72913. constructor(
  72914. /**
  72915. * Defines the red component (between 0 and 1, default is 0)
  72916. */
  72917. r?: number,
  72918. /**
  72919. * Defines the green component (between 0 and 1, default is 0)
  72920. */
  72921. g?: number,
  72922. /**
  72923. * Defines the blue component (between 0 and 1, default is 0)
  72924. */
  72925. b?: number,
  72926. /**
  72927. * Defines the alpha component (between 0 and 1, default is 1)
  72928. */
  72929. a?: number);
  72930. /**
  72931. * Adds in place the given Color4 values to the current Color4 object
  72932. * @param right defines the second operand
  72933. * @returns the current updated Color4 object
  72934. */
  72935. addInPlace(right: DeepImmutable<Color4>): Color4;
  72936. /**
  72937. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  72938. * @returns the new array
  72939. */
  72940. asArray(): number[];
  72941. /**
  72942. * Stores from the starting index in the given array the Color4 successive values
  72943. * @param array defines the array where to store the r,g,b components
  72944. * @param index defines an optional index in the target array to define where to start storing values
  72945. * @returns the current Color4 object
  72946. */
  72947. toArray(array: number[], index?: number): Color4;
  72948. /**
  72949. * Determines equality between Color4 objects
  72950. * @param otherColor defines the second operand
  72951. * @returns true if the rgba values are equal to the given ones
  72952. */
  72953. equals(otherColor: DeepImmutable<Color4>): boolean;
  72954. /**
  72955. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  72956. * @param right defines the second operand
  72957. * @returns a new Color4 object
  72958. */
  72959. add(right: DeepImmutable<Color4>): Color4;
  72960. /**
  72961. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  72962. * @param right defines the second operand
  72963. * @returns a new Color4 object
  72964. */
  72965. subtract(right: DeepImmutable<Color4>): Color4;
  72966. /**
  72967. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  72968. * @param right defines the second operand
  72969. * @param result defines the Color4 object where to store the result
  72970. * @returns the current Color4 object
  72971. */
  72972. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  72973. /**
  72974. * Creates a new Color4 with the current Color4 values multiplied by scale
  72975. * @param scale defines the scaling factor to apply
  72976. * @returns a new Color4 object
  72977. */
  72978. scale(scale: number): Color4;
  72979. /**
  72980. * Multiplies the current Color4 values by scale and stores the result in "result"
  72981. * @param scale defines the scaling factor to apply
  72982. * @param result defines the Color4 object where to store the result
  72983. * @returns the current unmodified Color4
  72984. */
  72985. scaleToRef(scale: number, result: Color4): Color4;
  72986. /**
  72987. * Scale the current Color4 values by a factor and add the result to a given Color4
  72988. * @param scale defines the scale factor
  72989. * @param result defines the Color4 object where to store the result
  72990. * @returns the unmodified current Color4
  72991. */
  72992. scaleAndAddToRef(scale: number, result: Color4): Color4;
  72993. /**
  72994. * Clamps the rgb values by the min and max values and stores the result into "result"
  72995. * @param min defines minimum clamping value (default is 0)
  72996. * @param max defines maximum clamping value (default is 1)
  72997. * @param result defines color to store the result into.
  72998. * @returns the cuurent Color4
  72999. */
  73000. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  73001. /**
  73002. * Multipy an Color4 value by another and return a new Color4 object
  73003. * @param color defines the Color4 value to multiply by
  73004. * @returns a new Color4 object
  73005. */
  73006. multiply(color: Color4): Color4;
  73007. /**
  73008. * Multipy a Color4 value by another and push the result in a reference value
  73009. * @param color defines the Color4 value to multiply by
  73010. * @param result defines the Color4 to fill the result in
  73011. * @returns the result Color4
  73012. */
  73013. multiplyToRef(color: Color4, result: Color4): Color4;
  73014. /**
  73015. * Creates a string with the Color4 current values
  73016. * @returns the string representation of the Color4 object
  73017. */
  73018. toString(): string;
  73019. /**
  73020. * Returns the string "Color4"
  73021. * @returns "Color4"
  73022. */
  73023. getClassName(): string;
  73024. /**
  73025. * Compute the Color4 hash code
  73026. * @returns an unique number that can be used to hash Color4 objects
  73027. */
  73028. getHashCode(): number;
  73029. /**
  73030. * Creates a new Color4 copied from the current one
  73031. * @returns a new Color4 object
  73032. */
  73033. clone(): Color4;
  73034. /**
  73035. * Copies the given Color4 values into the current one
  73036. * @param source defines the source Color4 object
  73037. * @returns the current updated Color4 object
  73038. */
  73039. copyFrom(source: Color4): Color4;
  73040. /**
  73041. * Copies the given float values into the current one
  73042. * @param r defines the red component to read from
  73043. * @param g defines the green component to read from
  73044. * @param b defines the blue component to read from
  73045. * @param a defines the alpha component to read from
  73046. * @returns the current updated Color4 object
  73047. */
  73048. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  73049. /**
  73050. * Copies the given float values into the current one
  73051. * @param r defines the red component to read from
  73052. * @param g defines the green component to read from
  73053. * @param b defines the blue component to read from
  73054. * @param a defines the alpha component to read from
  73055. * @returns the current updated Color4 object
  73056. */
  73057. set(r: number, g: number, b: number, a: number): Color4;
  73058. /**
  73059. * Compute the Color4 hexadecimal code as a string
  73060. * @returns a string containing the hexadecimal representation of the Color4 object
  73061. */
  73062. toHexString(): string;
  73063. /**
  73064. * Computes a new Color4 converted from the current one to linear space
  73065. * @returns a new Color4 object
  73066. */
  73067. toLinearSpace(): Color4;
  73068. /**
  73069. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  73070. * @param convertedColor defines the Color4 object where to store the linear space version
  73071. * @returns the unmodified Color4
  73072. */
  73073. toLinearSpaceToRef(convertedColor: Color4): Color4;
  73074. /**
  73075. * Computes a new Color4 converted from the current one to gamma space
  73076. * @returns a new Color4 object
  73077. */
  73078. toGammaSpace(): Color4;
  73079. /**
  73080. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  73081. * @param convertedColor defines the Color4 object where to store the gamma space version
  73082. * @returns the unmodified Color4
  73083. */
  73084. toGammaSpaceToRef(convertedColor: Color4): Color4;
  73085. /**
  73086. * Creates a new Color4 from the string containing valid hexadecimal values
  73087. * @param hex defines a string containing valid hexadecimal values
  73088. * @returns a new Color4 object
  73089. */
  73090. static FromHexString(hex: string): Color4;
  73091. /**
  73092. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73093. * @param left defines the start value
  73094. * @param right defines the end value
  73095. * @param amount defines the gradient factor
  73096. * @returns a new Color4 object
  73097. */
  73098. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  73099. /**
  73100. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73101. * @param left defines the start value
  73102. * @param right defines the end value
  73103. * @param amount defines the gradient factor
  73104. * @param result defines the Color4 object where to store data
  73105. */
  73106. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  73107. /**
  73108. * Creates a new Color4 from a Color3 and an alpha value
  73109. * @param color3 defines the source Color3 to read from
  73110. * @param alpha defines the alpha component (1.0 by default)
  73111. * @returns a new Color4 object
  73112. */
  73113. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  73114. /**
  73115. * Creates a new Color4 from the starting index element of the given array
  73116. * @param array defines the source array to read from
  73117. * @param offset defines the offset in the source array
  73118. * @returns a new Color4 object
  73119. */
  73120. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  73121. /**
  73122. * Creates a new Color3 from integer values (< 256)
  73123. * @param r defines the red component to read from (value between 0 and 255)
  73124. * @param g defines the green component to read from (value between 0 and 255)
  73125. * @param b defines the blue component to read from (value between 0 and 255)
  73126. * @param a defines the alpha component to read from (value between 0 and 255)
  73127. * @returns a new Color3 object
  73128. */
  73129. static FromInts(r: number, g: number, b: number, a: number): Color4;
  73130. /**
  73131. * Check the content of a given array and convert it to an array containing RGBA data
  73132. * If the original array was already containing count * 4 values then it is returned directly
  73133. * @param colors defines the array to check
  73134. * @param count defines the number of RGBA data to expect
  73135. * @returns an array containing count * 4 values (RGBA)
  73136. */
  73137. static CheckColors4(colors: number[], count: number): number[];
  73138. }
  73139. /**
  73140. * @hidden
  73141. */
  73142. export class TmpColors {
  73143. static Color3: Color3[];
  73144. static Color4: Color4[];
  73145. }
  73146. }
  73147. declare module BABYLON {
  73148. /**
  73149. * Defines an interface which represents an animation key frame
  73150. */
  73151. export interface IAnimationKey {
  73152. /**
  73153. * Frame of the key frame
  73154. */
  73155. frame: number;
  73156. /**
  73157. * Value at the specifies key frame
  73158. */
  73159. value: any;
  73160. /**
  73161. * The input tangent for the cubic hermite spline
  73162. */
  73163. inTangent?: any;
  73164. /**
  73165. * The output tangent for the cubic hermite spline
  73166. */
  73167. outTangent?: any;
  73168. /**
  73169. * The animation interpolation type
  73170. */
  73171. interpolation?: AnimationKeyInterpolation;
  73172. }
  73173. /**
  73174. * Enum for the animation key frame interpolation type
  73175. */
  73176. export enum AnimationKeyInterpolation {
  73177. /**
  73178. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  73179. */
  73180. STEP = 1
  73181. }
  73182. }
  73183. declare module BABYLON {
  73184. /**
  73185. * Represents the range of an animation
  73186. */
  73187. export class AnimationRange {
  73188. /**The name of the animation range**/
  73189. name: string;
  73190. /**The starting frame of the animation */
  73191. from: number;
  73192. /**The ending frame of the animation*/
  73193. to: number;
  73194. /**
  73195. * Initializes the range of an animation
  73196. * @param name The name of the animation range
  73197. * @param from The starting frame of the animation
  73198. * @param to The ending frame of the animation
  73199. */
  73200. constructor(
  73201. /**The name of the animation range**/
  73202. name: string,
  73203. /**The starting frame of the animation */
  73204. from: number,
  73205. /**The ending frame of the animation*/
  73206. to: number);
  73207. /**
  73208. * Makes a copy of the animation range
  73209. * @returns A copy of the animation range
  73210. */
  73211. clone(): AnimationRange;
  73212. }
  73213. }
  73214. declare module BABYLON {
  73215. /**
  73216. * Composed of a frame, and an action function
  73217. */
  73218. export class AnimationEvent {
  73219. /** The frame for which the event is triggered **/
  73220. frame: number;
  73221. /** The event to perform when triggered **/
  73222. action: (currentFrame: number) => void;
  73223. /** Specifies if the event should be triggered only once**/
  73224. onlyOnce?: boolean | undefined;
  73225. /**
  73226. * Specifies if the animation event is done
  73227. */
  73228. isDone: boolean;
  73229. /**
  73230. * Initializes the animation event
  73231. * @param frame The frame for which the event is triggered
  73232. * @param action The event to perform when triggered
  73233. * @param onlyOnce Specifies if the event should be triggered only once
  73234. */
  73235. constructor(
  73236. /** The frame for which the event is triggered **/
  73237. frame: number,
  73238. /** The event to perform when triggered **/
  73239. action: (currentFrame: number) => void,
  73240. /** Specifies if the event should be triggered only once**/
  73241. onlyOnce?: boolean | undefined);
  73242. /** @hidden */
  73243. _clone(): AnimationEvent;
  73244. }
  73245. }
  73246. declare module BABYLON {
  73247. /**
  73248. * Interface used to define a behavior
  73249. */
  73250. export interface Behavior<T> {
  73251. /** gets or sets behavior's name */
  73252. name: string;
  73253. /**
  73254. * Function called when the behavior needs to be initialized (after attaching it to a target)
  73255. */
  73256. init(): void;
  73257. /**
  73258. * Called when the behavior is attached to a target
  73259. * @param target defines the target where the behavior is attached to
  73260. */
  73261. attach(target: T): void;
  73262. /**
  73263. * Called when the behavior is detached from its target
  73264. */
  73265. detach(): void;
  73266. }
  73267. /**
  73268. * Interface implemented by classes supporting behaviors
  73269. */
  73270. export interface IBehaviorAware<T> {
  73271. /**
  73272. * Attach a behavior
  73273. * @param behavior defines the behavior to attach
  73274. * @returns the current host
  73275. */
  73276. addBehavior(behavior: Behavior<T>): T;
  73277. /**
  73278. * Remove a behavior from the current object
  73279. * @param behavior defines the behavior to detach
  73280. * @returns the current host
  73281. */
  73282. removeBehavior(behavior: Behavior<T>): T;
  73283. /**
  73284. * Gets a behavior using its name to search
  73285. * @param name defines the name to search
  73286. * @returns the behavior or null if not found
  73287. */
  73288. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  73289. }
  73290. }
  73291. declare module BABYLON {
  73292. /**
  73293. * Defines an array and its length.
  73294. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  73295. */
  73296. export interface ISmartArrayLike<T> {
  73297. /**
  73298. * The data of the array.
  73299. */
  73300. data: Array<T>;
  73301. /**
  73302. * The active length of the array.
  73303. */
  73304. length: number;
  73305. }
  73306. /**
  73307. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73308. */
  73309. export class SmartArray<T> implements ISmartArrayLike<T> {
  73310. /**
  73311. * The full set of data from the array.
  73312. */
  73313. data: Array<T>;
  73314. /**
  73315. * The active length of the array.
  73316. */
  73317. length: number;
  73318. protected _id: number;
  73319. /**
  73320. * Instantiates a Smart Array.
  73321. * @param capacity defines the default capacity of the array.
  73322. */
  73323. constructor(capacity: number);
  73324. /**
  73325. * Pushes a value at the end of the active data.
  73326. * @param value defines the object to push in the array.
  73327. */
  73328. push(value: T): void;
  73329. /**
  73330. * Iterates over the active data and apply the lambda to them.
  73331. * @param func defines the action to apply on each value.
  73332. */
  73333. forEach(func: (content: T) => void): void;
  73334. /**
  73335. * Sorts the full sets of data.
  73336. * @param compareFn defines the comparison function to apply.
  73337. */
  73338. sort(compareFn: (a: T, b: T) => number): void;
  73339. /**
  73340. * Resets the active data to an empty array.
  73341. */
  73342. reset(): void;
  73343. /**
  73344. * Releases all the data from the array as well as the array.
  73345. */
  73346. dispose(): void;
  73347. /**
  73348. * Concats the active data with a given array.
  73349. * @param array defines the data to concatenate with.
  73350. */
  73351. concat(array: any): void;
  73352. /**
  73353. * Returns the position of a value in the active data.
  73354. * @param value defines the value to find the index for
  73355. * @returns the index if found in the active data otherwise -1
  73356. */
  73357. indexOf(value: T): number;
  73358. /**
  73359. * Returns whether an element is part of the active data.
  73360. * @param value defines the value to look for
  73361. * @returns true if found in the active data otherwise false
  73362. */
  73363. contains(value: T): boolean;
  73364. private static _GlobalId;
  73365. }
  73366. /**
  73367. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73368. * The data in this array can only be present once
  73369. */
  73370. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  73371. private _duplicateId;
  73372. /**
  73373. * Pushes a value at the end of the active data.
  73374. * THIS DOES NOT PREVENT DUPPLICATE DATA
  73375. * @param value defines the object to push in the array.
  73376. */
  73377. push(value: T): void;
  73378. /**
  73379. * Pushes a value at the end of the active data.
  73380. * If the data is already present, it won t be added again
  73381. * @param value defines the object to push in the array.
  73382. * @returns true if added false if it was already present
  73383. */
  73384. pushNoDuplicate(value: T): boolean;
  73385. /**
  73386. * Resets the active data to an empty array.
  73387. */
  73388. reset(): void;
  73389. /**
  73390. * Concats the active data with a given array.
  73391. * This ensures no dupplicate will be present in the result.
  73392. * @param array defines the data to concatenate with.
  73393. */
  73394. concatWithNoDuplicate(array: any): void;
  73395. }
  73396. }
  73397. declare module BABYLON {
  73398. /**
  73399. * @ignore
  73400. * This is a list of all the different input types that are available in the application.
  73401. * Fo instance: ArcRotateCameraGamepadInput...
  73402. */
  73403. export var CameraInputTypes: {};
  73404. /**
  73405. * This is the contract to implement in order to create a new input class.
  73406. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  73407. */
  73408. export interface ICameraInput<TCamera extends Camera> {
  73409. /**
  73410. * Defines the camera the input is attached to.
  73411. */
  73412. camera: Nullable<TCamera>;
  73413. /**
  73414. * Gets the class name of the current intput.
  73415. * @returns the class name
  73416. */
  73417. getClassName(): string;
  73418. /**
  73419. * Get the friendly name associated with the input class.
  73420. * @returns the input friendly name
  73421. */
  73422. getSimpleName(): string;
  73423. /**
  73424. * Attach the input controls to a specific dom element to get the input from.
  73425. * @param element Defines the element the controls should be listened from
  73426. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73427. */
  73428. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73429. /**
  73430. * Detach the current controls from the specified dom element.
  73431. * @param element Defines the element to stop listening the inputs from
  73432. */
  73433. detachControl(element: Nullable<HTMLElement>): void;
  73434. /**
  73435. * Update the current camera state depending on the inputs that have been used this frame.
  73436. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73437. */
  73438. checkInputs?: () => void;
  73439. }
  73440. /**
  73441. * Represents a map of input types to input instance or input index to input instance.
  73442. */
  73443. export interface CameraInputsMap<TCamera extends Camera> {
  73444. /**
  73445. * Accessor to the input by input type.
  73446. */
  73447. [name: string]: ICameraInput<TCamera>;
  73448. /**
  73449. * Accessor to the input by input index.
  73450. */
  73451. [idx: number]: ICameraInput<TCamera>;
  73452. }
  73453. /**
  73454. * This represents the input manager used within a camera.
  73455. * It helps dealing with all the different kind of input attached to a camera.
  73456. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73457. */
  73458. export class CameraInputsManager<TCamera extends Camera> {
  73459. /**
  73460. * Defines the list of inputs attahed to the camera.
  73461. */
  73462. attached: CameraInputsMap<TCamera>;
  73463. /**
  73464. * Defines the dom element the camera is collecting inputs from.
  73465. * This is null if the controls have not been attached.
  73466. */
  73467. attachedElement: Nullable<HTMLElement>;
  73468. /**
  73469. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73470. */
  73471. noPreventDefault: boolean;
  73472. /**
  73473. * Defined the camera the input manager belongs to.
  73474. */
  73475. camera: TCamera;
  73476. /**
  73477. * Update the current camera state depending on the inputs that have been used this frame.
  73478. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73479. */
  73480. checkInputs: () => void;
  73481. /**
  73482. * Instantiate a new Camera Input Manager.
  73483. * @param camera Defines the camera the input manager blongs to
  73484. */
  73485. constructor(camera: TCamera);
  73486. /**
  73487. * Add an input method to a camera
  73488. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73489. * @param input camera input method
  73490. */
  73491. add(input: ICameraInput<TCamera>): void;
  73492. /**
  73493. * Remove a specific input method from a camera
  73494. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  73495. * @param inputToRemove camera input method
  73496. */
  73497. remove(inputToRemove: ICameraInput<TCamera>): void;
  73498. /**
  73499. * Remove a specific input type from a camera
  73500. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  73501. * @param inputType the type of the input to remove
  73502. */
  73503. removeByType(inputType: string): void;
  73504. private _addCheckInputs;
  73505. /**
  73506. * Attach the input controls to the currently attached dom element to listen the events from.
  73507. * @param input Defines the input to attach
  73508. */
  73509. attachInput(input: ICameraInput<TCamera>): void;
  73510. /**
  73511. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  73512. * @param element Defines the dom element to collect the events from
  73513. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73514. */
  73515. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  73516. /**
  73517. * Detach the current manager inputs controls from a specific dom element.
  73518. * @param element Defines the dom element to collect the events from
  73519. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  73520. */
  73521. detachElement(element: HTMLElement, disconnect?: boolean): void;
  73522. /**
  73523. * Rebuild the dynamic inputCheck function from the current list of
  73524. * defined inputs in the manager.
  73525. */
  73526. rebuildInputCheck(): void;
  73527. /**
  73528. * Remove all attached input methods from a camera
  73529. */
  73530. clear(): void;
  73531. /**
  73532. * Serialize the current input manager attached to a camera.
  73533. * This ensures than once parsed,
  73534. * the input associated to the camera will be identical to the current ones
  73535. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  73536. */
  73537. serialize(serializedCamera: any): void;
  73538. /**
  73539. * Parses an input manager serialized JSON to restore the previous list of inputs
  73540. * and states associated to a camera.
  73541. * @param parsedCamera Defines the JSON to parse
  73542. */
  73543. parse(parsedCamera: any): void;
  73544. }
  73545. }
  73546. declare module BABYLON {
  73547. /**
  73548. * Class used to store data that will be store in GPU memory
  73549. */
  73550. export class Buffer {
  73551. private _engine;
  73552. private _buffer;
  73553. /** @hidden */
  73554. _data: Nullable<DataArray>;
  73555. private _updatable;
  73556. private _instanced;
  73557. private _divisor;
  73558. /**
  73559. * Gets the byte stride.
  73560. */
  73561. readonly byteStride: number;
  73562. /**
  73563. * Constructor
  73564. * @param engine the engine
  73565. * @param data the data to use for this buffer
  73566. * @param updatable whether the data is updatable
  73567. * @param stride the stride (optional)
  73568. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  73569. * @param instanced whether the buffer is instanced (optional)
  73570. * @param useBytes set to true if the stride in in bytes (optional)
  73571. * @param divisor sets an optional divisor for instances (1 by default)
  73572. */
  73573. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  73574. /**
  73575. * Create a new VertexBuffer based on the current buffer
  73576. * @param kind defines the vertex buffer kind (position, normal, etc.)
  73577. * @param offset defines offset in the buffer (0 by default)
  73578. * @param size defines the size in floats of attributes (position is 3 for instance)
  73579. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  73580. * @param instanced defines if the vertex buffer contains indexed data
  73581. * @param useBytes defines if the offset and stride are in bytes *
  73582. * @param divisor sets an optional divisor for instances (1 by default)
  73583. * @returns the new vertex buffer
  73584. */
  73585. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  73586. /**
  73587. * Gets a boolean indicating if the Buffer is updatable?
  73588. * @returns true if the buffer is updatable
  73589. */
  73590. isUpdatable(): boolean;
  73591. /**
  73592. * Gets current buffer's data
  73593. * @returns a DataArray or null
  73594. */
  73595. getData(): Nullable<DataArray>;
  73596. /**
  73597. * Gets underlying native buffer
  73598. * @returns underlying native buffer
  73599. */
  73600. getBuffer(): Nullable<DataBuffer>;
  73601. /**
  73602. * Gets the stride in float32 units (i.e. byte stride / 4).
  73603. * May not be an integer if the byte stride is not divisible by 4.
  73604. * DEPRECATED. Use byteStride instead.
  73605. * @returns the stride in float32 units
  73606. */
  73607. getStrideSize(): number;
  73608. /**
  73609. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  73610. * @param data defines the data to store
  73611. */
  73612. create(data?: Nullable<DataArray>): void;
  73613. /** @hidden */
  73614. _rebuild(): void;
  73615. /**
  73616. * Update current buffer data
  73617. * @param data defines the data to store
  73618. */
  73619. update(data: DataArray): void;
  73620. /**
  73621. * Updates the data directly.
  73622. * @param data the new data
  73623. * @param offset the new offset
  73624. * @param vertexCount the vertex count (optional)
  73625. * @param useBytes set to true if the offset is in bytes
  73626. */
  73627. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  73628. /**
  73629. * Release all resources
  73630. */
  73631. dispose(): void;
  73632. }
  73633. /**
  73634. * Specialized buffer used to store vertex data
  73635. */
  73636. export class VertexBuffer {
  73637. /** @hidden */
  73638. _buffer: Buffer;
  73639. private _kind;
  73640. private _size;
  73641. private _ownsBuffer;
  73642. private _instanced;
  73643. private _instanceDivisor;
  73644. /**
  73645. * The byte type.
  73646. */
  73647. static readonly BYTE: number;
  73648. /**
  73649. * The unsigned byte type.
  73650. */
  73651. static readonly UNSIGNED_BYTE: number;
  73652. /**
  73653. * The short type.
  73654. */
  73655. static readonly SHORT: number;
  73656. /**
  73657. * The unsigned short type.
  73658. */
  73659. static readonly UNSIGNED_SHORT: number;
  73660. /**
  73661. * The integer type.
  73662. */
  73663. static readonly INT: number;
  73664. /**
  73665. * The unsigned integer type.
  73666. */
  73667. static readonly UNSIGNED_INT: number;
  73668. /**
  73669. * The float type.
  73670. */
  73671. static readonly FLOAT: number;
  73672. /**
  73673. * Gets or sets the instance divisor when in instanced mode
  73674. */
  73675. instanceDivisor: number;
  73676. /**
  73677. * Gets the byte stride.
  73678. */
  73679. readonly byteStride: number;
  73680. /**
  73681. * Gets the byte offset.
  73682. */
  73683. readonly byteOffset: number;
  73684. /**
  73685. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  73686. */
  73687. readonly normalized: boolean;
  73688. /**
  73689. * Gets the data type of each component in the array.
  73690. */
  73691. readonly type: number;
  73692. /**
  73693. * Constructor
  73694. * @param engine the engine
  73695. * @param data the data to use for this vertex buffer
  73696. * @param kind the vertex buffer kind
  73697. * @param updatable whether the data is updatable
  73698. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  73699. * @param stride the stride (optional)
  73700. * @param instanced whether the buffer is instanced (optional)
  73701. * @param offset the offset of the data (optional)
  73702. * @param size the number of components (optional)
  73703. * @param type the type of the component (optional)
  73704. * @param normalized whether the data contains normalized data (optional)
  73705. * @param useBytes set to true if stride and offset are in bytes (optional)
  73706. * @param divisor defines the instance divisor to use (1 by default)
  73707. */
  73708. 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);
  73709. /** @hidden */
  73710. _rebuild(): void;
  73711. /**
  73712. * Returns the kind of the VertexBuffer (string)
  73713. * @returns a string
  73714. */
  73715. getKind(): string;
  73716. /**
  73717. * Gets a boolean indicating if the VertexBuffer is updatable?
  73718. * @returns true if the buffer is updatable
  73719. */
  73720. isUpdatable(): boolean;
  73721. /**
  73722. * Gets current buffer's data
  73723. * @returns a DataArray or null
  73724. */
  73725. getData(): Nullable<DataArray>;
  73726. /**
  73727. * Gets underlying native buffer
  73728. * @returns underlying native buffer
  73729. */
  73730. getBuffer(): Nullable<DataBuffer>;
  73731. /**
  73732. * Gets the stride in float32 units (i.e. byte stride / 4).
  73733. * May not be an integer if the byte stride is not divisible by 4.
  73734. * DEPRECATED. Use byteStride instead.
  73735. * @returns the stride in float32 units
  73736. */
  73737. getStrideSize(): number;
  73738. /**
  73739. * Returns the offset as a multiple of the type byte length.
  73740. * DEPRECATED. Use byteOffset instead.
  73741. * @returns the offset in bytes
  73742. */
  73743. getOffset(): number;
  73744. /**
  73745. * Returns the number of components per vertex attribute (integer)
  73746. * @returns the size in float
  73747. */
  73748. getSize(): number;
  73749. /**
  73750. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  73751. * @returns true if this buffer is instanced
  73752. */
  73753. getIsInstanced(): boolean;
  73754. /**
  73755. * Returns the instancing divisor, zero for non-instanced (integer).
  73756. * @returns a number
  73757. */
  73758. getInstanceDivisor(): number;
  73759. /**
  73760. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  73761. * @param data defines the data to store
  73762. */
  73763. create(data?: DataArray): void;
  73764. /**
  73765. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  73766. * This function will create a new buffer if the current one is not updatable
  73767. * @param data defines the data to store
  73768. */
  73769. update(data: DataArray): void;
  73770. /**
  73771. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  73772. * Returns the directly updated WebGLBuffer.
  73773. * @param data the new data
  73774. * @param offset the new offset
  73775. * @param useBytes set to true if the offset is in bytes
  73776. */
  73777. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  73778. /**
  73779. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  73780. */
  73781. dispose(): void;
  73782. /**
  73783. * Enumerates each value of this vertex buffer as numbers.
  73784. * @param count the number of values to enumerate
  73785. * @param callback the callback function called for each value
  73786. */
  73787. forEach(count: number, callback: (value: number, index: number) => void): void;
  73788. /**
  73789. * Positions
  73790. */
  73791. static readonly PositionKind: string;
  73792. /**
  73793. * Normals
  73794. */
  73795. static readonly NormalKind: string;
  73796. /**
  73797. * Tangents
  73798. */
  73799. static readonly TangentKind: string;
  73800. /**
  73801. * Texture coordinates
  73802. */
  73803. static readonly UVKind: string;
  73804. /**
  73805. * Texture coordinates 2
  73806. */
  73807. static readonly UV2Kind: string;
  73808. /**
  73809. * Texture coordinates 3
  73810. */
  73811. static readonly UV3Kind: string;
  73812. /**
  73813. * Texture coordinates 4
  73814. */
  73815. static readonly UV4Kind: string;
  73816. /**
  73817. * Texture coordinates 5
  73818. */
  73819. static readonly UV5Kind: string;
  73820. /**
  73821. * Texture coordinates 6
  73822. */
  73823. static readonly UV6Kind: string;
  73824. /**
  73825. * Colors
  73826. */
  73827. static readonly ColorKind: string;
  73828. /**
  73829. * Matrix indices (for bones)
  73830. */
  73831. static readonly MatricesIndicesKind: string;
  73832. /**
  73833. * Matrix weights (for bones)
  73834. */
  73835. static readonly MatricesWeightsKind: string;
  73836. /**
  73837. * Additional matrix indices (for bones)
  73838. */
  73839. static readonly MatricesIndicesExtraKind: string;
  73840. /**
  73841. * Additional matrix weights (for bones)
  73842. */
  73843. static readonly MatricesWeightsExtraKind: string;
  73844. /**
  73845. * Deduces the stride given a kind.
  73846. * @param kind The kind string to deduce
  73847. * @returns The deduced stride
  73848. */
  73849. static DeduceStride(kind: string): number;
  73850. /**
  73851. * Gets the byte length of the given type.
  73852. * @param type the type
  73853. * @returns the number of bytes
  73854. */
  73855. static GetTypeByteLength(type: number): number;
  73856. /**
  73857. * Enumerates each value of the given parameters as numbers.
  73858. * @param data the data to enumerate
  73859. * @param byteOffset the byte offset of the data
  73860. * @param byteStride the byte stride of the data
  73861. * @param componentCount the number of components per element
  73862. * @param componentType the type of the component
  73863. * @param count the number of values to enumerate
  73864. * @param normalized whether the data is normalized
  73865. * @param callback the callback function called for each value
  73866. */
  73867. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  73868. private static _GetFloatValue;
  73869. }
  73870. }
  73871. declare module BABYLON {
  73872. /**
  73873. * @hidden
  73874. */
  73875. export class IntersectionInfo {
  73876. bu: Nullable<number>;
  73877. bv: Nullable<number>;
  73878. distance: number;
  73879. faceId: number;
  73880. subMeshId: number;
  73881. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  73882. }
  73883. }
  73884. declare module BABYLON {
  73885. /**
  73886. * Represens a plane by the equation ax + by + cz + d = 0
  73887. */
  73888. export class Plane {
  73889. private static _TmpMatrix;
  73890. /**
  73891. * Normal of the plane (a,b,c)
  73892. */
  73893. normal: Vector3;
  73894. /**
  73895. * d component of the plane
  73896. */
  73897. d: number;
  73898. /**
  73899. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  73900. * @param a a component of the plane
  73901. * @param b b component of the plane
  73902. * @param c c component of the plane
  73903. * @param d d component of the plane
  73904. */
  73905. constructor(a: number, b: number, c: number, d: number);
  73906. /**
  73907. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  73908. */
  73909. asArray(): number[];
  73910. /**
  73911. * @returns a new plane copied from the current Plane.
  73912. */
  73913. clone(): Plane;
  73914. /**
  73915. * @returns the string "Plane".
  73916. */
  73917. getClassName(): string;
  73918. /**
  73919. * @returns the Plane hash code.
  73920. */
  73921. getHashCode(): number;
  73922. /**
  73923. * Normalize the current Plane in place.
  73924. * @returns the updated Plane.
  73925. */
  73926. normalize(): Plane;
  73927. /**
  73928. * Applies a transformation the plane and returns the result
  73929. * @param transformation the transformation matrix to be applied to the plane
  73930. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  73931. */
  73932. transform(transformation: DeepImmutable<Matrix>): Plane;
  73933. /**
  73934. * Calcualtte the dot product between the point and the plane normal
  73935. * @param point point to calculate the dot product with
  73936. * @returns the dot product (float) of the point coordinates and the plane normal.
  73937. */
  73938. dotCoordinate(point: DeepImmutable<Vector3>): number;
  73939. /**
  73940. * Updates the current Plane from the plane defined by the three given points.
  73941. * @param point1 one of the points used to contruct the plane
  73942. * @param point2 one of the points used to contruct the plane
  73943. * @param point3 one of the points used to contruct the plane
  73944. * @returns the updated Plane.
  73945. */
  73946. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  73947. /**
  73948. * Checks if the plane is facing a given direction
  73949. * @param direction the direction to check if the plane is facing
  73950. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  73951. * @returns True is the vector "direction" is the same side than the plane normal.
  73952. */
  73953. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  73954. /**
  73955. * Calculates the distance to a point
  73956. * @param point point to calculate distance to
  73957. * @returns the signed distance (float) from the given point to the Plane.
  73958. */
  73959. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  73960. /**
  73961. * Creates a plane from an array
  73962. * @param array the array to create a plane from
  73963. * @returns a new Plane from the given array.
  73964. */
  73965. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  73966. /**
  73967. * Creates a plane from three points
  73968. * @param point1 point used to create the plane
  73969. * @param point2 point used to create the plane
  73970. * @param point3 point used to create the plane
  73971. * @returns a new Plane defined by the three given points.
  73972. */
  73973. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  73974. /**
  73975. * Creates a plane from an origin point and a normal
  73976. * @param origin origin of the plane to be constructed
  73977. * @param normal normal of the plane to be constructed
  73978. * @returns a new Plane the normal vector to this plane at the given origin point.
  73979. * Note : the vector "normal" is updated because normalized.
  73980. */
  73981. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  73982. /**
  73983. * Calculates the distance from a plane and a point
  73984. * @param origin origin of the plane to be constructed
  73985. * @param normal normal of the plane to be constructed
  73986. * @param point point to calculate distance to
  73987. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  73988. */
  73989. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  73990. }
  73991. }
  73992. declare module BABYLON {
  73993. /**
  73994. * Class used to store bounding sphere information
  73995. */
  73996. export class BoundingSphere {
  73997. /**
  73998. * Gets the center of the bounding sphere in local space
  73999. */
  74000. readonly center: Vector3;
  74001. /**
  74002. * Radius of the bounding sphere in local space
  74003. */
  74004. radius: number;
  74005. /**
  74006. * Gets the center of the bounding sphere in world space
  74007. */
  74008. readonly centerWorld: Vector3;
  74009. /**
  74010. * Radius of the bounding sphere in world space
  74011. */
  74012. radiusWorld: number;
  74013. /**
  74014. * Gets the minimum vector in local space
  74015. */
  74016. readonly minimum: Vector3;
  74017. /**
  74018. * Gets the maximum vector in local space
  74019. */
  74020. readonly maximum: Vector3;
  74021. private _worldMatrix;
  74022. private static readonly TmpVector3;
  74023. /**
  74024. * Creates a new bounding sphere
  74025. * @param min defines the minimum vector (in local space)
  74026. * @param max defines the maximum vector (in local space)
  74027. * @param worldMatrix defines the new world matrix
  74028. */
  74029. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74030. /**
  74031. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  74032. * @param min defines the new minimum vector (in local space)
  74033. * @param max defines the new maximum vector (in local space)
  74034. * @param worldMatrix defines the new world matrix
  74035. */
  74036. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74037. /**
  74038. * Scale the current bounding sphere by applying a scale factor
  74039. * @param factor defines the scale factor to apply
  74040. * @returns the current bounding box
  74041. */
  74042. scale(factor: number): BoundingSphere;
  74043. /**
  74044. * Gets the world matrix of the bounding box
  74045. * @returns a matrix
  74046. */
  74047. getWorldMatrix(): DeepImmutable<Matrix>;
  74048. /** @hidden */
  74049. _update(worldMatrix: DeepImmutable<Matrix>): void;
  74050. /**
  74051. * Tests if the bounding sphere is intersecting the frustum planes
  74052. * @param frustumPlanes defines the frustum planes to test
  74053. * @returns true if there is an intersection
  74054. */
  74055. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74056. /**
  74057. * Tests if the bounding sphere center is in between the frustum planes.
  74058. * Used for optimistic fast inclusion.
  74059. * @param frustumPlanes defines the frustum planes to test
  74060. * @returns true if the sphere center is in between the frustum planes
  74061. */
  74062. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74063. /**
  74064. * Tests if a point is inside the bounding sphere
  74065. * @param point defines the point to test
  74066. * @returns true if the point is inside the bounding sphere
  74067. */
  74068. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74069. /**
  74070. * Checks if two sphere intersct
  74071. * @param sphere0 sphere 0
  74072. * @param sphere1 sphere 1
  74073. * @returns true if the speres intersect
  74074. */
  74075. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  74076. }
  74077. }
  74078. declare module BABYLON {
  74079. /**
  74080. * Class used to store bounding box information
  74081. */
  74082. export class BoundingBox implements ICullable {
  74083. /**
  74084. * Gets the 8 vectors representing the bounding box in local space
  74085. */
  74086. readonly vectors: Vector3[];
  74087. /**
  74088. * Gets the center of the bounding box in local space
  74089. */
  74090. readonly center: Vector3;
  74091. /**
  74092. * Gets the center of the bounding box in world space
  74093. */
  74094. readonly centerWorld: Vector3;
  74095. /**
  74096. * Gets the extend size in local space
  74097. */
  74098. readonly extendSize: Vector3;
  74099. /**
  74100. * Gets the extend size in world space
  74101. */
  74102. readonly extendSizeWorld: Vector3;
  74103. /**
  74104. * Gets the OBB (object bounding box) directions
  74105. */
  74106. readonly directions: Vector3[];
  74107. /**
  74108. * Gets the 8 vectors representing the bounding box in world space
  74109. */
  74110. readonly vectorsWorld: Vector3[];
  74111. /**
  74112. * Gets the minimum vector in world space
  74113. */
  74114. readonly minimumWorld: Vector3;
  74115. /**
  74116. * Gets the maximum vector in world space
  74117. */
  74118. readonly maximumWorld: Vector3;
  74119. /**
  74120. * Gets the minimum vector in local space
  74121. */
  74122. readonly minimum: Vector3;
  74123. /**
  74124. * Gets the maximum vector in local space
  74125. */
  74126. readonly maximum: Vector3;
  74127. private _worldMatrix;
  74128. private static readonly TmpVector3;
  74129. /**
  74130. * @hidden
  74131. */
  74132. _tag: number;
  74133. /**
  74134. * Creates a new bounding box
  74135. * @param min defines the minimum vector (in local space)
  74136. * @param max defines the maximum vector (in local space)
  74137. * @param worldMatrix defines the new world matrix
  74138. */
  74139. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74140. /**
  74141. * Recreates the entire bounding box from scratch as if we call the constructor in place
  74142. * @param min defines the new minimum vector (in local space)
  74143. * @param max defines the new maximum vector (in local space)
  74144. * @param worldMatrix defines the new world matrix
  74145. */
  74146. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74147. /**
  74148. * Scale the current bounding box by applying a scale factor
  74149. * @param factor defines the scale factor to apply
  74150. * @returns the current bounding box
  74151. */
  74152. scale(factor: number): BoundingBox;
  74153. /**
  74154. * Gets the world matrix of the bounding box
  74155. * @returns a matrix
  74156. */
  74157. getWorldMatrix(): DeepImmutable<Matrix>;
  74158. /** @hidden */
  74159. _update(world: DeepImmutable<Matrix>): void;
  74160. /**
  74161. * Tests if the bounding box is intersecting the frustum planes
  74162. * @param frustumPlanes defines the frustum planes to test
  74163. * @returns true if there is an intersection
  74164. */
  74165. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74166. /**
  74167. * Tests if the bounding box is entirely inside the frustum planes
  74168. * @param frustumPlanes defines the frustum planes to test
  74169. * @returns true if there is an inclusion
  74170. */
  74171. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74172. /**
  74173. * Tests if a point is inside the bounding box
  74174. * @param point defines the point to test
  74175. * @returns true if the point is inside the bounding box
  74176. */
  74177. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74178. /**
  74179. * Tests if the bounding box intersects with a bounding sphere
  74180. * @param sphere defines the sphere to test
  74181. * @returns true if there is an intersection
  74182. */
  74183. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  74184. /**
  74185. * Tests if the bounding box intersects with a box defined by a min and max vectors
  74186. * @param min defines the min vector to use
  74187. * @param max defines the max vector to use
  74188. * @returns true if there is an intersection
  74189. */
  74190. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  74191. /**
  74192. * Tests if two bounding boxes are intersections
  74193. * @param box0 defines the first box to test
  74194. * @param box1 defines the second box to test
  74195. * @returns true if there is an intersection
  74196. */
  74197. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  74198. /**
  74199. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  74200. * @param minPoint defines the minimum vector of the bounding box
  74201. * @param maxPoint defines the maximum vector of the bounding box
  74202. * @param sphereCenter defines the sphere center
  74203. * @param sphereRadius defines the sphere radius
  74204. * @returns true if there is an intersection
  74205. */
  74206. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  74207. /**
  74208. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  74209. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74210. * @param frustumPlanes defines the frustum planes to test
  74211. * @return true if there is an inclusion
  74212. */
  74213. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74214. /**
  74215. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  74216. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74217. * @param frustumPlanes defines the frustum planes to test
  74218. * @return true if there is an intersection
  74219. */
  74220. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74221. }
  74222. }
  74223. declare module BABYLON {
  74224. /** @hidden */
  74225. export class Collider {
  74226. /** Define if a collision was found */
  74227. collisionFound: boolean;
  74228. /**
  74229. * Define last intersection point in local space
  74230. */
  74231. intersectionPoint: Vector3;
  74232. /**
  74233. * Define last collided mesh
  74234. */
  74235. collidedMesh: Nullable<AbstractMesh>;
  74236. private _collisionPoint;
  74237. private _planeIntersectionPoint;
  74238. private _tempVector;
  74239. private _tempVector2;
  74240. private _tempVector3;
  74241. private _tempVector4;
  74242. private _edge;
  74243. private _baseToVertex;
  74244. private _destinationPoint;
  74245. private _slidePlaneNormal;
  74246. private _displacementVector;
  74247. /** @hidden */
  74248. _radius: Vector3;
  74249. /** @hidden */
  74250. _retry: number;
  74251. private _velocity;
  74252. private _basePoint;
  74253. private _epsilon;
  74254. /** @hidden */
  74255. _velocityWorldLength: number;
  74256. /** @hidden */
  74257. _basePointWorld: Vector3;
  74258. private _velocityWorld;
  74259. private _normalizedVelocity;
  74260. /** @hidden */
  74261. _initialVelocity: Vector3;
  74262. /** @hidden */
  74263. _initialPosition: Vector3;
  74264. private _nearestDistance;
  74265. private _collisionMask;
  74266. collisionMask: number;
  74267. /**
  74268. * Gets the plane normal used to compute the sliding response (in local space)
  74269. */
  74270. readonly slidePlaneNormal: Vector3;
  74271. /** @hidden */
  74272. _initialize(source: Vector3, dir: Vector3, e: number): void;
  74273. /** @hidden */
  74274. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  74275. /** @hidden */
  74276. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  74277. /** @hidden */
  74278. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74279. /** @hidden */
  74280. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74281. /** @hidden */
  74282. _getResponse(pos: Vector3, vel: Vector3): void;
  74283. }
  74284. }
  74285. declare module BABYLON {
  74286. /**
  74287. * Interface for cullable objects
  74288. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  74289. */
  74290. export interface ICullable {
  74291. /**
  74292. * Checks if the object or part of the object is in the frustum
  74293. * @param frustumPlanes Camera near/planes
  74294. * @returns true if the object is in frustum otherwise false
  74295. */
  74296. isInFrustum(frustumPlanes: Plane[]): boolean;
  74297. /**
  74298. * Checks if a cullable object (mesh...) is in the camera frustum
  74299. * Unlike isInFrustum this cheks the full bounding box
  74300. * @param frustumPlanes Camera near/planes
  74301. * @returns true if the object is in frustum otherwise false
  74302. */
  74303. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  74304. }
  74305. /**
  74306. * Info for a bounding data of a mesh
  74307. */
  74308. export class BoundingInfo implements ICullable {
  74309. /**
  74310. * Bounding box for the mesh
  74311. */
  74312. readonly boundingBox: BoundingBox;
  74313. /**
  74314. * Bounding sphere for the mesh
  74315. */
  74316. readonly boundingSphere: BoundingSphere;
  74317. private _isLocked;
  74318. private static readonly TmpVector3;
  74319. /**
  74320. * Constructs bounding info
  74321. * @param minimum min vector of the bounding box/sphere
  74322. * @param maximum max vector of the bounding box/sphere
  74323. * @param worldMatrix defines the new world matrix
  74324. */
  74325. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74326. /**
  74327. * Recreates the entire bounding info from scratch as if we call the constructor in place
  74328. * @param min defines the new minimum vector (in local space)
  74329. * @param max defines the new maximum vector (in local space)
  74330. * @param worldMatrix defines the new world matrix
  74331. */
  74332. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74333. /**
  74334. * min vector of the bounding box/sphere
  74335. */
  74336. readonly minimum: Vector3;
  74337. /**
  74338. * max vector of the bounding box/sphere
  74339. */
  74340. readonly maximum: Vector3;
  74341. /**
  74342. * If the info is locked and won't be updated to avoid perf overhead
  74343. */
  74344. isLocked: boolean;
  74345. /**
  74346. * Updates the bounding sphere and box
  74347. * @param world world matrix to be used to update
  74348. */
  74349. update(world: DeepImmutable<Matrix>): void;
  74350. /**
  74351. * Recreate the bounding info to be centered around a specific point given a specific extend.
  74352. * @param center New center of the bounding info
  74353. * @param extend New extend of the bounding info
  74354. * @returns the current bounding info
  74355. */
  74356. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  74357. /**
  74358. * Scale the current bounding info by applying a scale factor
  74359. * @param factor defines the scale factor to apply
  74360. * @returns the current bounding info
  74361. */
  74362. scale(factor: number): BoundingInfo;
  74363. /**
  74364. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  74365. * @param frustumPlanes defines the frustum to test
  74366. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  74367. * @returns true if the bounding info is in the frustum planes
  74368. */
  74369. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  74370. /**
  74371. * Gets the world distance between the min and max points of the bounding box
  74372. */
  74373. readonly diagonalLength: number;
  74374. /**
  74375. * Checks if a cullable object (mesh...) is in the camera frustum
  74376. * Unlike isInFrustum this cheks the full bounding box
  74377. * @param frustumPlanes Camera near/planes
  74378. * @returns true if the object is in frustum otherwise false
  74379. */
  74380. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74381. /** @hidden */
  74382. _checkCollision(collider: Collider): boolean;
  74383. /**
  74384. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  74385. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74386. * @param point the point to check intersection with
  74387. * @returns if the point intersects
  74388. */
  74389. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74390. /**
  74391. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  74392. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74393. * @param boundingInfo the bounding info to check intersection with
  74394. * @param precise if the intersection should be done using OBB
  74395. * @returns if the bounding info intersects
  74396. */
  74397. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  74398. }
  74399. }
  74400. declare module BABYLON {
  74401. /**
  74402. * Extracts minimum and maximum values from a list of indexed positions
  74403. * @param positions defines the positions to use
  74404. * @param indices defines the indices to the positions
  74405. * @param indexStart defines the start index
  74406. * @param indexCount defines the end index
  74407. * @param bias defines bias value to add to the result
  74408. * @return minimum and maximum values
  74409. */
  74410. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  74411. minimum: Vector3;
  74412. maximum: Vector3;
  74413. };
  74414. /**
  74415. * Extracts minimum and maximum values from a list of positions
  74416. * @param positions defines the positions to use
  74417. * @param start defines the start index in the positions array
  74418. * @param count defines the number of positions to handle
  74419. * @param bias defines bias value to add to the result
  74420. * @param stride defines the stride size to use (distance between two positions in the positions array)
  74421. * @return minimum and maximum values
  74422. */
  74423. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  74424. minimum: Vector3;
  74425. maximum: Vector3;
  74426. };
  74427. }
  74428. declare module BABYLON {
  74429. /** @hidden */
  74430. export class WebGLDataBuffer extends DataBuffer {
  74431. private _buffer;
  74432. constructor(resource: WebGLBuffer);
  74433. readonly underlyingResource: any;
  74434. }
  74435. }
  74436. declare module BABYLON {
  74437. /** @hidden */
  74438. export class WebGLPipelineContext implements IPipelineContext {
  74439. engine: ThinEngine;
  74440. program: Nullable<WebGLProgram>;
  74441. context?: WebGLRenderingContext;
  74442. vertexShader?: WebGLShader;
  74443. fragmentShader?: WebGLShader;
  74444. isParallelCompiled: boolean;
  74445. onCompiled?: () => void;
  74446. transformFeedback?: WebGLTransformFeedback | null;
  74447. readonly isAsync: boolean;
  74448. readonly isReady: boolean;
  74449. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  74450. }
  74451. }
  74452. declare module BABYLON {
  74453. interface ThinEngine {
  74454. /**
  74455. * Create an uniform buffer
  74456. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74457. * @param elements defines the content of the uniform buffer
  74458. * @returns the webGL uniform buffer
  74459. */
  74460. createUniformBuffer(elements: FloatArray): DataBuffer;
  74461. /**
  74462. * Create a dynamic uniform buffer
  74463. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74464. * @param elements defines the content of the uniform buffer
  74465. * @returns the webGL uniform buffer
  74466. */
  74467. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  74468. /**
  74469. * Update an existing uniform buffer
  74470. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74471. * @param uniformBuffer defines the target uniform buffer
  74472. * @param elements defines the content to update
  74473. * @param offset defines the offset in the uniform buffer where update should start
  74474. * @param count defines the size of the data to update
  74475. */
  74476. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  74477. /**
  74478. * Bind an uniform buffer to the current webGL context
  74479. * @param buffer defines the buffer to bind
  74480. */
  74481. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  74482. /**
  74483. * Bind a buffer to the current webGL context at a given location
  74484. * @param buffer defines the buffer to bind
  74485. * @param location defines the index where to bind the buffer
  74486. */
  74487. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  74488. /**
  74489. * Bind a specific block at a given index in a specific shader program
  74490. * @param pipelineContext defines the pipeline context to use
  74491. * @param blockName defines the block name
  74492. * @param index defines the index where to bind the block
  74493. */
  74494. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  74495. }
  74496. }
  74497. declare module BABYLON {
  74498. /**
  74499. * Uniform buffer objects.
  74500. *
  74501. * Handles blocks of uniform on the GPU.
  74502. *
  74503. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  74504. *
  74505. * For more information, please refer to :
  74506. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  74507. */
  74508. export class UniformBuffer {
  74509. private _engine;
  74510. private _buffer;
  74511. private _data;
  74512. private _bufferData;
  74513. private _dynamic?;
  74514. private _uniformLocations;
  74515. private _uniformSizes;
  74516. private _uniformLocationPointer;
  74517. private _needSync;
  74518. private _noUBO;
  74519. private _currentEffect;
  74520. /** @hidden */
  74521. _alreadyBound: boolean;
  74522. private static _MAX_UNIFORM_SIZE;
  74523. private static _tempBuffer;
  74524. /**
  74525. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  74526. * This is dynamic to allow compat with webgl 1 and 2.
  74527. * You will need to pass the name of the uniform as well as the value.
  74528. */
  74529. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  74530. /**
  74531. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  74532. * This is dynamic to allow compat with webgl 1 and 2.
  74533. * You will need to pass the name of the uniform as well as the value.
  74534. */
  74535. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  74536. /**
  74537. * Lambda to Update a single float in a uniform buffer.
  74538. * This is dynamic to allow compat with webgl 1 and 2.
  74539. * You will need to pass the name of the uniform as well as the value.
  74540. */
  74541. updateFloat: (name: string, x: number) => void;
  74542. /**
  74543. * Lambda to Update a vec2 of float in a uniform buffer.
  74544. * This is dynamic to allow compat with webgl 1 and 2.
  74545. * You will need to pass the name of the uniform as well as the value.
  74546. */
  74547. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  74548. /**
  74549. * Lambda to Update a vec3 of float in a uniform buffer.
  74550. * This is dynamic to allow compat with webgl 1 and 2.
  74551. * You will need to pass the name of the uniform as well as the value.
  74552. */
  74553. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  74554. /**
  74555. * Lambda to Update a vec4 of float in a uniform buffer.
  74556. * This is dynamic to allow compat with webgl 1 and 2.
  74557. * You will need to pass the name of the uniform as well as the value.
  74558. */
  74559. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  74560. /**
  74561. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  74562. * This is dynamic to allow compat with webgl 1 and 2.
  74563. * You will need to pass the name of the uniform as well as the value.
  74564. */
  74565. updateMatrix: (name: string, mat: Matrix) => void;
  74566. /**
  74567. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  74568. * This is dynamic to allow compat with webgl 1 and 2.
  74569. * You will need to pass the name of the uniform as well as the value.
  74570. */
  74571. updateVector3: (name: string, vector: Vector3) => void;
  74572. /**
  74573. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  74574. * This is dynamic to allow compat with webgl 1 and 2.
  74575. * You will need to pass the name of the uniform as well as the value.
  74576. */
  74577. updateVector4: (name: string, vector: Vector4) => void;
  74578. /**
  74579. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  74580. * This is dynamic to allow compat with webgl 1 and 2.
  74581. * You will need to pass the name of the uniform as well as the value.
  74582. */
  74583. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  74584. /**
  74585. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  74586. * This is dynamic to allow compat with webgl 1 and 2.
  74587. * You will need to pass the name of the uniform as well as the value.
  74588. */
  74589. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  74590. /**
  74591. * Instantiates a new Uniform buffer objects.
  74592. *
  74593. * Handles blocks of uniform on the GPU.
  74594. *
  74595. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  74596. *
  74597. * For more information, please refer to :
  74598. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  74599. * @param engine Define the engine the buffer is associated with
  74600. * @param data Define the data contained in the buffer
  74601. * @param dynamic Define if the buffer is updatable
  74602. */
  74603. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  74604. /**
  74605. * Indicates if the buffer is using the WebGL2 UBO implementation,
  74606. * or just falling back on setUniformXXX calls.
  74607. */
  74608. readonly useUbo: boolean;
  74609. /**
  74610. * Indicates if the WebGL underlying uniform buffer is in sync
  74611. * with the javascript cache data.
  74612. */
  74613. readonly isSync: boolean;
  74614. /**
  74615. * Indicates if the WebGL underlying uniform buffer is dynamic.
  74616. * Also, a dynamic UniformBuffer will disable cache verification and always
  74617. * update the underlying WebGL uniform buffer to the GPU.
  74618. * @returns if Dynamic, otherwise false
  74619. */
  74620. isDynamic(): boolean;
  74621. /**
  74622. * The data cache on JS side.
  74623. * @returns the underlying data as a float array
  74624. */
  74625. getData(): Float32Array;
  74626. /**
  74627. * The underlying WebGL Uniform buffer.
  74628. * @returns the webgl buffer
  74629. */
  74630. getBuffer(): Nullable<DataBuffer>;
  74631. /**
  74632. * std140 layout specifies how to align data within an UBO structure.
  74633. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  74634. * for specs.
  74635. */
  74636. private _fillAlignment;
  74637. /**
  74638. * Adds an uniform in the buffer.
  74639. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  74640. * for the layout to be correct !
  74641. * @param name Name of the uniform, as used in the uniform block in the shader.
  74642. * @param size Data size, or data directly.
  74643. */
  74644. addUniform(name: string, size: number | number[]): void;
  74645. /**
  74646. * Adds a Matrix 4x4 to the uniform buffer.
  74647. * @param name Name of the uniform, as used in the uniform block in the shader.
  74648. * @param mat A 4x4 matrix.
  74649. */
  74650. addMatrix(name: string, mat: Matrix): void;
  74651. /**
  74652. * Adds a vec2 to the uniform buffer.
  74653. * @param name Name of the uniform, as used in the uniform block in the shader.
  74654. * @param x Define the x component value of the vec2
  74655. * @param y Define the y component value of the vec2
  74656. */
  74657. addFloat2(name: string, x: number, y: number): void;
  74658. /**
  74659. * Adds a vec3 to the uniform buffer.
  74660. * @param name Name of the uniform, as used in the uniform block in the shader.
  74661. * @param x Define the x component value of the vec3
  74662. * @param y Define the y component value of the vec3
  74663. * @param z Define the z component value of the vec3
  74664. */
  74665. addFloat3(name: string, x: number, y: number, z: number): void;
  74666. /**
  74667. * Adds a vec3 to the uniform buffer.
  74668. * @param name Name of the uniform, as used in the uniform block in the shader.
  74669. * @param color Define the vec3 from a Color
  74670. */
  74671. addColor3(name: string, color: Color3): void;
  74672. /**
  74673. * Adds a vec4 to the uniform buffer.
  74674. * @param name Name of the uniform, as used in the uniform block in the shader.
  74675. * @param color Define the rgb components from a Color
  74676. * @param alpha Define the a component of the vec4
  74677. */
  74678. addColor4(name: string, color: Color3, alpha: number): void;
  74679. /**
  74680. * Adds a vec3 to the uniform buffer.
  74681. * @param name Name of the uniform, as used in the uniform block in the shader.
  74682. * @param vector Define the vec3 components from a Vector
  74683. */
  74684. addVector3(name: string, vector: Vector3): void;
  74685. /**
  74686. * Adds a Matrix 3x3 to the uniform buffer.
  74687. * @param name Name of the uniform, as used in the uniform block in the shader.
  74688. */
  74689. addMatrix3x3(name: string): void;
  74690. /**
  74691. * Adds a Matrix 2x2 to the uniform buffer.
  74692. * @param name Name of the uniform, as used in the uniform block in the shader.
  74693. */
  74694. addMatrix2x2(name: string): void;
  74695. /**
  74696. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  74697. */
  74698. create(): void;
  74699. /** @hidden */
  74700. _rebuild(): void;
  74701. /**
  74702. * Updates the WebGL Uniform Buffer on the GPU.
  74703. * If the `dynamic` flag is set to true, no cache comparison is done.
  74704. * Otherwise, the buffer will be updated only if the cache differs.
  74705. */
  74706. update(): void;
  74707. /**
  74708. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  74709. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  74710. * @param data Define the flattened data
  74711. * @param size Define the size of the data.
  74712. */
  74713. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  74714. private _valueCache;
  74715. private _cacheMatrix;
  74716. private _updateMatrix3x3ForUniform;
  74717. private _updateMatrix3x3ForEffect;
  74718. private _updateMatrix2x2ForEffect;
  74719. private _updateMatrix2x2ForUniform;
  74720. private _updateFloatForEffect;
  74721. private _updateFloatForUniform;
  74722. private _updateFloat2ForEffect;
  74723. private _updateFloat2ForUniform;
  74724. private _updateFloat3ForEffect;
  74725. private _updateFloat3ForUniform;
  74726. private _updateFloat4ForEffect;
  74727. private _updateFloat4ForUniform;
  74728. private _updateMatrixForEffect;
  74729. private _updateMatrixForUniform;
  74730. private _updateVector3ForEffect;
  74731. private _updateVector3ForUniform;
  74732. private _updateVector4ForEffect;
  74733. private _updateVector4ForUniform;
  74734. private _updateColor3ForEffect;
  74735. private _updateColor3ForUniform;
  74736. private _updateColor4ForEffect;
  74737. private _updateColor4ForUniform;
  74738. /**
  74739. * Sets a sampler uniform on the effect.
  74740. * @param name Define the name of the sampler.
  74741. * @param texture Define the texture to set in the sampler
  74742. */
  74743. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  74744. /**
  74745. * Directly updates the value of the uniform in the cache AND on the GPU.
  74746. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  74747. * @param data Define the flattened data
  74748. */
  74749. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  74750. /**
  74751. * Binds this uniform buffer to an effect.
  74752. * @param effect Define the effect to bind the buffer to
  74753. * @param name Name of the uniform block in the shader.
  74754. */
  74755. bindToEffect(effect: Effect, name: string): void;
  74756. /**
  74757. * Disposes the uniform buffer.
  74758. */
  74759. dispose(): void;
  74760. }
  74761. }
  74762. declare module BABYLON {
  74763. /**
  74764. * Enum that determines the text-wrapping mode to use.
  74765. */
  74766. export enum InspectableType {
  74767. /**
  74768. * Checkbox for booleans
  74769. */
  74770. Checkbox = 0,
  74771. /**
  74772. * Sliders for numbers
  74773. */
  74774. Slider = 1,
  74775. /**
  74776. * Vector3
  74777. */
  74778. Vector3 = 2,
  74779. /**
  74780. * Quaternions
  74781. */
  74782. Quaternion = 3,
  74783. /**
  74784. * Color3
  74785. */
  74786. Color3 = 4,
  74787. /**
  74788. * String
  74789. */
  74790. String = 5
  74791. }
  74792. /**
  74793. * Interface used to define custom inspectable properties.
  74794. * This interface is used by the inspector to display custom property grids
  74795. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  74796. */
  74797. export interface IInspectable {
  74798. /**
  74799. * Gets the label to display
  74800. */
  74801. label: string;
  74802. /**
  74803. * Gets the name of the property to edit
  74804. */
  74805. propertyName: string;
  74806. /**
  74807. * Gets the type of the editor to use
  74808. */
  74809. type: InspectableType;
  74810. /**
  74811. * Gets the minimum value of the property when using in "slider" mode
  74812. */
  74813. min?: number;
  74814. /**
  74815. * Gets the maximum value of the property when using in "slider" mode
  74816. */
  74817. max?: number;
  74818. /**
  74819. * Gets the setp to use when using in "slider" mode
  74820. */
  74821. step?: number;
  74822. }
  74823. }
  74824. declare module BABYLON {
  74825. /**
  74826. * Class used to provide helper for timing
  74827. */
  74828. export class TimingTools {
  74829. /**
  74830. * Polyfill for setImmediate
  74831. * @param action defines the action to execute after the current execution block
  74832. */
  74833. static SetImmediate(action: () => void): void;
  74834. }
  74835. }
  74836. declare module BABYLON {
  74837. /**
  74838. * Class used to enable instatition of objects by class name
  74839. */
  74840. export class InstantiationTools {
  74841. /**
  74842. * Use this object to register external classes like custom textures or material
  74843. * to allow the laoders to instantiate them
  74844. */
  74845. static RegisteredExternalClasses: {
  74846. [key: string]: Object;
  74847. };
  74848. /**
  74849. * Tries to instantiate a new object from a given class name
  74850. * @param className defines the class name to instantiate
  74851. * @returns the new object or null if the system was not able to do the instantiation
  74852. */
  74853. static Instantiate(className: string): any;
  74854. }
  74855. }
  74856. declare module BABYLON {
  74857. /**
  74858. * Define options used to create a depth texture
  74859. */
  74860. export class DepthTextureCreationOptions {
  74861. /** Specifies whether or not a stencil should be allocated in the texture */
  74862. generateStencil?: boolean;
  74863. /** Specifies whether or not bilinear filtering is enable on the texture */
  74864. bilinearFiltering?: boolean;
  74865. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  74866. comparisonFunction?: number;
  74867. /** Specifies if the created texture is a cube texture */
  74868. isCube?: boolean;
  74869. }
  74870. }
  74871. declare module BABYLON {
  74872. interface ThinEngine {
  74873. /**
  74874. * Creates a depth stencil cube texture.
  74875. * This is only available in WebGL 2.
  74876. * @param size The size of face edge in the cube texture.
  74877. * @param options The options defining the cube texture.
  74878. * @returns The cube texture
  74879. */
  74880. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  74881. /**
  74882. * Creates a cube texture
  74883. * @param rootUrl defines the url where the files to load is located
  74884. * @param scene defines the current scene
  74885. * @param files defines the list of files to load (1 per face)
  74886. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  74887. * @param onLoad defines an optional callback raised when the texture is loaded
  74888. * @param onError defines an optional callback raised if there is an issue to load the texture
  74889. * @param format defines the format of the data
  74890. * @param forcedExtension defines the extension to use to pick the right loader
  74891. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  74892. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  74893. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  74894. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  74895. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  74896. * @returns the cube texture as an InternalTexture
  74897. */
  74898. 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;
  74899. /**
  74900. * Creates a cube texture
  74901. * @param rootUrl defines the url where the files to load is located
  74902. * @param scene defines the current scene
  74903. * @param files defines the list of files to load (1 per face)
  74904. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  74905. * @param onLoad defines an optional callback raised when the texture is loaded
  74906. * @param onError defines an optional callback raised if there is an issue to load the texture
  74907. * @param format defines the format of the data
  74908. * @param forcedExtension defines the extension to use to pick the right loader
  74909. * @returns the cube texture as an InternalTexture
  74910. */
  74911. 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;
  74912. /**
  74913. * Creates a cube texture
  74914. * @param rootUrl defines the url where the files to load is located
  74915. * @param scene defines the current scene
  74916. * @param files defines the list of files to load (1 per face)
  74917. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  74918. * @param onLoad defines an optional callback raised when the texture is loaded
  74919. * @param onError defines an optional callback raised if there is an issue to load the texture
  74920. * @param format defines the format of the data
  74921. * @param forcedExtension defines the extension to use to pick the right loader
  74922. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  74923. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  74924. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  74925. * @returns the cube texture as an InternalTexture
  74926. */
  74927. 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;
  74928. /** @hidden */
  74929. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  74930. /** @hidden */
  74931. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  74932. /** @hidden */
  74933. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  74934. /** @hidden */
  74935. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  74936. /**
  74937. * @hidden
  74938. */
  74939. _setCubeMapTextureParams(loadMipmap: boolean): void;
  74940. }
  74941. }
  74942. declare module BABYLON {
  74943. /**
  74944. * Class for creating a cube texture
  74945. */
  74946. export class CubeTexture extends BaseTexture {
  74947. private _delayedOnLoad;
  74948. /**
  74949. * The url of the texture
  74950. */
  74951. url: string;
  74952. /**
  74953. * Gets or sets the center of the bounding box associated with the cube texture.
  74954. * It must define where the camera used to render the texture was set
  74955. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  74956. */
  74957. boundingBoxPosition: Vector3;
  74958. private _boundingBoxSize;
  74959. /**
  74960. * Gets or sets the size of the bounding box associated with the cube texture
  74961. * When defined, the cubemap will switch to local mode
  74962. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  74963. * @example https://www.babylonjs-playground.com/#RNASML
  74964. */
  74965. /**
  74966. * Returns the bounding box size
  74967. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  74968. */
  74969. boundingBoxSize: Vector3;
  74970. protected _rotationY: number;
  74971. /**
  74972. * Sets texture matrix rotation angle around Y axis in radians.
  74973. */
  74974. /**
  74975. * Gets texture matrix rotation angle around Y axis radians.
  74976. */
  74977. rotationY: number;
  74978. /**
  74979. * Are mip maps generated for this texture or not.
  74980. */
  74981. readonly noMipmap: boolean;
  74982. private _noMipmap;
  74983. private _files;
  74984. protected _forcedExtension: Nullable<string>;
  74985. private _extensions;
  74986. private _textureMatrix;
  74987. private _format;
  74988. private _createPolynomials;
  74989. /** @hidden */
  74990. _prefiltered: boolean;
  74991. /**
  74992. * Creates a cube texture from an array of image urls
  74993. * @param files defines an array of image urls
  74994. * @param scene defines the hosting scene
  74995. * @param noMipmap specifies if mip maps are not used
  74996. * @returns a cube texture
  74997. */
  74998. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  74999. /**
  75000. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  75001. * @param url defines the url of the prefiltered texture
  75002. * @param scene defines the scene the texture is attached to
  75003. * @param forcedExtension defines the extension of the file if different from the url
  75004. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75005. * @return the prefiltered texture
  75006. */
  75007. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  75008. /**
  75009. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  75010. * as prefiltered data.
  75011. * @param rootUrl defines the url of the texture or the root name of the six images
  75012. * @param scene defines the scene the texture is attached to
  75013. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  75014. * @param noMipmap defines if mipmaps should be created or not
  75015. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  75016. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  75017. * @param onError defines a callback triggered in case of error during load
  75018. * @param format defines the internal format to use for the texture once loaded
  75019. * @param prefiltered defines whether or not the texture is created from prefiltered data
  75020. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  75021. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75022. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75023. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75024. * @return the cube texture
  75025. */
  75026. 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);
  75027. /**
  75028. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  75029. */
  75030. readonly isPrefiltered: boolean;
  75031. /**
  75032. * Get the current class name of the texture useful for serialization or dynamic coding.
  75033. * @returns "CubeTexture"
  75034. */
  75035. getClassName(): string;
  75036. /**
  75037. * Update the url (and optional buffer) of this texture if url was null during construction.
  75038. * @param url the url of the texture
  75039. * @param forcedExtension defines the extension to use
  75040. * @param onLoad callback called when the texture is loaded (defaults to null)
  75041. */
  75042. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  75043. /**
  75044. * Delays loading of the cube texture
  75045. * @param forcedExtension defines the extension to use
  75046. */
  75047. delayLoad(forcedExtension?: string): void;
  75048. /**
  75049. * Returns the reflection texture matrix
  75050. * @returns the reflection texture matrix
  75051. */
  75052. getReflectionTextureMatrix(): Matrix;
  75053. /**
  75054. * Sets the reflection texture matrix
  75055. * @param value Reflection texture matrix
  75056. */
  75057. setReflectionTextureMatrix(value: Matrix): void;
  75058. /**
  75059. * Parses text to create a cube texture
  75060. * @param parsedTexture define the serialized text to read from
  75061. * @param scene defines the hosting scene
  75062. * @param rootUrl defines the root url of the cube texture
  75063. * @returns a cube texture
  75064. */
  75065. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  75066. /**
  75067. * Makes a clone, or deep copy, of the cube texture
  75068. * @returns a new cube texture
  75069. */
  75070. clone(): CubeTexture;
  75071. }
  75072. }
  75073. declare module BABYLON {
  75074. /**
  75075. * Manages the defines for the Material
  75076. */
  75077. export class MaterialDefines {
  75078. /** @hidden */
  75079. protected _keys: string[];
  75080. private _isDirty;
  75081. /** @hidden */
  75082. _renderId: number;
  75083. /** @hidden */
  75084. _areLightsDirty: boolean;
  75085. /** @hidden */
  75086. _areLightsDisposed: boolean;
  75087. /** @hidden */
  75088. _areAttributesDirty: boolean;
  75089. /** @hidden */
  75090. _areTexturesDirty: boolean;
  75091. /** @hidden */
  75092. _areFresnelDirty: boolean;
  75093. /** @hidden */
  75094. _areMiscDirty: boolean;
  75095. /** @hidden */
  75096. _areImageProcessingDirty: boolean;
  75097. /** @hidden */
  75098. _normals: boolean;
  75099. /** @hidden */
  75100. _uvs: boolean;
  75101. /** @hidden */
  75102. _needNormals: boolean;
  75103. /** @hidden */
  75104. _needUVs: boolean;
  75105. [id: string]: any;
  75106. /**
  75107. * Specifies if the material needs to be re-calculated
  75108. */
  75109. readonly isDirty: boolean;
  75110. /**
  75111. * Marks the material to indicate that it has been re-calculated
  75112. */
  75113. markAsProcessed(): void;
  75114. /**
  75115. * Marks the material to indicate that it needs to be re-calculated
  75116. */
  75117. markAsUnprocessed(): void;
  75118. /**
  75119. * Marks the material to indicate all of its defines need to be re-calculated
  75120. */
  75121. markAllAsDirty(): void;
  75122. /**
  75123. * Marks the material to indicate that image processing needs to be re-calculated
  75124. */
  75125. markAsImageProcessingDirty(): void;
  75126. /**
  75127. * Marks the material to indicate the lights need to be re-calculated
  75128. * @param disposed Defines whether the light is dirty due to dispose or not
  75129. */
  75130. markAsLightDirty(disposed?: boolean): void;
  75131. /**
  75132. * Marks the attribute state as changed
  75133. */
  75134. markAsAttributesDirty(): void;
  75135. /**
  75136. * Marks the texture state as changed
  75137. */
  75138. markAsTexturesDirty(): void;
  75139. /**
  75140. * Marks the fresnel state as changed
  75141. */
  75142. markAsFresnelDirty(): void;
  75143. /**
  75144. * Marks the misc state as changed
  75145. */
  75146. markAsMiscDirty(): void;
  75147. /**
  75148. * Rebuilds the material defines
  75149. */
  75150. rebuild(): void;
  75151. /**
  75152. * Specifies if two material defines are equal
  75153. * @param other - A material define instance to compare to
  75154. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  75155. */
  75156. isEqual(other: MaterialDefines): boolean;
  75157. /**
  75158. * Clones this instance's defines to another instance
  75159. * @param other - material defines to clone values to
  75160. */
  75161. cloneTo(other: MaterialDefines): void;
  75162. /**
  75163. * Resets the material define values
  75164. */
  75165. reset(): void;
  75166. /**
  75167. * Converts the material define values to a string
  75168. * @returns - String of material define information
  75169. */
  75170. toString(): string;
  75171. }
  75172. }
  75173. declare module BABYLON {
  75174. /**
  75175. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  75176. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  75177. * 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;
  75178. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  75179. */
  75180. export class ColorCurves {
  75181. private _dirty;
  75182. private _tempColor;
  75183. private _globalCurve;
  75184. private _highlightsCurve;
  75185. private _midtonesCurve;
  75186. private _shadowsCurve;
  75187. private _positiveCurve;
  75188. private _negativeCurve;
  75189. private _globalHue;
  75190. private _globalDensity;
  75191. private _globalSaturation;
  75192. private _globalExposure;
  75193. /**
  75194. * Gets the global Hue value.
  75195. * 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).
  75196. */
  75197. /**
  75198. * Sets the global Hue value.
  75199. * 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).
  75200. */
  75201. globalHue: number;
  75202. /**
  75203. * Gets the global Density value.
  75204. * 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.
  75205. * Values less than zero provide a filter of opposite hue.
  75206. */
  75207. /**
  75208. * Sets the global Density value.
  75209. * 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.
  75210. * Values less than zero provide a filter of opposite hue.
  75211. */
  75212. globalDensity: number;
  75213. /**
  75214. * Gets the global Saturation value.
  75215. * 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.
  75216. */
  75217. /**
  75218. * Sets the global Saturation value.
  75219. * 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.
  75220. */
  75221. globalSaturation: number;
  75222. /**
  75223. * Gets the global Exposure value.
  75224. * 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.
  75225. */
  75226. /**
  75227. * Sets the global Exposure value.
  75228. * 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.
  75229. */
  75230. globalExposure: number;
  75231. private _highlightsHue;
  75232. private _highlightsDensity;
  75233. private _highlightsSaturation;
  75234. private _highlightsExposure;
  75235. /**
  75236. * Gets the highlights Hue value.
  75237. * 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).
  75238. */
  75239. /**
  75240. * Sets the highlights Hue value.
  75241. * 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).
  75242. */
  75243. highlightsHue: number;
  75244. /**
  75245. * Gets the highlights Density value.
  75246. * 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.
  75247. * Values less than zero provide a filter of opposite hue.
  75248. */
  75249. /**
  75250. * Sets the highlights Density value.
  75251. * 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.
  75252. * Values less than zero provide a filter of opposite hue.
  75253. */
  75254. highlightsDensity: number;
  75255. /**
  75256. * Gets the highlights Saturation value.
  75257. * 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.
  75258. */
  75259. /**
  75260. * Sets the highlights Saturation value.
  75261. * 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.
  75262. */
  75263. highlightsSaturation: number;
  75264. /**
  75265. * Gets the highlights Exposure value.
  75266. * 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.
  75267. */
  75268. /**
  75269. * Sets the highlights Exposure value.
  75270. * 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.
  75271. */
  75272. highlightsExposure: number;
  75273. private _midtonesHue;
  75274. private _midtonesDensity;
  75275. private _midtonesSaturation;
  75276. private _midtonesExposure;
  75277. /**
  75278. * Gets the midtones Hue value.
  75279. * 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).
  75280. */
  75281. /**
  75282. * Sets the midtones Hue value.
  75283. * 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).
  75284. */
  75285. midtonesHue: number;
  75286. /**
  75287. * Gets the midtones Density value.
  75288. * 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.
  75289. * Values less than zero provide a filter of opposite hue.
  75290. */
  75291. /**
  75292. * Sets the midtones Density value.
  75293. * 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.
  75294. * Values less than zero provide a filter of opposite hue.
  75295. */
  75296. midtonesDensity: number;
  75297. /**
  75298. * Gets the midtones Saturation value.
  75299. * 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.
  75300. */
  75301. /**
  75302. * Sets the midtones Saturation value.
  75303. * 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.
  75304. */
  75305. midtonesSaturation: number;
  75306. /**
  75307. * Gets the midtones Exposure value.
  75308. * 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.
  75309. */
  75310. /**
  75311. * Sets the midtones Exposure value.
  75312. * 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.
  75313. */
  75314. midtonesExposure: number;
  75315. private _shadowsHue;
  75316. private _shadowsDensity;
  75317. private _shadowsSaturation;
  75318. private _shadowsExposure;
  75319. /**
  75320. * Gets the shadows Hue value.
  75321. * 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).
  75322. */
  75323. /**
  75324. * Sets the shadows Hue value.
  75325. * 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).
  75326. */
  75327. shadowsHue: number;
  75328. /**
  75329. * Gets the shadows Density value.
  75330. * 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.
  75331. * Values less than zero provide a filter of opposite hue.
  75332. */
  75333. /**
  75334. * Sets the shadows Density value.
  75335. * 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.
  75336. * Values less than zero provide a filter of opposite hue.
  75337. */
  75338. shadowsDensity: number;
  75339. /**
  75340. * Gets the shadows Saturation value.
  75341. * 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.
  75342. */
  75343. /**
  75344. * Sets the shadows Saturation value.
  75345. * 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.
  75346. */
  75347. shadowsSaturation: number;
  75348. /**
  75349. * Gets the shadows Exposure value.
  75350. * 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.
  75351. */
  75352. /**
  75353. * Sets the shadows Exposure value.
  75354. * 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.
  75355. */
  75356. shadowsExposure: number;
  75357. /**
  75358. * Returns the class name
  75359. * @returns The class name
  75360. */
  75361. getClassName(): string;
  75362. /**
  75363. * Binds the color curves to the shader.
  75364. * @param colorCurves The color curve to bind
  75365. * @param effect The effect to bind to
  75366. * @param positiveUniform The positive uniform shader parameter
  75367. * @param neutralUniform The neutral uniform shader parameter
  75368. * @param negativeUniform The negative uniform shader parameter
  75369. */
  75370. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  75371. /**
  75372. * Prepare the list of uniforms associated with the ColorCurves effects.
  75373. * @param uniformsList The list of uniforms used in the effect
  75374. */
  75375. static PrepareUniforms(uniformsList: string[]): void;
  75376. /**
  75377. * Returns color grading data based on a hue, density, saturation and exposure value.
  75378. * @param filterHue The hue of the color filter.
  75379. * @param filterDensity The density of the color filter.
  75380. * @param saturation The saturation.
  75381. * @param exposure The exposure.
  75382. * @param result The result data container.
  75383. */
  75384. private getColorGradingDataToRef;
  75385. /**
  75386. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  75387. * @param value The input slider value in range [-100,100].
  75388. * @returns Adjusted value.
  75389. */
  75390. private static applyColorGradingSliderNonlinear;
  75391. /**
  75392. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  75393. * @param hue The hue (H) input.
  75394. * @param saturation The saturation (S) input.
  75395. * @param brightness The brightness (B) input.
  75396. * @result An RGBA color represented as Vector4.
  75397. */
  75398. private static fromHSBToRef;
  75399. /**
  75400. * Returns a value clamped between min and max
  75401. * @param value The value to clamp
  75402. * @param min The minimum of value
  75403. * @param max The maximum of value
  75404. * @returns The clamped value.
  75405. */
  75406. private static clamp;
  75407. /**
  75408. * Clones the current color curve instance.
  75409. * @return The cloned curves
  75410. */
  75411. clone(): ColorCurves;
  75412. /**
  75413. * Serializes the current color curve instance to a json representation.
  75414. * @return a JSON representation
  75415. */
  75416. serialize(): any;
  75417. /**
  75418. * Parses the color curve from a json representation.
  75419. * @param source the JSON source to parse
  75420. * @return The parsed curves
  75421. */
  75422. static Parse(source: any): ColorCurves;
  75423. }
  75424. }
  75425. declare module BABYLON {
  75426. /**
  75427. * Interface to follow in your material defines to integrate easily the
  75428. * Image proccessing functions.
  75429. * @hidden
  75430. */
  75431. export interface IImageProcessingConfigurationDefines {
  75432. IMAGEPROCESSING: boolean;
  75433. VIGNETTE: boolean;
  75434. VIGNETTEBLENDMODEMULTIPLY: boolean;
  75435. VIGNETTEBLENDMODEOPAQUE: boolean;
  75436. TONEMAPPING: boolean;
  75437. TONEMAPPING_ACES: boolean;
  75438. CONTRAST: boolean;
  75439. EXPOSURE: boolean;
  75440. COLORCURVES: boolean;
  75441. COLORGRADING: boolean;
  75442. COLORGRADING3D: boolean;
  75443. SAMPLER3DGREENDEPTH: boolean;
  75444. SAMPLER3DBGRMAP: boolean;
  75445. IMAGEPROCESSINGPOSTPROCESS: boolean;
  75446. }
  75447. /**
  75448. * @hidden
  75449. */
  75450. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  75451. IMAGEPROCESSING: boolean;
  75452. VIGNETTE: boolean;
  75453. VIGNETTEBLENDMODEMULTIPLY: boolean;
  75454. VIGNETTEBLENDMODEOPAQUE: boolean;
  75455. TONEMAPPING: boolean;
  75456. TONEMAPPING_ACES: boolean;
  75457. CONTRAST: boolean;
  75458. COLORCURVES: boolean;
  75459. COLORGRADING: boolean;
  75460. COLORGRADING3D: boolean;
  75461. SAMPLER3DGREENDEPTH: boolean;
  75462. SAMPLER3DBGRMAP: boolean;
  75463. IMAGEPROCESSINGPOSTPROCESS: boolean;
  75464. EXPOSURE: boolean;
  75465. constructor();
  75466. }
  75467. /**
  75468. * This groups together the common properties used for image processing either in direct forward pass
  75469. * or through post processing effect depending on the use of the image processing pipeline in your scene
  75470. * or not.
  75471. */
  75472. export class ImageProcessingConfiguration {
  75473. /**
  75474. * Default tone mapping applied in BabylonJS.
  75475. */
  75476. static readonly TONEMAPPING_STANDARD: number;
  75477. /**
  75478. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  75479. * to other engines rendering to increase portability.
  75480. */
  75481. static readonly TONEMAPPING_ACES: number;
  75482. /**
  75483. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  75484. */
  75485. colorCurves: Nullable<ColorCurves>;
  75486. private _colorCurvesEnabled;
  75487. /**
  75488. * Gets wether the color curves effect is enabled.
  75489. */
  75490. /**
  75491. * Sets wether the color curves effect is enabled.
  75492. */
  75493. colorCurvesEnabled: boolean;
  75494. private _colorGradingTexture;
  75495. /**
  75496. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  75497. */
  75498. /**
  75499. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  75500. */
  75501. colorGradingTexture: Nullable<BaseTexture>;
  75502. private _colorGradingEnabled;
  75503. /**
  75504. * Gets wether the color grading effect is enabled.
  75505. */
  75506. /**
  75507. * Sets wether the color grading effect is enabled.
  75508. */
  75509. colorGradingEnabled: boolean;
  75510. private _colorGradingWithGreenDepth;
  75511. /**
  75512. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  75513. */
  75514. /**
  75515. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  75516. */
  75517. colorGradingWithGreenDepth: boolean;
  75518. private _colorGradingBGR;
  75519. /**
  75520. * Gets wether the color grading texture contains BGR values.
  75521. */
  75522. /**
  75523. * Sets wether the color grading texture contains BGR values.
  75524. */
  75525. colorGradingBGR: boolean;
  75526. /** @hidden */
  75527. _exposure: number;
  75528. /**
  75529. * Gets the Exposure used in the effect.
  75530. */
  75531. /**
  75532. * Sets the Exposure used in the effect.
  75533. */
  75534. exposure: number;
  75535. private _toneMappingEnabled;
  75536. /**
  75537. * Gets wether the tone mapping effect is enabled.
  75538. */
  75539. /**
  75540. * Sets wether the tone mapping effect is enabled.
  75541. */
  75542. toneMappingEnabled: boolean;
  75543. private _toneMappingType;
  75544. /**
  75545. * Gets the type of tone mapping effect.
  75546. */
  75547. /**
  75548. * Sets the type of tone mapping effect used in BabylonJS.
  75549. */
  75550. toneMappingType: number;
  75551. protected _contrast: number;
  75552. /**
  75553. * Gets the contrast used in the effect.
  75554. */
  75555. /**
  75556. * Sets the contrast used in the effect.
  75557. */
  75558. contrast: number;
  75559. /**
  75560. * Vignette stretch size.
  75561. */
  75562. vignetteStretch: number;
  75563. /**
  75564. * Vignette centre X Offset.
  75565. */
  75566. vignetteCentreX: number;
  75567. /**
  75568. * Vignette centre Y Offset.
  75569. */
  75570. vignetteCentreY: number;
  75571. /**
  75572. * Vignette weight or intensity of the vignette effect.
  75573. */
  75574. vignetteWeight: number;
  75575. /**
  75576. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  75577. * if vignetteEnabled is set to true.
  75578. */
  75579. vignetteColor: Color4;
  75580. /**
  75581. * Camera field of view used by the Vignette effect.
  75582. */
  75583. vignetteCameraFov: number;
  75584. private _vignetteBlendMode;
  75585. /**
  75586. * Gets the vignette blend mode allowing different kind of effect.
  75587. */
  75588. /**
  75589. * Sets the vignette blend mode allowing different kind of effect.
  75590. */
  75591. vignetteBlendMode: number;
  75592. private _vignetteEnabled;
  75593. /**
  75594. * Gets wether the vignette effect is enabled.
  75595. */
  75596. /**
  75597. * Sets wether the vignette effect is enabled.
  75598. */
  75599. vignetteEnabled: boolean;
  75600. private _applyByPostProcess;
  75601. /**
  75602. * Gets wether the image processing is applied through a post process or not.
  75603. */
  75604. /**
  75605. * Sets wether the image processing is applied through a post process or not.
  75606. */
  75607. applyByPostProcess: boolean;
  75608. private _isEnabled;
  75609. /**
  75610. * Gets wether the image processing is enabled or not.
  75611. */
  75612. /**
  75613. * Sets wether the image processing is enabled or not.
  75614. */
  75615. isEnabled: boolean;
  75616. /**
  75617. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  75618. */
  75619. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  75620. /**
  75621. * Method called each time the image processing information changes requires to recompile the effect.
  75622. */
  75623. protected _updateParameters(): void;
  75624. /**
  75625. * Gets the current class name.
  75626. * @return "ImageProcessingConfiguration"
  75627. */
  75628. getClassName(): string;
  75629. /**
  75630. * Prepare the list of uniforms associated with the Image Processing effects.
  75631. * @param uniforms The list of uniforms used in the effect
  75632. * @param defines the list of defines currently in use
  75633. */
  75634. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  75635. /**
  75636. * Prepare the list of samplers associated with the Image Processing effects.
  75637. * @param samplersList The list of uniforms used in the effect
  75638. * @param defines the list of defines currently in use
  75639. */
  75640. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  75641. /**
  75642. * Prepare the list of defines associated to the shader.
  75643. * @param defines the list of defines to complete
  75644. * @param forPostProcess Define if we are currently in post process mode or not
  75645. */
  75646. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  75647. /**
  75648. * Returns true if all the image processing information are ready.
  75649. * @returns True if ready, otherwise, false
  75650. */
  75651. isReady(): boolean;
  75652. /**
  75653. * Binds the image processing to the shader.
  75654. * @param effect The effect to bind to
  75655. * @param aspectRatio Define the current aspect ratio of the effect
  75656. */
  75657. bind(effect: Effect, aspectRatio?: number): void;
  75658. /**
  75659. * Clones the current image processing instance.
  75660. * @return The cloned image processing
  75661. */
  75662. clone(): ImageProcessingConfiguration;
  75663. /**
  75664. * Serializes the current image processing instance to a json representation.
  75665. * @return a JSON representation
  75666. */
  75667. serialize(): any;
  75668. /**
  75669. * Parses the image processing from a json representation.
  75670. * @param source the JSON source to parse
  75671. * @return The parsed image processing
  75672. */
  75673. static Parse(source: any): ImageProcessingConfiguration;
  75674. private static _VIGNETTEMODE_MULTIPLY;
  75675. private static _VIGNETTEMODE_OPAQUE;
  75676. /**
  75677. * Used to apply the vignette as a mix with the pixel color.
  75678. */
  75679. static readonly VIGNETTEMODE_MULTIPLY: number;
  75680. /**
  75681. * Used to apply the vignette as a replacement of the pixel color.
  75682. */
  75683. static readonly VIGNETTEMODE_OPAQUE: number;
  75684. }
  75685. }
  75686. declare module BABYLON {
  75687. /** @hidden */
  75688. export var postprocessVertexShader: {
  75689. name: string;
  75690. shader: string;
  75691. };
  75692. }
  75693. declare module BABYLON {
  75694. interface ThinEngine {
  75695. /**
  75696. * Creates a new render target texture
  75697. * @param size defines the size of the texture
  75698. * @param options defines the options used to create the texture
  75699. * @returns a new render target texture stored in an InternalTexture
  75700. */
  75701. createRenderTargetTexture(size: number | {
  75702. width: number;
  75703. height: number;
  75704. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  75705. /**
  75706. * Creates a depth stencil texture.
  75707. * This is only available in WebGL 2 or with the depth texture extension available.
  75708. * @param size The size of face edge in the texture.
  75709. * @param options The options defining the texture.
  75710. * @returns The texture
  75711. */
  75712. createDepthStencilTexture(size: number | {
  75713. width: number;
  75714. height: number;
  75715. }, options: DepthTextureCreationOptions): InternalTexture;
  75716. /** @hidden */
  75717. _createDepthStencilTexture(size: number | {
  75718. width: number;
  75719. height: number;
  75720. }, options: DepthTextureCreationOptions): InternalTexture;
  75721. }
  75722. }
  75723. declare module BABYLON {
  75724. /** Defines supported spaces */
  75725. export enum Space {
  75726. /** Local (object) space */
  75727. LOCAL = 0,
  75728. /** World space */
  75729. WORLD = 1,
  75730. /** Bone space */
  75731. BONE = 2
  75732. }
  75733. /** Defines the 3 main axes */
  75734. export class Axis {
  75735. /** X axis */
  75736. static X: Vector3;
  75737. /** Y axis */
  75738. static Y: Vector3;
  75739. /** Z axis */
  75740. static Z: Vector3;
  75741. }
  75742. }
  75743. declare module BABYLON {
  75744. /**
  75745. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  75746. * This is the base of the follow, arc rotate cameras and Free camera
  75747. * @see http://doc.babylonjs.com/features/cameras
  75748. */
  75749. export class TargetCamera extends Camera {
  75750. private static _RigCamTransformMatrix;
  75751. private static _TargetTransformMatrix;
  75752. private static _TargetFocalPoint;
  75753. /**
  75754. * Define the current direction the camera is moving to
  75755. */
  75756. cameraDirection: Vector3;
  75757. /**
  75758. * Define the current rotation the camera is rotating to
  75759. */
  75760. cameraRotation: Vector2;
  75761. /**
  75762. * When set, the up vector of the camera will be updated by the rotation of the camera
  75763. */
  75764. updateUpVectorFromRotation: boolean;
  75765. private _tmpQuaternion;
  75766. /**
  75767. * Define the current rotation of the camera
  75768. */
  75769. rotation: Vector3;
  75770. /**
  75771. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  75772. */
  75773. rotationQuaternion: Quaternion;
  75774. /**
  75775. * Define the current speed of the camera
  75776. */
  75777. speed: number;
  75778. /**
  75779. * Add cconstraint to the camera to prevent it to move freely in all directions and
  75780. * around all axis.
  75781. */
  75782. noRotationConstraint: boolean;
  75783. /**
  75784. * Define the current target of the camera as an object or a position.
  75785. */
  75786. lockedTarget: any;
  75787. /** @hidden */
  75788. _currentTarget: Vector3;
  75789. /** @hidden */
  75790. _initialFocalDistance: number;
  75791. /** @hidden */
  75792. _viewMatrix: Matrix;
  75793. /** @hidden */
  75794. _camMatrix: Matrix;
  75795. /** @hidden */
  75796. _cameraTransformMatrix: Matrix;
  75797. /** @hidden */
  75798. _cameraRotationMatrix: Matrix;
  75799. /** @hidden */
  75800. _referencePoint: Vector3;
  75801. /** @hidden */
  75802. _transformedReferencePoint: Vector3;
  75803. protected _globalCurrentTarget: Vector3;
  75804. protected _globalCurrentUpVector: Vector3;
  75805. /** @hidden */
  75806. _reset: () => void;
  75807. private _defaultUp;
  75808. /**
  75809. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  75810. * This is the base of the follow, arc rotate cameras and Free camera
  75811. * @see http://doc.babylonjs.com/features/cameras
  75812. * @param name Defines the name of the camera in the scene
  75813. * @param position Defines the start position of the camera in the scene
  75814. * @param scene Defines the scene the camera belongs to
  75815. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  75816. */
  75817. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  75818. /**
  75819. * Gets the position in front of the camera at a given distance.
  75820. * @param distance The distance from the camera we want the position to be
  75821. * @returns the position
  75822. */
  75823. getFrontPosition(distance: number): Vector3;
  75824. /** @hidden */
  75825. _getLockedTargetPosition(): Nullable<Vector3>;
  75826. private _storedPosition;
  75827. private _storedRotation;
  75828. private _storedRotationQuaternion;
  75829. /**
  75830. * Store current camera state of the camera (fov, position, rotation, etc..)
  75831. * @returns the camera
  75832. */
  75833. storeState(): Camera;
  75834. /**
  75835. * Restored camera state. You must call storeState() first
  75836. * @returns whether it was successful or not
  75837. * @hidden
  75838. */
  75839. _restoreStateValues(): boolean;
  75840. /** @hidden */
  75841. _initCache(): void;
  75842. /** @hidden */
  75843. _updateCache(ignoreParentClass?: boolean): void;
  75844. /** @hidden */
  75845. _isSynchronizedViewMatrix(): boolean;
  75846. /** @hidden */
  75847. _computeLocalCameraSpeed(): number;
  75848. /**
  75849. * Defines the target the camera should look at.
  75850. * @param target Defines the new target as a Vector or a mesh
  75851. */
  75852. setTarget(target: Vector3): void;
  75853. /**
  75854. * Return the current target position of the camera. This value is expressed in local space.
  75855. * @returns the target position
  75856. */
  75857. getTarget(): Vector3;
  75858. /** @hidden */
  75859. _decideIfNeedsToMove(): boolean;
  75860. /** @hidden */
  75861. _updatePosition(): void;
  75862. /** @hidden */
  75863. _checkInputs(): void;
  75864. protected _updateCameraRotationMatrix(): void;
  75865. /**
  75866. * 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)
  75867. * @returns the current camera
  75868. */
  75869. private _rotateUpVectorWithCameraRotationMatrix;
  75870. private _cachedRotationZ;
  75871. private _cachedQuaternionRotationZ;
  75872. /** @hidden */
  75873. _getViewMatrix(): Matrix;
  75874. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  75875. /**
  75876. * @hidden
  75877. */
  75878. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  75879. /**
  75880. * @hidden
  75881. */
  75882. _updateRigCameras(): void;
  75883. private _getRigCamPositionAndTarget;
  75884. /**
  75885. * Gets the current object class name.
  75886. * @return the class name
  75887. */
  75888. getClassName(): string;
  75889. }
  75890. }
  75891. declare module BABYLON {
  75892. /**
  75893. * Gather the list of keyboard event types as constants.
  75894. */
  75895. export class KeyboardEventTypes {
  75896. /**
  75897. * The keydown event is fired when a key becomes active (pressed).
  75898. */
  75899. static readonly KEYDOWN: number;
  75900. /**
  75901. * The keyup event is fired when a key has been released.
  75902. */
  75903. static readonly KEYUP: number;
  75904. }
  75905. /**
  75906. * This class is used to store keyboard related info for the onKeyboardObservable event.
  75907. */
  75908. export class KeyboardInfo {
  75909. /**
  75910. * Defines the type of event (KeyboardEventTypes)
  75911. */
  75912. type: number;
  75913. /**
  75914. * Defines the related dom event
  75915. */
  75916. event: KeyboardEvent;
  75917. /**
  75918. * Instantiates a new keyboard info.
  75919. * This class is used to store keyboard related info for the onKeyboardObservable event.
  75920. * @param type Defines the type of event (KeyboardEventTypes)
  75921. * @param event Defines the related dom event
  75922. */
  75923. constructor(
  75924. /**
  75925. * Defines the type of event (KeyboardEventTypes)
  75926. */
  75927. type: number,
  75928. /**
  75929. * Defines the related dom event
  75930. */
  75931. event: KeyboardEvent);
  75932. }
  75933. /**
  75934. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  75935. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  75936. */
  75937. export class KeyboardInfoPre extends KeyboardInfo {
  75938. /**
  75939. * Defines the type of event (KeyboardEventTypes)
  75940. */
  75941. type: number;
  75942. /**
  75943. * Defines the related dom event
  75944. */
  75945. event: KeyboardEvent;
  75946. /**
  75947. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  75948. */
  75949. skipOnPointerObservable: boolean;
  75950. /**
  75951. * Instantiates a new keyboard pre info.
  75952. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  75953. * @param type Defines the type of event (KeyboardEventTypes)
  75954. * @param event Defines the related dom event
  75955. */
  75956. constructor(
  75957. /**
  75958. * Defines the type of event (KeyboardEventTypes)
  75959. */
  75960. type: number,
  75961. /**
  75962. * Defines the related dom event
  75963. */
  75964. event: KeyboardEvent);
  75965. }
  75966. }
  75967. declare module BABYLON {
  75968. /**
  75969. * Manage the keyboard inputs to control the movement of a free camera.
  75970. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75971. */
  75972. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  75973. /**
  75974. * Defines the camera the input is attached to.
  75975. */
  75976. camera: FreeCamera;
  75977. /**
  75978. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  75979. */
  75980. keysUp: number[];
  75981. /**
  75982. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  75983. */
  75984. keysDown: number[];
  75985. /**
  75986. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  75987. */
  75988. keysLeft: number[];
  75989. /**
  75990. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  75991. */
  75992. keysRight: number[];
  75993. private _keys;
  75994. private _onCanvasBlurObserver;
  75995. private _onKeyboardObserver;
  75996. private _engine;
  75997. private _scene;
  75998. /**
  75999. * Attach the input controls to a specific dom element to get the input from.
  76000. * @param element Defines the element the controls should be listened from
  76001. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76002. */
  76003. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76004. /**
  76005. * Detach the current controls from the specified dom element.
  76006. * @param element Defines the element to stop listening the inputs from
  76007. */
  76008. detachControl(element: Nullable<HTMLElement>): void;
  76009. /**
  76010. * Update the current camera state depending on the inputs that have been used this frame.
  76011. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76012. */
  76013. checkInputs(): void;
  76014. /**
  76015. * Gets the class name of the current intput.
  76016. * @returns the class name
  76017. */
  76018. getClassName(): string;
  76019. /** @hidden */
  76020. _onLostFocus(): void;
  76021. /**
  76022. * Get the friendly name associated with the input class.
  76023. * @returns the input friendly name
  76024. */
  76025. getSimpleName(): string;
  76026. }
  76027. }
  76028. declare module BABYLON {
  76029. /**
  76030. * Interface describing all the common properties and methods a shadow light needs to implement.
  76031. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  76032. * as well as binding the different shadow properties to the effects.
  76033. */
  76034. export interface IShadowLight extends Light {
  76035. /**
  76036. * The light id in the scene (used in scene.findLighById for instance)
  76037. */
  76038. id: string;
  76039. /**
  76040. * The position the shdow will be casted from.
  76041. */
  76042. position: Vector3;
  76043. /**
  76044. * In 2d mode (needCube being false), the direction used to cast the shadow.
  76045. */
  76046. direction: Vector3;
  76047. /**
  76048. * The transformed position. Position of the light in world space taking parenting in account.
  76049. */
  76050. transformedPosition: Vector3;
  76051. /**
  76052. * The transformed direction. Direction of the light in world space taking parenting in account.
  76053. */
  76054. transformedDirection: Vector3;
  76055. /**
  76056. * The friendly name of the light in the scene.
  76057. */
  76058. name: string;
  76059. /**
  76060. * Defines the shadow projection clipping minimum z value.
  76061. */
  76062. shadowMinZ: number;
  76063. /**
  76064. * Defines the shadow projection clipping maximum z value.
  76065. */
  76066. shadowMaxZ: number;
  76067. /**
  76068. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76069. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76070. */
  76071. computeTransformedInformation(): boolean;
  76072. /**
  76073. * Gets the scene the light belongs to.
  76074. * @returns The scene
  76075. */
  76076. getScene(): Scene;
  76077. /**
  76078. * Callback defining a custom Projection Matrix Builder.
  76079. * This can be used to override the default projection matrix computation.
  76080. */
  76081. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76082. /**
  76083. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76084. * @param matrix The materix to updated with the projection information
  76085. * @param viewMatrix The transform matrix of the light
  76086. * @param renderList The list of mesh to render in the map
  76087. * @returns The current light
  76088. */
  76089. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76090. /**
  76091. * Gets the current depth scale used in ESM.
  76092. * @returns The scale
  76093. */
  76094. getDepthScale(): number;
  76095. /**
  76096. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76097. * @returns true if a cube texture needs to be use
  76098. */
  76099. needCube(): boolean;
  76100. /**
  76101. * Detects if the projection matrix requires to be recomputed this frame.
  76102. * @returns true if it requires to be recomputed otherwise, false.
  76103. */
  76104. needProjectionMatrixCompute(): boolean;
  76105. /**
  76106. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76107. */
  76108. forceProjectionMatrixCompute(): void;
  76109. /**
  76110. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76111. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76112. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76113. */
  76114. getShadowDirection(faceIndex?: number): Vector3;
  76115. /**
  76116. * Gets the minZ used for shadow according to both the scene and the light.
  76117. * @param activeCamera The camera we are returning the min for
  76118. * @returns the depth min z
  76119. */
  76120. getDepthMinZ(activeCamera: Camera): number;
  76121. /**
  76122. * Gets the maxZ used for shadow according to both the scene and the light.
  76123. * @param activeCamera The camera we are returning the max for
  76124. * @returns the depth max z
  76125. */
  76126. getDepthMaxZ(activeCamera: Camera): number;
  76127. }
  76128. /**
  76129. * Base implementation IShadowLight
  76130. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  76131. */
  76132. export abstract class ShadowLight extends Light implements IShadowLight {
  76133. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  76134. protected _position: Vector3;
  76135. protected _setPosition(value: Vector3): void;
  76136. /**
  76137. * Sets the position the shadow will be casted from. Also use as the light position for both
  76138. * point and spot lights.
  76139. */
  76140. /**
  76141. * Sets the position the shadow will be casted from. Also use as the light position for both
  76142. * point and spot lights.
  76143. */
  76144. position: Vector3;
  76145. protected _direction: Vector3;
  76146. protected _setDirection(value: Vector3): void;
  76147. /**
  76148. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  76149. * Also use as the light direction on spot and directional lights.
  76150. */
  76151. /**
  76152. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  76153. * Also use as the light direction on spot and directional lights.
  76154. */
  76155. direction: Vector3;
  76156. private _shadowMinZ;
  76157. /**
  76158. * Gets the shadow projection clipping minimum z value.
  76159. */
  76160. /**
  76161. * Sets the shadow projection clipping minimum z value.
  76162. */
  76163. shadowMinZ: number;
  76164. private _shadowMaxZ;
  76165. /**
  76166. * Sets the shadow projection clipping maximum z value.
  76167. */
  76168. /**
  76169. * Gets the shadow projection clipping maximum z value.
  76170. */
  76171. shadowMaxZ: number;
  76172. /**
  76173. * Callback defining a custom Projection Matrix Builder.
  76174. * This can be used to override the default projection matrix computation.
  76175. */
  76176. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76177. /**
  76178. * The transformed position. Position of the light in world space taking parenting in account.
  76179. */
  76180. transformedPosition: Vector3;
  76181. /**
  76182. * The transformed direction. Direction of the light in world space taking parenting in account.
  76183. */
  76184. transformedDirection: Vector3;
  76185. private _needProjectionMatrixCompute;
  76186. /**
  76187. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76188. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76189. */
  76190. computeTransformedInformation(): boolean;
  76191. /**
  76192. * Return the depth scale used for the shadow map.
  76193. * @returns the depth scale.
  76194. */
  76195. getDepthScale(): number;
  76196. /**
  76197. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76198. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76199. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76200. */
  76201. getShadowDirection(faceIndex?: number): Vector3;
  76202. /**
  76203. * Returns the ShadowLight absolute position in the World.
  76204. * @returns the position vector in world space
  76205. */
  76206. getAbsolutePosition(): Vector3;
  76207. /**
  76208. * Sets the ShadowLight direction toward the passed target.
  76209. * @param target The point to target in local space
  76210. * @returns the updated ShadowLight direction
  76211. */
  76212. setDirectionToTarget(target: Vector3): Vector3;
  76213. /**
  76214. * Returns the light rotation in euler definition.
  76215. * @returns the x y z rotation in local space.
  76216. */
  76217. getRotation(): Vector3;
  76218. /**
  76219. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76220. * @returns true if a cube texture needs to be use
  76221. */
  76222. needCube(): boolean;
  76223. /**
  76224. * Detects if the projection matrix requires to be recomputed this frame.
  76225. * @returns true if it requires to be recomputed otherwise, false.
  76226. */
  76227. needProjectionMatrixCompute(): boolean;
  76228. /**
  76229. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76230. */
  76231. forceProjectionMatrixCompute(): void;
  76232. /** @hidden */
  76233. _initCache(): void;
  76234. /** @hidden */
  76235. _isSynchronized(): boolean;
  76236. /**
  76237. * Computes the world matrix of the node
  76238. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  76239. * @returns the world matrix
  76240. */
  76241. computeWorldMatrix(force?: boolean): Matrix;
  76242. /**
  76243. * Gets the minZ used for shadow according to both the scene and the light.
  76244. * @param activeCamera The camera we are returning the min for
  76245. * @returns the depth min z
  76246. */
  76247. getDepthMinZ(activeCamera: Camera): number;
  76248. /**
  76249. * Gets the maxZ used for shadow according to both the scene and the light.
  76250. * @param activeCamera The camera we are returning the max for
  76251. * @returns the depth max z
  76252. */
  76253. getDepthMaxZ(activeCamera: Camera): number;
  76254. /**
  76255. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76256. * @param matrix The materix to updated with the projection information
  76257. * @param viewMatrix The transform matrix of the light
  76258. * @param renderList The list of mesh to render in the map
  76259. * @returns The current light
  76260. */
  76261. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76262. }
  76263. }
  76264. declare module BABYLON {
  76265. /**
  76266. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  76267. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  76268. */
  76269. export class EffectFallbacks implements IEffectFallbacks {
  76270. private _defines;
  76271. private _currentRank;
  76272. private _maxRank;
  76273. private _mesh;
  76274. /**
  76275. * Removes the fallback from the bound mesh.
  76276. */
  76277. unBindMesh(): void;
  76278. /**
  76279. * Adds a fallback on the specified property.
  76280. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76281. * @param define The name of the define in the shader
  76282. */
  76283. addFallback(rank: number, define: string): void;
  76284. /**
  76285. * Sets the mesh to use CPU skinning when needing to fallback.
  76286. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76287. * @param mesh The mesh to use the fallbacks.
  76288. */
  76289. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  76290. /**
  76291. * Checks to see if more fallbacks are still availible.
  76292. */
  76293. readonly hasMoreFallbacks: boolean;
  76294. /**
  76295. * Removes the defines that should be removed when falling back.
  76296. * @param currentDefines defines the current define statements for the shader.
  76297. * @param effect defines the current effect we try to compile
  76298. * @returns The resulting defines with defines of the current rank removed.
  76299. */
  76300. reduce(currentDefines: string, effect: Effect): string;
  76301. }
  76302. }
  76303. declare module BABYLON {
  76304. /**
  76305. * "Static Class" containing the most commonly used helper while dealing with material for
  76306. * rendering purpose.
  76307. *
  76308. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  76309. *
  76310. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  76311. */
  76312. export class MaterialHelper {
  76313. /**
  76314. * Bind the current view position to an effect.
  76315. * @param effect The effect to be bound
  76316. * @param scene The scene the eyes position is used from
  76317. */
  76318. static BindEyePosition(effect: Effect, scene: Scene): void;
  76319. /**
  76320. * Helps preparing the defines values about the UVs in used in the effect.
  76321. * UVs are shared as much as we can accross channels in the shaders.
  76322. * @param texture The texture we are preparing the UVs for
  76323. * @param defines The defines to update
  76324. * @param key The channel key "diffuse", "specular"... used in the shader
  76325. */
  76326. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  76327. /**
  76328. * Binds a texture matrix value to its corrsponding uniform
  76329. * @param texture The texture to bind the matrix for
  76330. * @param uniformBuffer The uniform buffer receivin the data
  76331. * @param key The channel key "diffuse", "specular"... used in the shader
  76332. */
  76333. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  76334. /**
  76335. * Gets the current status of the fog (should it be enabled?)
  76336. * @param mesh defines the mesh to evaluate for fog support
  76337. * @param scene defines the hosting scene
  76338. * @returns true if fog must be enabled
  76339. */
  76340. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  76341. /**
  76342. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  76343. * @param mesh defines the current mesh
  76344. * @param scene defines the current scene
  76345. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  76346. * @param pointsCloud defines if point cloud rendering has to be turned on
  76347. * @param fogEnabled defines if fog has to be turned on
  76348. * @param alphaTest defines if alpha testing has to be turned on
  76349. * @param defines defines the current list of defines
  76350. */
  76351. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  76352. /**
  76353. * Helper used to prepare the list of defines associated with frame values for shader compilation
  76354. * @param scene defines the current scene
  76355. * @param engine defines the current engine
  76356. * @param defines specifies the list of active defines
  76357. * @param useInstances defines if instances have to be turned on
  76358. * @param useClipPlane defines if clip plane have to be turned on
  76359. */
  76360. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  76361. /**
  76362. * Prepares the defines for bones
  76363. * @param mesh The mesh containing the geometry data we will draw
  76364. * @param defines The defines to update
  76365. */
  76366. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  76367. /**
  76368. * Prepares the defines for morph targets
  76369. * @param mesh The mesh containing the geometry data we will draw
  76370. * @param defines The defines to update
  76371. */
  76372. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  76373. /**
  76374. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  76375. * @param mesh The mesh containing the geometry data we will draw
  76376. * @param defines The defines to update
  76377. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  76378. * @param useBones Precise whether bones should be used or not (override mesh info)
  76379. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  76380. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  76381. * @returns false if defines are considered not dirty and have not been checked
  76382. */
  76383. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  76384. /**
  76385. * Prepares the defines related to multiview
  76386. * @param scene The scene we are intending to draw
  76387. * @param defines The defines to update
  76388. */
  76389. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  76390. /**
  76391. * Prepares the defines related to the light information passed in parameter
  76392. * @param scene The scene we are intending to draw
  76393. * @param mesh The mesh the effect is compiling for
  76394. * @param light The light the effect is compiling for
  76395. * @param lightIndex The index of the light
  76396. * @param defines The defines to update
  76397. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  76398. * @param state Defines the current state regarding what is needed (normals, etc...)
  76399. */
  76400. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  76401. needNormals: boolean;
  76402. needRebuild: boolean;
  76403. shadowEnabled: boolean;
  76404. specularEnabled: boolean;
  76405. lightmapMode: boolean;
  76406. }): void;
  76407. /**
  76408. * Prepares the defines related to the light information passed in parameter
  76409. * @param scene The scene we are intending to draw
  76410. * @param mesh The mesh the effect is compiling for
  76411. * @param defines The defines to update
  76412. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  76413. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  76414. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  76415. * @returns true if normals will be required for the rest of the effect
  76416. */
  76417. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  76418. /**
  76419. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  76420. * @param lightIndex defines the light index
  76421. * @param uniformsList The uniform list
  76422. * @param samplersList The sampler list
  76423. * @param projectedLightTexture defines if projected texture must be used
  76424. * @param uniformBuffersList defines an optional list of uniform buffers
  76425. */
  76426. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  76427. /**
  76428. * Prepares the uniforms and samplers list to be used in the effect
  76429. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  76430. * @param samplersList The sampler list
  76431. * @param defines The defines helping in the list generation
  76432. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  76433. */
  76434. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  76435. /**
  76436. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  76437. * @param defines The defines to update while falling back
  76438. * @param fallbacks The authorized effect fallbacks
  76439. * @param maxSimultaneousLights The maximum number of lights allowed
  76440. * @param rank the current rank of the Effect
  76441. * @returns The newly affected rank
  76442. */
  76443. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  76444. private static _TmpMorphInfluencers;
  76445. /**
  76446. * Prepares the list of attributes required for morph targets according to the effect defines.
  76447. * @param attribs The current list of supported attribs
  76448. * @param mesh The mesh to prepare the morph targets attributes for
  76449. * @param influencers The number of influencers
  76450. */
  76451. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  76452. /**
  76453. * Prepares the list of attributes required for morph targets according to the effect defines.
  76454. * @param attribs The current list of supported attribs
  76455. * @param mesh The mesh to prepare the morph targets attributes for
  76456. * @param defines The current Defines of the effect
  76457. */
  76458. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  76459. /**
  76460. * Prepares the list of attributes required for bones according to the effect defines.
  76461. * @param attribs The current list of supported attribs
  76462. * @param mesh The mesh to prepare the bones attributes for
  76463. * @param defines The current Defines of the effect
  76464. * @param fallbacks The current efffect fallback strategy
  76465. */
  76466. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  76467. /**
  76468. * Check and prepare the list of attributes required for instances according to the effect defines.
  76469. * @param attribs The current list of supported attribs
  76470. * @param defines The current MaterialDefines of the effect
  76471. */
  76472. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  76473. /**
  76474. * Add the list of attributes required for instances to the attribs array.
  76475. * @param attribs The current list of supported attribs
  76476. */
  76477. static PushAttributesForInstances(attribs: string[]): void;
  76478. /**
  76479. * Binds the light information to the effect.
  76480. * @param light The light containing the generator
  76481. * @param effect The effect we are binding the data to
  76482. * @param lightIndex The light index in the effect used to render
  76483. */
  76484. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  76485. /**
  76486. * Binds the lights information from the scene to the effect for the given mesh.
  76487. * @param light Light to bind
  76488. * @param lightIndex Light index
  76489. * @param scene The scene where the light belongs to
  76490. * @param effect The effect we are binding the data to
  76491. * @param useSpecular Defines if specular is supported
  76492. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  76493. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  76494. */
  76495. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  76496. /**
  76497. * Binds the lights information from the scene to the effect for the given mesh.
  76498. * @param scene The scene the lights belongs to
  76499. * @param mesh The mesh we are binding the information to render
  76500. * @param effect The effect we are binding the data to
  76501. * @param defines The generated defines for the effect
  76502. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  76503. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  76504. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  76505. */
  76506. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  76507. private static _tempFogColor;
  76508. /**
  76509. * Binds the fog information from the scene to the effect for the given mesh.
  76510. * @param scene The scene the lights belongs to
  76511. * @param mesh The mesh we are binding the information to render
  76512. * @param effect The effect we are binding the data to
  76513. * @param linearSpace Defines if the fog effect is applied in linear space
  76514. */
  76515. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  76516. /**
  76517. * Binds the bones information from the mesh to the effect.
  76518. * @param mesh The mesh we are binding the information to render
  76519. * @param effect The effect we are binding the data to
  76520. */
  76521. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  76522. /**
  76523. * Binds the morph targets information from the mesh to the effect.
  76524. * @param abstractMesh The mesh we are binding the information to render
  76525. * @param effect The effect we are binding the data to
  76526. */
  76527. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  76528. /**
  76529. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  76530. * @param defines The generated defines used in the effect
  76531. * @param effect The effect we are binding the data to
  76532. * @param scene The scene we are willing to render with logarithmic scale for
  76533. */
  76534. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  76535. /**
  76536. * Binds the clip plane information from the scene to the effect.
  76537. * @param scene The scene the clip plane information are extracted from
  76538. * @param effect The effect we are binding the data to
  76539. */
  76540. static BindClipPlane(effect: Effect, scene: Scene): void;
  76541. }
  76542. }
  76543. declare module BABYLON {
  76544. /** @hidden */
  76545. export var packingFunctions: {
  76546. name: string;
  76547. shader: string;
  76548. };
  76549. }
  76550. declare module BABYLON {
  76551. /** @hidden */
  76552. export var shadowMapPixelShader: {
  76553. name: string;
  76554. shader: string;
  76555. };
  76556. }
  76557. declare module BABYLON {
  76558. /** @hidden */
  76559. export var bonesDeclaration: {
  76560. name: string;
  76561. shader: string;
  76562. };
  76563. }
  76564. declare module BABYLON {
  76565. /** @hidden */
  76566. export var morphTargetsVertexGlobalDeclaration: {
  76567. name: string;
  76568. shader: string;
  76569. };
  76570. }
  76571. declare module BABYLON {
  76572. /** @hidden */
  76573. export var morphTargetsVertexDeclaration: {
  76574. name: string;
  76575. shader: string;
  76576. };
  76577. }
  76578. declare module BABYLON {
  76579. /** @hidden */
  76580. export var instancesDeclaration: {
  76581. name: string;
  76582. shader: string;
  76583. };
  76584. }
  76585. declare module BABYLON {
  76586. /** @hidden */
  76587. export var helperFunctions: {
  76588. name: string;
  76589. shader: string;
  76590. };
  76591. }
  76592. declare module BABYLON {
  76593. /** @hidden */
  76594. export var morphTargetsVertex: {
  76595. name: string;
  76596. shader: string;
  76597. };
  76598. }
  76599. declare module BABYLON {
  76600. /** @hidden */
  76601. export var instancesVertex: {
  76602. name: string;
  76603. shader: string;
  76604. };
  76605. }
  76606. declare module BABYLON {
  76607. /** @hidden */
  76608. export var bonesVertex: {
  76609. name: string;
  76610. shader: string;
  76611. };
  76612. }
  76613. declare module BABYLON {
  76614. /** @hidden */
  76615. export var shadowMapVertexShader: {
  76616. name: string;
  76617. shader: string;
  76618. };
  76619. }
  76620. declare module BABYLON {
  76621. /** @hidden */
  76622. export var depthBoxBlurPixelShader: {
  76623. name: string;
  76624. shader: string;
  76625. };
  76626. }
  76627. declare module BABYLON {
  76628. /**
  76629. * Defines the options associated with the creation of a custom shader for a shadow generator.
  76630. */
  76631. export interface ICustomShaderOptions {
  76632. /**
  76633. * Gets or sets the custom shader name to use
  76634. */
  76635. shaderName: string;
  76636. /**
  76637. * The list of attribute names used in the shader
  76638. */
  76639. attributes?: string[];
  76640. /**
  76641. * The list of unifrom names used in the shader
  76642. */
  76643. uniforms?: string[];
  76644. /**
  76645. * The list of sampler names used in the shader
  76646. */
  76647. samplers?: string[];
  76648. /**
  76649. * The list of defines used in the shader
  76650. */
  76651. defines?: string[];
  76652. }
  76653. /**
  76654. * Interface to implement to create a shadow generator compatible with BJS.
  76655. */
  76656. export interface IShadowGenerator {
  76657. /**
  76658. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76659. * @returns The render target texture if present otherwise, null
  76660. */
  76661. getShadowMap(): Nullable<RenderTargetTexture>;
  76662. /**
  76663. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76664. * @returns The render target texture if the shadow map is present otherwise, null
  76665. */
  76666. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  76667. /**
  76668. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76669. * @param subMesh The submesh we want to render in the shadow map
  76670. * @param useInstances Defines wether will draw in the map using instances
  76671. * @returns true if ready otherwise, false
  76672. */
  76673. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  76674. /**
  76675. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76676. * @param defines Defines of the material we want to update
  76677. * @param lightIndex Index of the light in the enabled light list of the material
  76678. */
  76679. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  76680. /**
  76681. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  76682. * defined in the generator but impacting the effect).
  76683. * It implies the unifroms available on the materials are the standard BJS ones.
  76684. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  76685. * @param effect The effect we are binfing the information for
  76686. */
  76687. bindShadowLight(lightIndex: string, effect: Effect): void;
  76688. /**
  76689. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  76690. * (eq to shadow prjection matrix * light transform matrix)
  76691. * @returns The transform matrix used to create the shadow map
  76692. */
  76693. getTransformMatrix(): Matrix;
  76694. /**
  76695. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  76696. * Cube and 2D textures for instance.
  76697. */
  76698. recreateShadowMap(): void;
  76699. /**
  76700. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76701. * @param onCompiled Callback triggered at the and of the effects compilation
  76702. * @param options Sets of optional options forcing the compilation with different modes
  76703. */
  76704. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  76705. useInstances: boolean;
  76706. }>): void;
  76707. /**
  76708. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76709. * @param options Sets of optional options forcing the compilation with different modes
  76710. * @returns A promise that resolves when the compilation completes
  76711. */
  76712. forceCompilationAsync(options?: Partial<{
  76713. useInstances: boolean;
  76714. }>): Promise<void>;
  76715. /**
  76716. * Serializes the shadow generator setup to a json object.
  76717. * @returns The serialized JSON object
  76718. */
  76719. serialize(): any;
  76720. /**
  76721. * Disposes the Shadow map and related Textures and effects.
  76722. */
  76723. dispose(): void;
  76724. }
  76725. /**
  76726. * Default implementation IShadowGenerator.
  76727. * This is the main object responsible of generating shadows in the framework.
  76728. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76729. */
  76730. export class ShadowGenerator implements IShadowGenerator {
  76731. /**
  76732. * Shadow generator mode None: no filtering applied.
  76733. */
  76734. static readonly FILTER_NONE: number;
  76735. /**
  76736. * Shadow generator mode ESM: Exponential Shadow Mapping.
  76737. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76738. */
  76739. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  76740. /**
  76741. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  76742. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  76743. */
  76744. static readonly FILTER_POISSONSAMPLING: number;
  76745. /**
  76746. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  76747. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76748. */
  76749. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  76750. /**
  76751. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  76752. * edge artifacts on steep falloff.
  76753. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76754. */
  76755. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  76756. /**
  76757. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  76758. * edge artifacts on steep falloff.
  76759. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76760. */
  76761. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  76762. /**
  76763. * Shadow generator mode PCF: Percentage Closer Filtering
  76764. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  76765. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  76766. */
  76767. static readonly FILTER_PCF: number;
  76768. /**
  76769. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  76770. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  76771. * Contact Hardening
  76772. */
  76773. static readonly FILTER_PCSS: number;
  76774. /**
  76775. * Reserved for PCF and PCSS
  76776. * Highest Quality.
  76777. *
  76778. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  76779. *
  76780. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  76781. */
  76782. static readonly QUALITY_HIGH: number;
  76783. /**
  76784. * Reserved for PCF and PCSS
  76785. * Good tradeoff for quality/perf cross devices
  76786. *
  76787. * Execute PCF on a 3*3 kernel.
  76788. *
  76789. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  76790. */
  76791. static readonly QUALITY_MEDIUM: number;
  76792. /**
  76793. * Reserved for PCF and PCSS
  76794. * The lowest quality but the fastest.
  76795. *
  76796. * Execute PCF on a 1*1 kernel.
  76797. *
  76798. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  76799. */
  76800. static readonly QUALITY_LOW: number;
  76801. /** Gets or sets the custom shader name to use */
  76802. customShaderOptions: ICustomShaderOptions;
  76803. /**
  76804. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  76805. */
  76806. onBeforeShadowMapRenderObservable: Observable<Effect>;
  76807. /**
  76808. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  76809. */
  76810. onAfterShadowMapRenderObservable: Observable<Effect>;
  76811. /**
  76812. * Observable triggered before a mesh is rendered in the shadow map.
  76813. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  76814. */
  76815. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  76816. /**
  76817. * Observable triggered after a mesh is rendered in the shadow map.
  76818. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  76819. */
  76820. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  76821. private _bias;
  76822. /**
  76823. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76824. */
  76825. /**
  76826. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76827. */
  76828. bias: number;
  76829. private _normalBias;
  76830. /**
  76831. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76832. */
  76833. /**
  76834. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76835. */
  76836. normalBias: number;
  76837. private _blurBoxOffset;
  76838. /**
  76839. * Gets the blur box offset: offset applied during the blur pass.
  76840. * Only useful if useKernelBlur = false
  76841. */
  76842. /**
  76843. * Sets the blur box offset: offset applied during the blur pass.
  76844. * Only useful if useKernelBlur = false
  76845. */
  76846. blurBoxOffset: number;
  76847. private _blurScale;
  76848. /**
  76849. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76850. * 2 means half of the size.
  76851. */
  76852. /**
  76853. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76854. * 2 means half of the size.
  76855. */
  76856. blurScale: number;
  76857. private _blurKernel;
  76858. /**
  76859. * Gets the blur kernel: kernel size of the blur pass.
  76860. * Only useful if useKernelBlur = true
  76861. */
  76862. /**
  76863. * Sets the blur kernel: kernel size of the blur pass.
  76864. * Only useful if useKernelBlur = true
  76865. */
  76866. blurKernel: number;
  76867. private _useKernelBlur;
  76868. /**
  76869. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76870. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76871. */
  76872. /**
  76873. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76874. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76875. */
  76876. useKernelBlur: boolean;
  76877. private _depthScale;
  76878. /**
  76879. * Gets the depth scale used in ESM mode.
  76880. */
  76881. /**
  76882. * Sets the depth scale used in ESM mode.
  76883. * This can override the scale stored on the light.
  76884. */
  76885. depthScale: number;
  76886. private _filter;
  76887. /**
  76888. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76889. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76890. */
  76891. /**
  76892. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76893. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76894. */
  76895. filter: number;
  76896. /**
  76897. * Gets if the current filter is set to Poisson Sampling.
  76898. */
  76899. /**
  76900. * Sets the current filter to Poisson Sampling.
  76901. */
  76902. usePoissonSampling: boolean;
  76903. /**
  76904. * Gets if the current filter is set to ESM.
  76905. */
  76906. /**
  76907. * Sets the current filter is to ESM.
  76908. */
  76909. useExponentialShadowMap: boolean;
  76910. /**
  76911. * Gets if the current filter is set to filtered ESM.
  76912. */
  76913. /**
  76914. * Gets if the current filter is set to filtered ESM.
  76915. */
  76916. useBlurExponentialShadowMap: boolean;
  76917. /**
  76918. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76919. * exponential to prevent steep falloff artifacts).
  76920. */
  76921. /**
  76922. * Sets the current filter to "close ESM" (using the inverse of the
  76923. * exponential to prevent steep falloff artifacts).
  76924. */
  76925. useCloseExponentialShadowMap: boolean;
  76926. /**
  76927. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76928. * exponential to prevent steep falloff artifacts).
  76929. */
  76930. /**
  76931. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76932. * exponential to prevent steep falloff artifacts).
  76933. */
  76934. useBlurCloseExponentialShadowMap: boolean;
  76935. /**
  76936. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76937. */
  76938. /**
  76939. * Sets the current filter to "PCF" (percentage closer filtering).
  76940. */
  76941. usePercentageCloserFiltering: boolean;
  76942. private _filteringQuality;
  76943. /**
  76944. * Gets the PCF or PCSS Quality.
  76945. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76946. */
  76947. /**
  76948. * Sets the PCF or PCSS Quality.
  76949. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76950. */
  76951. filteringQuality: number;
  76952. /**
  76953. * Gets if the current filter is set to "PCSS" (contact hardening).
  76954. */
  76955. /**
  76956. * Sets the current filter to "PCSS" (contact hardening).
  76957. */
  76958. useContactHardeningShadow: boolean;
  76959. private _contactHardeningLightSizeUVRatio;
  76960. /**
  76961. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76962. * Using a ratio helps keeping shape stability independently of the map size.
  76963. *
  76964. * It does not account for the light projection as it was having too much
  76965. * instability during the light setup or during light position changes.
  76966. *
  76967. * Only valid if useContactHardeningShadow is true.
  76968. */
  76969. /**
  76970. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76971. * Using a ratio helps keeping shape stability independently of the map size.
  76972. *
  76973. * It does not account for the light projection as it was having too much
  76974. * instability during the light setup or during light position changes.
  76975. *
  76976. * Only valid if useContactHardeningShadow is true.
  76977. */
  76978. contactHardeningLightSizeUVRatio: number;
  76979. private _darkness;
  76980. /** Gets or sets the actual darkness of a shadow */
  76981. darkness: number;
  76982. /**
  76983. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76984. * 0 means strongest and 1 would means no shadow.
  76985. * @returns the darkness.
  76986. */
  76987. getDarkness(): number;
  76988. /**
  76989. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76990. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76991. * @returns the shadow generator allowing fluent coding.
  76992. */
  76993. setDarkness(darkness: number): ShadowGenerator;
  76994. private _transparencyShadow;
  76995. /** Gets or sets the ability to have transparent shadow */
  76996. transparencyShadow: boolean;
  76997. /**
  76998. * Sets the ability to have transparent shadow (boolean).
  76999. * @param transparent True if transparent else False
  77000. * @returns the shadow generator allowing fluent coding
  77001. */
  77002. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  77003. private _shadowMap;
  77004. private _shadowMap2;
  77005. /**
  77006. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77007. * @returns The render target texture if present otherwise, null
  77008. */
  77009. getShadowMap(): Nullable<RenderTargetTexture>;
  77010. /**
  77011. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77012. * @returns The render target texture if the shadow map is present otherwise, null
  77013. */
  77014. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77015. /**
  77016. * Gets the class name of that object
  77017. * @returns "ShadowGenerator"
  77018. */
  77019. getClassName(): string;
  77020. /**
  77021. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77022. * @param mesh Mesh to add
  77023. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77024. * @returns the Shadow Generator itself
  77025. */
  77026. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77027. /**
  77028. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77029. * @param mesh Mesh to remove
  77030. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77031. * @returns the Shadow Generator itself
  77032. */
  77033. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77034. /**
  77035. * Controls the extent to which the shadows fade out at the edge of the frustum
  77036. * Used only by directionals and spots
  77037. */
  77038. frustumEdgeFalloff: number;
  77039. private _light;
  77040. /**
  77041. * Returns the associated light object.
  77042. * @returns the light generating the shadow
  77043. */
  77044. getLight(): IShadowLight;
  77045. /**
  77046. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  77047. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  77048. * It might on the other hand introduce peter panning.
  77049. */
  77050. forceBackFacesOnly: boolean;
  77051. private _scene;
  77052. private _lightDirection;
  77053. private _effect;
  77054. private _viewMatrix;
  77055. private _projectionMatrix;
  77056. private _transformMatrix;
  77057. private _cachedPosition;
  77058. private _cachedDirection;
  77059. private _cachedDefines;
  77060. private _currentRenderID;
  77061. private _boxBlurPostprocess;
  77062. private _kernelBlurXPostprocess;
  77063. private _kernelBlurYPostprocess;
  77064. private _blurPostProcesses;
  77065. private _mapSize;
  77066. private _currentFaceIndex;
  77067. private _currentFaceIndexCache;
  77068. private _textureType;
  77069. private _defaultTextureMatrix;
  77070. private _storedUniqueId;
  77071. /** @hidden */
  77072. static _SceneComponentInitialization: (scene: Scene) => void;
  77073. /**
  77074. * Creates a ShadowGenerator object.
  77075. * A ShadowGenerator is the required tool to use the shadows.
  77076. * Each light casting shadows needs to use its own ShadowGenerator.
  77077. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  77078. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  77079. * @param light The light object generating the shadows.
  77080. * @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.
  77081. */
  77082. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  77083. private _initializeGenerator;
  77084. private _initializeShadowMap;
  77085. private _initializeBlurRTTAndPostProcesses;
  77086. private _renderForShadowMap;
  77087. private _renderSubMeshForShadowMap;
  77088. private _applyFilterValues;
  77089. /**
  77090. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77091. * @param onCompiled Callback triggered at the and of the effects compilation
  77092. * @param options Sets of optional options forcing the compilation with different modes
  77093. */
  77094. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77095. useInstances: boolean;
  77096. }>): void;
  77097. /**
  77098. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77099. * @param options Sets of optional options forcing the compilation with different modes
  77100. * @returns A promise that resolves when the compilation completes
  77101. */
  77102. forceCompilationAsync(options?: Partial<{
  77103. useInstances: boolean;
  77104. }>): Promise<void>;
  77105. /**
  77106. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77107. * @param subMesh The submesh we want to render in the shadow map
  77108. * @param useInstances Defines wether will draw in the map using instances
  77109. * @returns true if ready otherwise, false
  77110. */
  77111. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77112. /**
  77113. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77114. * @param defines Defines of the material we want to update
  77115. * @param lightIndex Index of the light in the enabled light list of the material
  77116. */
  77117. prepareDefines(defines: any, lightIndex: number): void;
  77118. /**
  77119. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77120. * defined in the generator but impacting the effect).
  77121. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77122. * @param effect The effect we are binfing the information for
  77123. */
  77124. bindShadowLight(lightIndex: string, effect: Effect): void;
  77125. /**
  77126. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77127. * (eq to shadow prjection matrix * light transform matrix)
  77128. * @returns The transform matrix used to create the shadow map
  77129. */
  77130. getTransformMatrix(): Matrix;
  77131. /**
  77132. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77133. * Cube and 2D textures for instance.
  77134. */
  77135. recreateShadowMap(): void;
  77136. private _disposeBlurPostProcesses;
  77137. private _disposeRTTandPostProcesses;
  77138. /**
  77139. * Disposes the ShadowGenerator.
  77140. * Returns nothing.
  77141. */
  77142. dispose(): void;
  77143. /**
  77144. * Serializes the shadow generator setup to a json object.
  77145. * @returns The serialized JSON object
  77146. */
  77147. serialize(): any;
  77148. /**
  77149. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77150. * @param parsedShadowGenerator The JSON object to parse
  77151. * @param scene The scene to create the shadow map for
  77152. * @returns The parsed shadow generator
  77153. */
  77154. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  77155. }
  77156. }
  77157. declare module BABYLON {
  77158. /**
  77159. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  77160. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  77161. * 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.
  77162. */
  77163. export abstract class Light extends Node {
  77164. /**
  77165. * Falloff Default: light is falling off following the material specification:
  77166. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  77167. */
  77168. static readonly FALLOFF_DEFAULT: number;
  77169. /**
  77170. * Falloff Physical: light is falling off following the inverse squared distance law.
  77171. */
  77172. static readonly FALLOFF_PHYSICAL: number;
  77173. /**
  77174. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  77175. * to enhance interoperability with other engines.
  77176. */
  77177. static readonly FALLOFF_GLTF: number;
  77178. /**
  77179. * Falloff Standard: light is falling off like in the standard material
  77180. * to enhance interoperability with other materials.
  77181. */
  77182. static readonly FALLOFF_STANDARD: number;
  77183. /**
  77184. * If every light affecting the material is in this lightmapMode,
  77185. * material.lightmapTexture adds or multiplies
  77186. * (depends on material.useLightmapAsShadowmap)
  77187. * after every other light calculations.
  77188. */
  77189. static readonly LIGHTMAP_DEFAULT: number;
  77190. /**
  77191. * material.lightmapTexture as only diffuse lighting from this light
  77192. * adds only specular lighting from this light
  77193. * adds dynamic shadows
  77194. */
  77195. static readonly LIGHTMAP_SPECULAR: number;
  77196. /**
  77197. * material.lightmapTexture as only lighting
  77198. * no light calculation from this light
  77199. * only adds dynamic shadows from this light
  77200. */
  77201. static readonly LIGHTMAP_SHADOWSONLY: number;
  77202. /**
  77203. * Each light type uses the default quantity according to its type:
  77204. * point/spot lights use luminous intensity
  77205. * directional lights use illuminance
  77206. */
  77207. static readonly INTENSITYMODE_AUTOMATIC: number;
  77208. /**
  77209. * lumen (lm)
  77210. */
  77211. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  77212. /**
  77213. * candela (lm/sr)
  77214. */
  77215. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  77216. /**
  77217. * lux (lm/m^2)
  77218. */
  77219. static readonly INTENSITYMODE_ILLUMINANCE: number;
  77220. /**
  77221. * nit (cd/m^2)
  77222. */
  77223. static readonly INTENSITYMODE_LUMINANCE: number;
  77224. /**
  77225. * Light type const id of the point light.
  77226. */
  77227. static readonly LIGHTTYPEID_POINTLIGHT: number;
  77228. /**
  77229. * Light type const id of the directional light.
  77230. */
  77231. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  77232. /**
  77233. * Light type const id of the spot light.
  77234. */
  77235. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  77236. /**
  77237. * Light type const id of the hemispheric light.
  77238. */
  77239. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  77240. /**
  77241. * Diffuse gives the basic color to an object.
  77242. */
  77243. diffuse: Color3;
  77244. /**
  77245. * Specular produces a highlight color on an object.
  77246. * Note: This is note affecting PBR materials.
  77247. */
  77248. specular: Color3;
  77249. /**
  77250. * Defines the falloff type for this light. This lets overrriding how punctual light are
  77251. * falling off base on range or angle.
  77252. * This can be set to any values in Light.FALLOFF_x.
  77253. *
  77254. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  77255. * other types of materials.
  77256. */
  77257. falloffType: number;
  77258. /**
  77259. * Strength of the light.
  77260. * Note: By default it is define in the framework own unit.
  77261. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  77262. */
  77263. intensity: number;
  77264. private _range;
  77265. protected _inverseSquaredRange: number;
  77266. /**
  77267. * Defines how far from the source the light is impacting in scene units.
  77268. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77269. */
  77270. /**
  77271. * Defines how far from the source the light is impacting in scene units.
  77272. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77273. */
  77274. range: number;
  77275. /**
  77276. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  77277. * of light.
  77278. */
  77279. private _photometricScale;
  77280. private _intensityMode;
  77281. /**
  77282. * Gets the photometric scale used to interpret the intensity.
  77283. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77284. */
  77285. /**
  77286. * Sets the photometric scale used to interpret the intensity.
  77287. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77288. */
  77289. intensityMode: number;
  77290. private _radius;
  77291. /**
  77292. * Gets the light radius used by PBR Materials to simulate soft area lights.
  77293. */
  77294. /**
  77295. * sets the light radius used by PBR Materials to simulate soft area lights.
  77296. */
  77297. radius: number;
  77298. private _renderPriority;
  77299. /**
  77300. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  77301. * exceeding the number allowed of the materials.
  77302. */
  77303. renderPriority: number;
  77304. private _shadowEnabled;
  77305. /**
  77306. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77307. * the current shadow generator.
  77308. */
  77309. /**
  77310. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77311. * the current shadow generator.
  77312. */
  77313. shadowEnabled: boolean;
  77314. private _includedOnlyMeshes;
  77315. /**
  77316. * Gets the only meshes impacted by this light.
  77317. */
  77318. /**
  77319. * Sets the only meshes impacted by this light.
  77320. */
  77321. includedOnlyMeshes: AbstractMesh[];
  77322. private _excludedMeshes;
  77323. /**
  77324. * Gets the meshes not impacted by this light.
  77325. */
  77326. /**
  77327. * Sets the meshes not impacted by this light.
  77328. */
  77329. excludedMeshes: AbstractMesh[];
  77330. private _excludeWithLayerMask;
  77331. /**
  77332. * Gets the layer id use to find what meshes are not impacted by the light.
  77333. * Inactive if 0
  77334. */
  77335. /**
  77336. * Sets the layer id use to find what meshes are not impacted by the light.
  77337. * Inactive if 0
  77338. */
  77339. excludeWithLayerMask: number;
  77340. private _includeOnlyWithLayerMask;
  77341. /**
  77342. * Gets the layer id use to find what meshes are impacted by the light.
  77343. * Inactive if 0
  77344. */
  77345. /**
  77346. * Sets the layer id use to find what meshes are impacted by the light.
  77347. * Inactive if 0
  77348. */
  77349. includeOnlyWithLayerMask: number;
  77350. private _lightmapMode;
  77351. /**
  77352. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77353. */
  77354. /**
  77355. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77356. */
  77357. lightmapMode: number;
  77358. /**
  77359. * Shadow generator associted to the light.
  77360. * @hidden Internal use only.
  77361. */
  77362. _shadowGenerator: Nullable<IShadowGenerator>;
  77363. /**
  77364. * @hidden Internal use only.
  77365. */
  77366. _excludedMeshesIds: string[];
  77367. /**
  77368. * @hidden Internal use only.
  77369. */
  77370. _includedOnlyMeshesIds: string[];
  77371. /**
  77372. * The current light unifom buffer.
  77373. * @hidden Internal use only.
  77374. */
  77375. _uniformBuffer: UniformBuffer;
  77376. /** @hidden */
  77377. _renderId: number;
  77378. /**
  77379. * Creates a Light object in the scene.
  77380. * Documentation : https://doc.babylonjs.com/babylon101/lights
  77381. * @param name The firendly name of the light
  77382. * @param scene The scene the light belongs too
  77383. */
  77384. constructor(name: string, scene: Scene);
  77385. protected abstract _buildUniformLayout(): void;
  77386. /**
  77387. * Sets the passed Effect "effect" with the Light information.
  77388. * @param effect The effect to update
  77389. * @param lightIndex The index of the light in the effect to update
  77390. * @returns The light
  77391. */
  77392. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  77393. /**
  77394. * Sets the passed Effect "effect" with the Light information.
  77395. * @param effect The effect to update
  77396. * @param lightDataUniformName The uniform used to store light data (position or direction)
  77397. * @returns The light
  77398. */
  77399. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  77400. /**
  77401. * Returns the string "Light".
  77402. * @returns the class name
  77403. */
  77404. getClassName(): string;
  77405. /** @hidden */
  77406. readonly _isLight: boolean;
  77407. /**
  77408. * Converts the light information to a readable string for debug purpose.
  77409. * @param fullDetails Supports for multiple levels of logging within scene loading
  77410. * @returns the human readable light info
  77411. */
  77412. toString(fullDetails?: boolean): string;
  77413. /** @hidden */
  77414. protected _syncParentEnabledState(): void;
  77415. /**
  77416. * Set the enabled state of this node.
  77417. * @param value - the new enabled state
  77418. */
  77419. setEnabled(value: boolean): void;
  77420. /**
  77421. * Returns the Light associated shadow generator if any.
  77422. * @return the associated shadow generator.
  77423. */
  77424. getShadowGenerator(): Nullable<IShadowGenerator>;
  77425. /**
  77426. * Returns a Vector3, the absolute light position in the World.
  77427. * @returns the world space position of the light
  77428. */
  77429. getAbsolutePosition(): Vector3;
  77430. /**
  77431. * Specifies if the light will affect the passed mesh.
  77432. * @param mesh The mesh to test against the light
  77433. * @return true the mesh is affected otherwise, false.
  77434. */
  77435. canAffectMesh(mesh: AbstractMesh): boolean;
  77436. /**
  77437. * Sort function to order lights for rendering.
  77438. * @param a First Light object to compare to second.
  77439. * @param b Second Light object to compare first.
  77440. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  77441. */
  77442. static CompareLightsPriority(a: Light, b: Light): number;
  77443. /**
  77444. * Releases resources associated with this node.
  77445. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  77446. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  77447. */
  77448. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  77449. /**
  77450. * Returns the light type ID (integer).
  77451. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  77452. */
  77453. getTypeID(): number;
  77454. /**
  77455. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  77456. * @returns the scaled intensity in intensity mode unit
  77457. */
  77458. getScaledIntensity(): number;
  77459. /**
  77460. * Returns a new Light object, named "name", from the current one.
  77461. * @param name The name of the cloned light
  77462. * @returns the new created light
  77463. */
  77464. clone(name: string): Nullable<Light>;
  77465. /**
  77466. * Serializes the current light into a Serialization object.
  77467. * @returns the serialized object.
  77468. */
  77469. serialize(): any;
  77470. /**
  77471. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  77472. * This new light is named "name" and added to the passed scene.
  77473. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  77474. * @param name The friendly name of the light
  77475. * @param scene The scene the new light will belong to
  77476. * @returns the constructor function
  77477. */
  77478. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  77479. /**
  77480. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  77481. * @param parsedLight The JSON representation of the light
  77482. * @param scene The scene to create the parsed light in
  77483. * @returns the created light after parsing
  77484. */
  77485. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  77486. private _hookArrayForExcluded;
  77487. private _hookArrayForIncludedOnly;
  77488. private _resyncMeshes;
  77489. /**
  77490. * Forces the meshes to update their light related information in their rendering used effects
  77491. * @hidden Internal Use Only
  77492. */
  77493. _markMeshesAsLightDirty(): void;
  77494. /**
  77495. * Recomputes the cached photometric scale if needed.
  77496. */
  77497. private _computePhotometricScale;
  77498. /**
  77499. * Returns the Photometric Scale according to the light type and intensity mode.
  77500. */
  77501. private _getPhotometricScale;
  77502. /**
  77503. * Reorder the light in the scene according to their defined priority.
  77504. * @hidden Internal Use Only
  77505. */
  77506. _reorderLightsInScene(): void;
  77507. /**
  77508. * Prepares the list of defines specific to the light type.
  77509. * @param defines the list of defines
  77510. * @param lightIndex defines the index of the light for the effect
  77511. */
  77512. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  77513. }
  77514. }
  77515. declare module BABYLON {
  77516. /**
  77517. * Interface used to define Action
  77518. */
  77519. export interface IAction {
  77520. /**
  77521. * Trigger for the action
  77522. */
  77523. trigger: number;
  77524. /** Options of the trigger */
  77525. triggerOptions: any;
  77526. /**
  77527. * Gets the trigger parameters
  77528. * @returns the trigger parameters
  77529. */
  77530. getTriggerParameter(): any;
  77531. /**
  77532. * Internal only - executes current action event
  77533. * @hidden
  77534. */
  77535. _executeCurrent(evt?: ActionEvent): void;
  77536. /**
  77537. * Serialize placeholder for child classes
  77538. * @param parent of child
  77539. * @returns the serialized object
  77540. */
  77541. serialize(parent: any): any;
  77542. /**
  77543. * Internal only
  77544. * @hidden
  77545. */
  77546. _prepare(): void;
  77547. /**
  77548. * Internal only - manager for action
  77549. * @hidden
  77550. */
  77551. _actionManager: AbstractActionManager;
  77552. /**
  77553. * Adds action to chain of actions, may be a DoNothingAction
  77554. * @param action defines the next action to execute
  77555. * @returns The action passed in
  77556. * @see https://www.babylonjs-playground.com/#1T30HR#0
  77557. */
  77558. then(action: IAction): IAction;
  77559. }
  77560. /**
  77561. * The action to be carried out following a trigger
  77562. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  77563. */
  77564. export class Action implements IAction {
  77565. /** the trigger, with or without parameters, for the action */
  77566. triggerOptions: any;
  77567. /**
  77568. * Trigger for the action
  77569. */
  77570. trigger: number;
  77571. /**
  77572. * Internal only - manager for action
  77573. * @hidden
  77574. */
  77575. _actionManager: ActionManager;
  77576. private _nextActiveAction;
  77577. private _child;
  77578. private _condition?;
  77579. private _triggerParameter;
  77580. /**
  77581. * An event triggered prior to action being executed.
  77582. */
  77583. onBeforeExecuteObservable: Observable<Action>;
  77584. /**
  77585. * Creates a new Action
  77586. * @param triggerOptions the trigger, with or without parameters, for the action
  77587. * @param condition an optional determinant of action
  77588. */
  77589. constructor(
  77590. /** the trigger, with or without parameters, for the action */
  77591. triggerOptions: any, condition?: Condition);
  77592. /**
  77593. * Internal only
  77594. * @hidden
  77595. */
  77596. _prepare(): void;
  77597. /**
  77598. * Gets the trigger parameters
  77599. * @returns the trigger parameters
  77600. */
  77601. getTriggerParameter(): any;
  77602. /**
  77603. * Internal only - executes current action event
  77604. * @hidden
  77605. */
  77606. _executeCurrent(evt?: ActionEvent): void;
  77607. /**
  77608. * Execute placeholder for child classes
  77609. * @param evt optional action event
  77610. */
  77611. execute(evt?: ActionEvent): void;
  77612. /**
  77613. * Skips to next active action
  77614. */
  77615. skipToNextActiveAction(): void;
  77616. /**
  77617. * Adds action to chain of actions, may be a DoNothingAction
  77618. * @param action defines the next action to execute
  77619. * @returns The action passed in
  77620. * @see https://www.babylonjs-playground.com/#1T30HR#0
  77621. */
  77622. then(action: Action): Action;
  77623. /**
  77624. * Internal only
  77625. * @hidden
  77626. */
  77627. _getProperty(propertyPath: string): string;
  77628. /**
  77629. * Internal only
  77630. * @hidden
  77631. */
  77632. _getEffectiveTarget(target: any, propertyPath: string): any;
  77633. /**
  77634. * Serialize placeholder for child classes
  77635. * @param parent of child
  77636. * @returns the serialized object
  77637. */
  77638. serialize(parent: any): any;
  77639. /**
  77640. * Internal only called by serialize
  77641. * @hidden
  77642. */
  77643. protected _serialize(serializedAction: any, parent?: any): any;
  77644. /**
  77645. * Internal only
  77646. * @hidden
  77647. */
  77648. static _SerializeValueAsString: (value: any) => string;
  77649. /**
  77650. * Internal only
  77651. * @hidden
  77652. */
  77653. static _GetTargetProperty: (target: Node | Scene) => {
  77654. name: string;
  77655. targetType: string;
  77656. value: string;
  77657. };
  77658. }
  77659. }
  77660. declare module BABYLON {
  77661. /**
  77662. * A Condition applied to an Action
  77663. */
  77664. export class Condition {
  77665. /**
  77666. * Internal only - manager for action
  77667. * @hidden
  77668. */
  77669. _actionManager: ActionManager;
  77670. /**
  77671. * Internal only
  77672. * @hidden
  77673. */
  77674. _evaluationId: number;
  77675. /**
  77676. * Internal only
  77677. * @hidden
  77678. */
  77679. _currentResult: boolean;
  77680. /**
  77681. * Creates a new Condition
  77682. * @param actionManager the manager of the action the condition is applied to
  77683. */
  77684. constructor(actionManager: ActionManager);
  77685. /**
  77686. * Check if the current condition is valid
  77687. * @returns a boolean
  77688. */
  77689. isValid(): boolean;
  77690. /**
  77691. * Internal only
  77692. * @hidden
  77693. */
  77694. _getProperty(propertyPath: string): string;
  77695. /**
  77696. * Internal only
  77697. * @hidden
  77698. */
  77699. _getEffectiveTarget(target: any, propertyPath: string): any;
  77700. /**
  77701. * Serialize placeholder for child classes
  77702. * @returns the serialized object
  77703. */
  77704. serialize(): any;
  77705. /**
  77706. * Internal only
  77707. * @hidden
  77708. */
  77709. protected _serialize(serializedCondition: any): any;
  77710. }
  77711. /**
  77712. * Defines specific conditional operators as extensions of Condition
  77713. */
  77714. export class ValueCondition extends Condition {
  77715. /** path to specify the property of the target the conditional operator uses */
  77716. propertyPath: string;
  77717. /** the value compared by the conditional operator against the current value of the property */
  77718. value: any;
  77719. /** the conditional operator, default ValueCondition.IsEqual */
  77720. operator: number;
  77721. /**
  77722. * Internal only
  77723. * @hidden
  77724. */
  77725. private static _IsEqual;
  77726. /**
  77727. * Internal only
  77728. * @hidden
  77729. */
  77730. private static _IsDifferent;
  77731. /**
  77732. * Internal only
  77733. * @hidden
  77734. */
  77735. private static _IsGreater;
  77736. /**
  77737. * Internal only
  77738. * @hidden
  77739. */
  77740. private static _IsLesser;
  77741. /**
  77742. * returns the number for IsEqual
  77743. */
  77744. static readonly IsEqual: number;
  77745. /**
  77746. * Returns the number for IsDifferent
  77747. */
  77748. static readonly IsDifferent: number;
  77749. /**
  77750. * Returns the number for IsGreater
  77751. */
  77752. static readonly IsGreater: number;
  77753. /**
  77754. * Returns the number for IsLesser
  77755. */
  77756. static readonly IsLesser: number;
  77757. /**
  77758. * Internal only The action manager for the condition
  77759. * @hidden
  77760. */
  77761. _actionManager: ActionManager;
  77762. /**
  77763. * Internal only
  77764. * @hidden
  77765. */
  77766. private _target;
  77767. /**
  77768. * Internal only
  77769. * @hidden
  77770. */
  77771. private _effectiveTarget;
  77772. /**
  77773. * Internal only
  77774. * @hidden
  77775. */
  77776. private _property;
  77777. /**
  77778. * Creates a new ValueCondition
  77779. * @param actionManager manager for the action the condition applies to
  77780. * @param target for the action
  77781. * @param propertyPath path to specify the property of the target the conditional operator uses
  77782. * @param value the value compared by the conditional operator against the current value of the property
  77783. * @param operator the conditional operator, default ValueCondition.IsEqual
  77784. */
  77785. constructor(actionManager: ActionManager, target: any,
  77786. /** path to specify the property of the target the conditional operator uses */
  77787. propertyPath: string,
  77788. /** the value compared by the conditional operator against the current value of the property */
  77789. value: any,
  77790. /** the conditional operator, default ValueCondition.IsEqual */
  77791. operator?: number);
  77792. /**
  77793. * Compares the given value with the property value for the specified conditional operator
  77794. * @returns the result of the comparison
  77795. */
  77796. isValid(): boolean;
  77797. /**
  77798. * Serialize the ValueCondition into a JSON compatible object
  77799. * @returns serialization object
  77800. */
  77801. serialize(): any;
  77802. /**
  77803. * Gets the name of the conditional operator for the ValueCondition
  77804. * @param operator the conditional operator
  77805. * @returns the name
  77806. */
  77807. static GetOperatorName(operator: number): string;
  77808. }
  77809. /**
  77810. * Defines a predicate condition as an extension of Condition
  77811. */
  77812. export class PredicateCondition extends Condition {
  77813. /** defines the predicate function used to validate the condition */
  77814. predicate: () => boolean;
  77815. /**
  77816. * Internal only - manager for action
  77817. * @hidden
  77818. */
  77819. _actionManager: ActionManager;
  77820. /**
  77821. * Creates a new PredicateCondition
  77822. * @param actionManager manager for the action the condition applies to
  77823. * @param predicate defines the predicate function used to validate the condition
  77824. */
  77825. constructor(actionManager: ActionManager,
  77826. /** defines the predicate function used to validate the condition */
  77827. predicate: () => boolean);
  77828. /**
  77829. * @returns the validity of the predicate condition
  77830. */
  77831. isValid(): boolean;
  77832. }
  77833. /**
  77834. * Defines a state condition as an extension of Condition
  77835. */
  77836. export class StateCondition extends Condition {
  77837. /** Value to compare with target state */
  77838. value: string;
  77839. /**
  77840. * Internal only - manager for action
  77841. * @hidden
  77842. */
  77843. _actionManager: ActionManager;
  77844. /**
  77845. * Internal only
  77846. * @hidden
  77847. */
  77848. private _target;
  77849. /**
  77850. * Creates a new StateCondition
  77851. * @param actionManager manager for the action the condition applies to
  77852. * @param target of the condition
  77853. * @param value to compare with target state
  77854. */
  77855. constructor(actionManager: ActionManager, target: any,
  77856. /** Value to compare with target state */
  77857. value: string);
  77858. /**
  77859. * Gets a boolean indicating if the current condition is met
  77860. * @returns the validity of the state
  77861. */
  77862. isValid(): boolean;
  77863. /**
  77864. * Serialize the StateCondition into a JSON compatible object
  77865. * @returns serialization object
  77866. */
  77867. serialize(): any;
  77868. }
  77869. }
  77870. declare module BABYLON {
  77871. /**
  77872. * This defines an action responsible to toggle a boolean once triggered.
  77873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  77874. */
  77875. export class SwitchBooleanAction extends Action {
  77876. /**
  77877. * The path to the boolean property in the target object
  77878. */
  77879. propertyPath: string;
  77880. private _target;
  77881. private _effectiveTarget;
  77882. private _property;
  77883. /**
  77884. * Instantiate the action
  77885. * @param triggerOptions defines the trigger options
  77886. * @param target defines the object containing the boolean
  77887. * @param propertyPath defines the path to the boolean property in the target object
  77888. * @param condition defines the trigger related conditions
  77889. */
  77890. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  77891. /** @hidden */
  77892. _prepare(): void;
  77893. /**
  77894. * Execute the action toggle the boolean value.
  77895. */
  77896. execute(): void;
  77897. /**
  77898. * Serializes the actions and its related information.
  77899. * @param parent defines the object to serialize in
  77900. * @returns the serialized object
  77901. */
  77902. serialize(parent: any): any;
  77903. }
  77904. /**
  77905. * This defines an action responsible to set a the state field of the target
  77906. * to a desired value once triggered.
  77907. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  77908. */
  77909. export class SetStateAction extends Action {
  77910. /**
  77911. * The value to store in the state field.
  77912. */
  77913. value: string;
  77914. private _target;
  77915. /**
  77916. * Instantiate the action
  77917. * @param triggerOptions defines the trigger options
  77918. * @param target defines the object containing the state property
  77919. * @param value defines the value to store in the state field
  77920. * @param condition defines the trigger related conditions
  77921. */
  77922. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  77923. /**
  77924. * Execute the action and store the value on the target state property.
  77925. */
  77926. execute(): void;
  77927. /**
  77928. * Serializes the actions and its related information.
  77929. * @param parent defines the object to serialize in
  77930. * @returns the serialized object
  77931. */
  77932. serialize(parent: any): any;
  77933. }
  77934. /**
  77935. * This defines an action responsible to set a property of the target
  77936. * to a desired value once triggered.
  77937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  77938. */
  77939. export class SetValueAction extends Action {
  77940. /**
  77941. * The path of the property to set in the target.
  77942. */
  77943. propertyPath: string;
  77944. /**
  77945. * The value to set in the property
  77946. */
  77947. value: any;
  77948. private _target;
  77949. private _effectiveTarget;
  77950. private _property;
  77951. /**
  77952. * Instantiate the action
  77953. * @param triggerOptions defines the trigger options
  77954. * @param target defines the object containing the property
  77955. * @param propertyPath defines the path of the property to set in the target
  77956. * @param value defines the value to set in the property
  77957. * @param condition defines the trigger related conditions
  77958. */
  77959. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  77960. /** @hidden */
  77961. _prepare(): void;
  77962. /**
  77963. * Execute the action and set the targetted property to the desired value.
  77964. */
  77965. execute(): void;
  77966. /**
  77967. * Serializes the actions and its related information.
  77968. * @param parent defines the object to serialize in
  77969. * @returns the serialized object
  77970. */
  77971. serialize(parent: any): any;
  77972. }
  77973. /**
  77974. * This defines an action responsible to increment the target value
  77975. * to a desired value once triggered.
  77976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  77977. */
  77978. export class IncrementValueAction extends Action {
  77979. /**
  77980. * The path of the property to increment in the target.
  77981. */
  77982. propertyPath: string;
  77983. /**
  77984. * The value we should increment the property by.
  77985. */
  77986. value: any;
  77987. private _target;
  77988. private _effectiveTarget;
  77989. private _property;
  77990. /**
  77991. * Instantiate the action
  77992. * @param triggerOptions defines the trigger options
  77993. * @param target defines the object containing the property
  77994. * @param propertyPath defines the path of the property to increment in the target
  77995. * @param value defines the value value we should increment the property by
  77996. * @param condition defines the trigger related conditions
  77997. */
  77998. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  77999. /** @hidden */
  78000. _prepare(): void;
  78001. /**
  78002. * Execute the action and increment the target of the value amount.
  78003. */
  78004. execute(): void;
  78005. /**
  78006. * Serializes the actions and its related information.
  78007. * @param parent defines the object to serialize in
  78008. * @returns the serialized object
  78009. */
  78010. serialize(parent: any): any;
  78011. }
  78012. /**
  78013. * This defines an action responsible to start an animation once triggered.
  78014. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78015. */
  78016. export class PlayAnimationAction extends Action {
  78017. /**
  78018. * Where the animation should start (animation frame)
  78019. */
  78020. from: number;
  78021. /**
  78022. * Where the animation should stop (animation frame)
  78023. */
  78024. to: number;
  78025. /**
  78026. * Define if the animation should loop or stop after the first play.
  78027. */
  78028. loop?: boolean;
  78029. private _target;
  78030. /**
  78031. * Instantiate the action
  78032. * @param triggerOptions defines the trigger options
  78033. * @param target defines the target animation or animation name
  78034. * @param from defines from where the animation should start (animation frame)
  78035. * @param end defines where the animation should stop (animation frame)
  78036. * @param loop defines if the animation should loop or stop after the first play
  78037. * @param condition defines the trigger related conditions
  78038. */
  78039. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  78040. /** @hidden */
  78041. _prepare(): void;
  78042. /**
  78043. * Execute the action and play the animation.
  78044. */
  78045. execute(): void;
  78046. /**
  78047. * Serializes the actions and its related information.
  78048. * @param parent defines the object to serialize in
  78049. * @returns the serialized object
  78050. */
  78051. serialize(parent: any): any;
  78052. }
  78053. /**
  78054. * This defines an action responsible to stop an animation once triggered.
  78055. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78056. */
  78057. export class StopAnimationAction extends Action {
  78058. private _target;
  78059. /**
  78060. * Instantiate the action
  78061. * @param triggerOptions defines the trigger options
  78062. * @param target defines the target animation or animation name
  78063. * @param condition defines the trigger related conditions
  78064. */
  78065. constructor(triggerOptions: any, target: any, condition?: Condition);
  78066. /** @hidden */
  78067. _prepare(): void;
  78068. /**
  78069. * Execute the action and stop the animation.
  78070. */
  78071. execute(): void;
  78072. /**
  78073. * Serializes the actions and its related information.
  78074. * @param parent defines the object to serialize in
  78075. * @returns the serialized object
  78076. */
  78077. serialize(parent: any): any;
  78078. }
  78079. /**
  78080. * This defines an action responsible that does nothing once triggered.
  78081. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78082. */
  78083. export class DoNothingAction extends Action {
  78084. /**
  78085. * Instantiate the action
  78086. * @param triggerOptions defines the trigger options
  78087. * @param condition defines the trigger related conditions
  78088. */
  78089. constructor(triggerOptions?: any, condition?: Condition);
  78090. /**
  78091. * Execute the action and do nothing.
  78092. */
  78093. execute(): void;
  78094. /**
  78095. * Serializes the actions and its related information.
  78096. * @param parent defines the object to serialize in
  78097. * @returns the serialized object
  78098. */
  78099. serialize(parent: any): any;
  78100. }
  78101. /**
  78102. * This defines an action responsible to trigger several actions once triggered.
  78103. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78104. */
  78105. export class CombineAction extends Action {
  78106. /**
  78107. * The list of aggregated animations to run.
  78108. */
  78109. children: Action[];
  78110. /**
  78111. * Instantiate the action
  78112. * @param triggerOptions defines the trigger options
  78113. * @param children defines the list of aggregated animations to run
  78114. * @param condition defines the trigger related conditions
  78115. */
  78116. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  78117. /** @hidden */
  78118. _prepare(): void;
  78119. /**
  78120. * Execute the action and executes all the aggregated actions.
  78121. */
  78122. execute(evt: ActionEvent): void;
  78123. /**
  78124. * Serializes the actions and its related information.
  78125. * @param parent defines the object to serialize in
  78126. * @returns the serialized object
  78127. */
  78128. serialize(parent: any): any;
  78129. }
  78130. /**
  78131. * This defines an action responsible to run code (external event) once triggered.
  78132. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78133. */
  78134. export class ExecuteCodeAction extends Action {
  78135. /**
  78136. * The callback function to run.
  78137. */
  78138. func: (evt: ActionEvent) => void;
  78139. /**
  78140. * Instantiate the action
  78141. * @param triggerOptions defines the trigger options
  78142. * @param func defines the callback function to run
  78143. * @param condition defines the trigger related conditions
  78144. */
  78145. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  78146. /**
  78147. * Execute the action and run the attached code.
  78148. */
  78149. execute(evt: ActionEvent): void;
  78150. }
  78151. /**
  78152. * This defines an action responsible to set the parent property of the target once triggered.
  78153. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78154. */
  78155. export class SetParentAction extends Action {
  78156. private _parent;
  78157. private _target;
  78158. /**
  78159. * Instantiate the action
  78160. * @param triggerOptions defines the trigger options
  78161. * @param target defines the target containing the parent property
  78162. * @param parent defines from where the animation should start (animation frame)
  78163. * @param condition defines the trigger related conditions
  78164. */
  78165. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  78166. /** @hidden */
  78167. _prepare(): void;
  78168. /**
  78169. * Execute the action and set the parent property.
  78170. */
  78171. execute(): void;
  78172. /**
  78173. * Serializes the actions and its related information.
  78174. * @param parent defines the object to serialize in
  78175. * @returns the serialized object
  78176. */
  78177. serialize(parent: any): any;
  78178. }
  78179. }
  78180. declare module BABYLON {
  78181. /**
  78182. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  78183. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  78184. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78185. */
  78186. export class ActionManager extends AbstractActionManager {
  78187. /**
  78188. * Nothing
  78189. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78190. */
  78191. static readonly NothingTrigger: number;
  78192. /**
  78193. * On pick
  78194. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78195. */
  78196. static readonly OnPickTrigger: number;
  78197. /**
  78198. * On left pick
  78199. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78200. */
  78201. static readonly OnLeftPickTrigger: number;
  78202. /**
  78203. * On right pick
  78204. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78205. */
  78206. static readonly OnRightPickTrigger: number;
  78207. /**
  78208. * On center pick
  78209. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78210. */
  78211. static readonly OnCenterPickTrigger: number;
  78212. /**
  78213. * On pick down
  78214. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78215. */
  78216. static readonly OnPickDownTrigger: number;
  78217. /**
  78218. * On double pick
  78219. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78220. */
  78221. static readonly OnDoublePickTrigger: number;
  78222. /**
  78223. * On pick up
  78224. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78225. */
  78226. static readonly OnPickUpTrigger: number;
  78227. /**
  78228. * On pick out.
  78229. * This trigger will only be raised if you also declared a OnPickDown
  78230. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78231. */
  78232. static readonly OnPickOutTrigger: number;
  78233. /**
  78234. * On long press
  78235. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78236. */
  78237. static readonly OnLongPressTrigger: number;
  78238. /**
  78239. * On pointer over
  78240. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78241. */
  78242. static readonly OnPointerOverTrigger: number;
  78243. /**
  78244. * On pointer out
  78245. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78246. */
  78247. static readonly OnPointerOutTrigger: number;
  78248. /**
  78249. * On every frame
  78250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78251. */
  78252. static readonly OnEveryFrameTrigger: number;
  78253. /**
  78254. * On intersection enter
  78255. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78256. */
  78257. static readonly OnIntersectionEnterTrigger: number;
  78258. /**
  78259. * On intersection exit
  78260. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78261. */
  78262. static readonly OnIntersectionExitTrigger: number;
  78263. /**
  78264. * On key down
  78265. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78266. */
  78267. static readonly OnKeyDownTrigger: number;
  78268. /**
  78269. * On key up
  78270. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78271. */
  78272. static readonly OnKeyUpTrigger: number;
  78273. private _scene;
  78274. /**
  78275. * Creates a new action manager
  78276. * @param scene defines the hosting scene
  78277. */
  78278. constructor(scene: Scene);
  78279. /**
  78280. * Releases all associated resources
  78281. */
  78282. dispose(): void;
  78283. /**
  78284. * Gets hosting scene
  78285. * @returns the hosting scene
  78286. */
  78287. getScene(): Scene;
  78288. /**
  78289. * Does this action manager handles actions of any of the given triggers
  78290. * @param triggers defines the triggers to be tested
  78291. * @return a boolean indicating whether one (or more) of the triggers is handled
  78292. */
  78293. hasSpecificTriggers(triggers: number[]): boolean;
  78294. /**
  78295. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  78296. * speed.
  78297. * @param triggerA defines the trigger to be tested
  78298. * @param triggerB defines the trigger to be tested
  78299. * @return a boolean indicating whether one (or more) of the triggers is handled
  78300. */
  78301. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  78302. /**
  78303. * Does this action manager handles actions of a given trigger
  78304. * @param trigger defines the trigger to be tested
  78305. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  78306. * @return whether the trigger is handled
  78307. */
  78308. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  78309. /**
  78310. * Does this action manager has pointer triggers
  78311. */
  78312. readonly hasPointerTriggers: boolean;
  78313. /**
  78314. * Does this action manager has pick triggers
  78315. */
  78316. readonly hasPickTriggers: boolean;
  78317. /**
  78318. * Registers an action to this action manager
  78319. * @param action defines the action to be registered
  78320. * @return the action amended (prepared) after registration
  78321. */
  78322. registerAction(action: IAction): Nullable<IAction>;
  78323. /**
  78324. * Unregisters an action to this action manager
  78325. * @param action defines the action to be unregistered
  78326. * @return a boolean indicating whether the action has been unregistered
  78327. */
  78328. unregisterAction(action: IAction): Boolean;
  78329. /**
  78330. * Process a specific trigger
  78331. * @param trigger defines the trigger to process
  78332. * @param evt defines the event details to be processed
  78333. */
  78334. processTrigger(trigger: number, evt?: IActionEvent): void;
  78335. /** @hidden */
  78336. _getEffectiveTarget(target: any, propertyPath: string): any;
  78337. /** @hidden */
  78338. _getProperty(propertyPath: string): string;
  78339. /**
  78340. * Serialize this manager to a JSON object
  78341. * @param name defines the property name to store this manager
  78342. * @returns a JSON representation of this manager
  78343. */
  78344. serialize(name: string): any;
  78345. /**
  78346. * Creates a new ActionManager from a JSON data
  78347. * @param parsedActions defines the JSON data to read from
  78348. * @param object defines the hosting mesh
  78349. * @param scene defines the hosting scene
  78350. */
  78351. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  78352. /**
  78353. * Get a trigger name by index
  78354. * @param trigger defines the trigger index
  78355. * @returns a trigger name
  78356. */
  78357. static GetTriggerName(trigger: number): string;
  78358. }
  78359. }
  78360. declare module BABYLON {
  78361. /**
  78362. * Class representing a ray with position and direction
  78363. */
  78364. export class Ray {
  78365. /** origin point */
  78366. origin: Vector3;
  78367. /** direction */
  78368. direction: Vector3;
  78369. /** length of the ray */
  78370. length: number;
  78371. private static readonly TmpVector3;
  78372. private _tmpRay;
  78373. /**
  78374. * Creates a new ray
  78375. * @param origin origin point
  78376. * @param direction direction
  78377. * @param length length of the ray
  78378. */
  78379. constructor(
  78380. /** origin point */
  78381. origin: Vector3,
  78382. /** direction */
  78383. direction: Vector3,
  78384. /** length of the ray */
  78385. length?: number);
  78386. /**
  78387. * Checks if the ray intersects a box
  78388. * @param minimum bound of the box
  78389. * @param maximum bound of the box
  78390. * @param intersectionTreshold extra extend to be added to the box in all direction
  78391. * @returns if the box was hit
  78392. */
  78393. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  78394. /**
  78395. * Checks if the ray intersects a box
  78396. * @param box the bounding box to check
  78397. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  78398. * @returns if the box was hit
  78399. */
  78400. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  78401. /**
  78402. * If the ray hits a sphere
  78403. * @param sphere the bounding sphere to check
  78404. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  78405. * @returns true if it hits the sphere
  78406. */
  78407. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  78408. /**
  78409. * If the ray hits a triange
  78410. * @param vertex0 triangle vertex
  78411. * @param vertex1 triangle vertex
  78412. * @param vertex2 triangle vertex
  78413. * @returns intersection information if hit
  78414. */
  78415. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  78416. /**
  78417. * Checks if ray intersects a plane
  78418. * @param plane the plane to check
  78419. * @returns the distance away it was hit
  78420. */
  78421. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  78422. /**
  78423. * Calculate the intercept of a ray on a given axis
  78424. * @param axis to check 'x' | 'y' | 'z'
  78425. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  78426. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  78427. */
  78428. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  78429. /**
  78430. * Checks if ray intersects a mesh
  78431. * @param mesh the mesh to check
  78432. * @param fastCheck if only the bounding box should checked
  78433. * @returns picking info of the intersecton
  78434. */
  78435. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  78436. /**
  78437. * Checks if ray intersects a mesh
  78438. * @param meshes the meshes to check
  78439. * @param fastCheck if only the bounding box should checked
  78440. * @param results array to store result in
  78441. * @returns Array of picking infos
  78442. */
  78443. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  78444. private _comparePickingInfo;
  78445. private static smallnum;
  78446. private static rayl;
  78447. /**
  78448. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  78449. * @param sega the first point of the segment to test the intersection against
  78450. * @param segb the second point of the segment to test the intersection against
  78451. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  78452. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  78453. */
  78454. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  78455. /**
  78456. * Update the ray from viewport position
  78457. * @param x position
  78458. * @param y y position
  78459. * @param viewportWidth viewport width
  78460. * @param viewportHeight viewport height
  78461. * @param world world matrix
  78462. * @param view view matrix
  78463. * @param projection projection matrix
  78464. * @returns this ray updated
  78465. */
  78466. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  78467. /**
  78468. * Creates a ray with origin and direction of 0,0,0
  78469. * @returns the new ray
  78470. */
  78471. static Zero(): Ray;
  78472. /**
  78473. * Creates a new ray from screen space and viewport
  78474. * @param x position
  78475. * @param y y position
  78476. * @param viewportWidth viewport width
  78477. * @param viewportHeight viewport height
  78478. * @param world world matrix
  78479. * @param view view matrix
  78480. * @param projection projection matrix
  78481. * @returns new ray
  78482. */
  78483. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  78484. /**
  78485. * 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
  78486. * transformed to the given world matrix.
  78487. * @param origin The origin point
  78488. * @param end The end point
  78489. * @param world a matrix to transform the ray to. Default is the identity matrix.
  78490. * @returns the new ray
  78491. */
  78492. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  78493. /**
  78494. * Transforms a ray by a matrix
  78495. * @param ray ray to transform
  78496. * @param matrix matrix to apply
  78497. * @returns the resulting new ray
  78498. */
  78499. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  78500. /**
  78501. * Transforms a ray by a matrix
  78502. * @param ray ray to transform
  78503. * @param matrix matrix to apply
  78504. * @param result ray to store result in
  78505. */
  78506. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  78507. /**
  78508. * Unproject a ray from screen space to object space
  78509. * @param sourceX defines the screen space x coordinate to use
  78510. * @param sourceY defines the screen space y coordinate to use
  78511. * @param viewportWidth defines the current width of the viewport
  78512. * @param viewportHeight defines the current height of the viewport
  78513. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  78514. * @param view defines the view matrix to use
  78515. * @param projection defines the projection matrix to use
  78516. */
  78517. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  78518. }
  78519. /**
  78520. * Type used to define predicate used to select faces when a mesh intersection is detected
  78521. */
  78522. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  78523. interface Scene {
  78524. /** @hidden */
  78525. _tempPickingRay: Nullable<Ray>;
  78526. /** @hidden */
  78527. _cachedRayForTransform: Ray;
  78528. /** @hidden */
  78529. _pickWithRayInverseMatrix: Matrix;
  78530. /** @hidden */
  78531. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  78532. /** @hidden */
  78533. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  78534. }
  78535. }
  78536. declare module BABYLON {
  78537. /**
  78538. * Groups all the scene component constants in one place to ease maintenance.
  78539. * @hidden
  78540. */
  78541. export class SceneComponentConstants {
  78542. static readonly NAME_EFFECTLAYER: string;
  78543. static readonly NAME_LAYER: string;
  78544. static readonly NAME_LENSFLARESYSTEM: string;
  78545. static readonly NAME_BOUNDINGBOXRENDERER: string;
  78546. static readonly NAME_PARTICLESYSTEM: string;
  78547. static readonly NAME_GAMEPAD: string;
  78548. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  78549. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  78550. static readonly NAME_DEPTHRENDERER: string;
  78551. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  78552. static readonly NAME_SPRITE: string;
  78553. static readonly NAME_OUTLINERENDERER: string;
  78554. static readonly NAME_PROCEDURALTEXTURE: string;
  78555. static readonly NAME_SHADOWGENERATOR: string;
  78556. static readonly NAME_OCTREE: string;
  78557. static readonly NAME_PHYSICSENGINE: string;
  78558. static readonly NAME_AUDIO: string;
  78559. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  78560. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  78561. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  78562. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  78563. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  78564. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  78565. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  78566. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  78567. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  78568. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  78569. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  78570. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  78571. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  78572. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  78573. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  78574. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  78575. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  78576. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  78577. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  78578. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  78579. static readonly STEP_AFTERRENDER_AUDIO: number;
  78580. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  78581. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  78582. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  78583. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  78584. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  78585. static readonly STEP_POINTERMOVE_SPRITE: number;
  78586. static readonly STEP_POINTERDOWN_SPRITE: number;
  78587. static readonly STEP_POINTERUP_SPRITE: number;
  78588. }
  78589. /**
  78590. * This represents a scene component.
  78591. *
  78592. * This is used to decouple the dependency the scene is having on the different workloads like
  78593. * layers, post processes...
  78594. */
  78595. export interface ISceneComponent {
  78596. /**
  78597. * The name of the component. Each component must have a unique name.
  78598. */
  78599. name: string;
  78600. /**
  78601. * The scene the component belongs to.
  78602. */
  78603. scene: Scene;
  78604. /**
  78605. * Register the component to one instance of a scene.
  78606. */
  78607. register(): void;
  78608. /**
  78609. * Rebuilds the elements related to this component in case of
  78610. * context lost for instance.
  78611. */
  78612. rebuild(): void;
  78613. /**
  78614. * Disposes the component and the associated ressources.
  78615. */
  78616. dispose(): void;
  78617. }
  78618. /**
  78619. * This represents a SERIALIZABLE scene component.
  78620. *
  78621. * This extends Scene Component to add Serialization methods on top.
  78622. */
  78623. export interface ISceneSerializableComponent extends ISceneComponent {
  78624. /**
  78625. * Adds all the elements from the container to the scene
  78626. * @param container the container holding the elements
  78627. */
  78628. addFromContainer(container: AbstractScene): void;
  78629. /**
  78630. * Removes all the elements in the container from the scene
  78631. * @param container contains the elements to remove
  78632. * @param dispose if the removed element should be disposed (default: false)
  78633. */
  78634. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  78635. /**
  78636. * Serializes the component data to the specified json object
  78637. * @param serializationObject The object to serialize to
  78638. */
  78639. serialize(serializationObject: any): void;
  78640. }
  78641. /**
  78642. * Strong typing of a Mesh related stage step action
  78643. */
  78644. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  78645. /**
  78646. * Strong typing of a Evaluate Sub Mesh related stage step action
  78647. */
  78648. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  78649. /**
  78650. * Strong typing of a Active Mesh related stage step action
  78651. */
  78652. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  78653. /**
  78654. * Strong typing of a Camera related stage step action
  78655. */
  78656. export type CameraStageAction = (camera: Camera) => void;
  78657. /**
  78658. * Strong typing of a Camera Frame buffer related stage step action
  78659. */
  78660. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  78661. /**
  78662. * Strong typing of a Render Target related stage step action
  78663. */
  78664. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  78665. /**
  78666. * Strong typing of a RenderingGroup related stage step action
  78667. */
  78668. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  78669. /**
  78670. * Strong typing of a Mesh Render related stage step action
  78671. */
  78672. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  78673. /**
  78674. * Strong typing of a simple stage step action
  78675. */
  78676. export type SimpleStageAction = () => void;
  78677. /**
  78678. * Strong typing of a render target action.
  78679. */
  78680. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  78681. /**
  78682. * Strong typing of a pointer move action.
  78683. */
  78684. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  78685. /**
  78686. * Strong typing of a pointer up/down action.
  78687. */
  78688. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  78689. /**
  78690. * Representation of a stage in the scene (Basically a list of ordered steps)
  78691. * @hidden
  78692. */
  78693. export class Stage<T extends Function> extends Array<{
  78694. index: number;
  78695. component: ISceneComponent;
  78696. action: T;
  78697. }> {
  78698. /**
  78699. * Hide ctor from the rest of the world.
  78700. * @param items The items to add.
  78701. */
  78702. private constructor();
  78703. /**
  78704. * Creates a new Stage.
  78705. * @returns A new instance of a Stage
  78706. */
  78707. static Create<T extends Function>(): Stage<T>;
  78708. /**
  78709. * Registers a step in an ordered way in the targeted stage.
  78710. * @param index Defines the position to register the step in
  78711. * @param component Defines the component attached to the step
  78712. * @param action Defines the action to launch during the step
  78713. */
  78714. registerStep(index: number, component: ISceneComponent, action: T): void;
  78715. /**
  78716. * Clears all the steps from the stage.
  78717. */
  78718. clear(): void;
  78719. }
  78720. }
  78721. declare module BABYLON {
  78722. interface Scene {
  78723. /** @hidden */
  78724. _pointerOverSprite: Nullable<Sprite>;
  78725. /** @hidden */
  78726. _pickedDownSprite: Nullable<Sprite>;
  78727. /** @hidden */
  78728. _tempSpritePickingRay: Nullable<Ray>;
  78729. /**
  78730. * All of the sprite managers added to this scene
  78731. * @see http://doc.babylonjs.com/babylon101/sprites
  78732. */
  78733. spriteManagers: Array<ISpriteManager>;
  78734. /**
  78735. * An event triggered when sprites rendering is about to start
  78736. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  78737. */
  78738. onBeforeSpritesRenderingObservable: Observable<Scene>;
  78739. /**
  78740. * An event triggered when sprites rendering is done
  78741. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  78742. */
  78743. onAfterSpritesRenderingObservable: Observable<Scene>;
  78744. /** @hidden */
  78745. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  78746. /** Launch a ray to try to pick a sprite in the scene
  78747. * @param x position on screen
  78748. * @param y position on screen
  78749. * @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
  78750. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  78751. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  78752. * @returns a PickingInfo
  78753. */
  78754. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  78755. /** Use the given ray to pick a sprite in the scene
  78756. * @param ray The ray (in world space) to use to pick meshes
  78757. * @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
  78758. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  78759. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  78760. * @returns a PickingInfo
  78761. */
  78762. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  78763. /** @hidden */
  78764. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  78765. /** Launch a ray to try to pick sprites in the scene
  78766. * @param x position on screen
  78767. * @param y position on screen
  78768. * @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
  78769. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  78770. * @returns a PickingInfo array
  78771. */
  78772. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  78773. /** Use the given ray to pick sprites in the scene
  78774. * @param ray The ray (in world space) to use to pick meshes
  78775. * @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
  78776. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  78777. * @returns a PickingInfo array
  78778. */
  78779. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  78780. /**
  78781. * Force the sprite under the pointer
  78782. * @param sprite defines the sprite to use
  78783. */
  78784. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  78785. /**
  78786. * Gets the sprite under the pointer
  78787. * @returns a Sprite or null if no sprite is under the pointer
  78788. */
  78789. getPointerOverSprite(): Nullable<Sprite>;
  78790. }
  78791. /**
  78792. * Defines the sprite scene component responsible to manage sprites
  78793. * in a given scene.
  78794. */
  78795. export class SpriteSceneComponent implements ISceneComponent {
  78796. /**
  78797. * The component name helpfull to identify the component in the list of scene components.
  78798. */
  78799. readonly name: string;
  78800. /**
  78801. * The scene the component belongs to.
  78802. */
  78803. scene: Scene;
  78804. /** @hidden */
  78805. private _spritePredicate;
  78806. /**
  78807. * Creates a new instance of the component for the given scene
  78808. * @param scene Defines the scene to register the component in
  78809. */
  78810. constructor(scene: Scene);
  78811. /**
  78812. * Registers the component in a given scene
  78813. */
  78814. register(): void;
  78815. /**
  78816. * Rebuilds the elements related to this component in case of
  78817. * context lost for instance.
  78818. */
  78819. rebuild(): void;
  78820. /**
  78821. * Disposes the component and the associated ressources.
  78822. */
  78823. dispose(): void;
  78824. private _pickSpriteButKeepRay;
  78825. private _pointerMove;
  78826. private _pointerDown;
  78827. private _pointerUp;
  78828. }
  78829. }
  78830. declare module BABYLON {
  78831. /** @hidden */
  78832. export var fogFragmentDeclaration: {
  78833. name: string;
  78834. shader: string;
  78835. };
  78836. }
  78837. declare module BABYLON {
  78838. /** @hidden */
  78839. export var fogFragment: {
  78840. name: string;
  78841. shader: string;
  78842. };
  78843. }
  78844. declare module BABYLON {
  78845. /** @hidden */
  78846. export var spritesPixelShader: {
  78847. name: string;
  78848. shader: string;
  78849. };
  78850. }
  78851. declare module BABYLON {
  78852. /** @hidden */
  78853. export var fogVertexDeclaration: {
  78854. name: string;
  78855. shader: string;
  78856. };
  78857. }
  78858. declare module BABYLON {
  78859. /** @hidden */
  78860. export var spritesVertexShader: {
  78861. name: string;
  78862. shader: string;
  78863. };
  78864. }
  78865. declare module BABYLON {
  78866. /**
  78867. * Defines the minimum interface to fullfil in order to be a sprite manager.
  78868. */
  78869. export interface ISpriteManager extends IDisposable {
  78870. /**
  78871. * Restricts the camera to viewing objects with the same layerMask.
  78872. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  78873. */
  78874. layerMask: number;
  78875. /**
  78876. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  78877. */
  78878. isPickable: boolean;
  78879. /**
  78880. * Specifies the rendering group id for this mesh (0 by default)
  78881. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  78882. */
  78883. renderingGroupId: number;
  78884. /**
  78885. * Defines the list of sprites managed by the manager.
  78886. */
  78887. sprites: Array<Sprite>;
  78888. /**
  78889. * Tests the intersection of a sprite with a specific ray.
  78890. * @param ray The ray we are sending to test the collision
  78891. * @param camera The camera space we are sending rays in
  78892. * @param predicate A predicate allowing excluding sprites from the list of object to test
  78893. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  78894. * @returns picking info or null.
  78895. */
  78896. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  78897. /**
  78898. * Intersects the sprites with a ray
  78899. * @param ray defines the ray to intersect with
  78900. * @param camera defines the current active camera
  78901. * @param predicate defines a predicate used to select candidate sprites
  78902. * @returns null if no hit or a PickingInfo array
  78903. */
  78904. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  78905. /**
  78906. * Renders the list of sprites on screen.
  78907. */
  78908. render(): void;
  78909. }
  78910. /**
  78911. * Class used to manage multiple sprites on the same spritesheet
  78912. * @see http://doc.babylonjs.com/babylon101/sprites
  78913. */
  78914. export class SpriteManager implements ISpriteManager {
  78915. /** defines the manager's name */
  78916. name: string;
  78917. /** Gets the list of sprites */
  78918. sprites: Sprite[];
  78919. /** Gets or sets the rendering group id (0 by default) */
  78920. renderingGroupId: number;
  78921. /** Gets or sets camera layer mask */
  78922. layerMask: number;
  78923. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  78924. fogEnabled: boolean;
  78925. /** Gets or sets a boolean indicating if the sprites are pickable */
  78926. isPickable: boolean;
  78927. /** Defines the default width of a cell in the spritesheet */
  78928. cellWidth: number;
  78929. /** Defines the default height of a cell in the spritesheet */
  78930. cellHeight: number;
  78931. /** Associative array from JSON sprite data file */
  78932. private _cellData;
  78933. /** Array of sprite names from JSON sprite data file */
  78934. private _spriteMap;
  78935. /** True when packed cell data from JSON file is ready*/
  78936. private _packedAndReady;
  78937. /**
  78938. * An event triggered when the manager is disposed.
  78939. */
  78940. onDisposeObservable: Observable<SpriteManager>;
  78941. private _onDisposeObserver;
  78942. /**
  78943. * Callback called when the manager is disposed
  78944. */
  78945. onDispose: () => void;
  78946. private _capacity;
  78947. private _fromPacked;
  78948. private _spriteTexture;
  78949. private _epsilon;
  78950. private _scene;
  78951. private _vertexData;
  78952. private _buffer;
  78953. private _vertexBuffers;
  78954. private _indexBuffer;
  78955. private _effectBase;
  78956. private _effectFog;
  78957. /**
  78958. * Gets or sets the spritesheet texture
  78959. */
  78960. texture: Texture;
  78961. /**
  78962. * Creates a new sprite manager
  78963. * @param name defines the manager's name
  78964. * @param imgUrl defines the sprite sheet url
  78965. * @param capacity defines the maximum allowed number of sprites
  78966. * @param cellSize defines the size of a sprite cell
  78967. * @param scene defines the hosting scene
  78968. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  78969. * @param samplingMode defines the smapling mode to use with spritesheet
  78970. * @param fromPacked set to false; do not alter
  78971. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  78972. */
  78973. constructor(
  78974. /** defines the manager's name */
  78975. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  78976. private _makePacked;
  78977. private _appendSpriteVertex;
  78978. /**
  78979. * Intersects the sprites with a ray
  78980. * @param ray defines the ray to intersect with
  78981. * @param camera defines the current active camera
  78982. * @param predicate defines a predicate used to select candidate sprites
  78983. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  78984. * @returns null if no hit or a PickingInfo
  78985. */
  78986. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  78987. /**
  78988. * Intersects the sprites with a ray
  78989. * @param ray defines the ray to intersect with
  78990. * @param camera defines the current active camera
  78991. * @param predicate defines a predicate used to select candidate sprites
  78992. * @returns null if no hit or a PickingInfo array
  78993. */
  78994. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  78995. /**
  78996. * Render all child sprites
  78997. */
  78998. render(): void;
  78999. /**
  79000. * Release associated resources
  79001. */
  79002. dispose(): void;
  79003. }
  79004. }
  79005. declare module BABYLON {
  79006. /**
  79007. * Class used to represent a sprite
  79008. * @see http://doc.babylonjs.com/babylon101/sprites
  79009. */
  79010. export class Sprite {
  79011. /** defines the name */
  79012. name: string;
  79013. /** Gets or sets the current world position */
  79014. position: Vector3;
  79015. /** Gets or sets the main color */
  79016. color: Color4;
  79017. /** Gets or sets the width */
  79018. width: number;
  79019. /** Gets or sets the height */
  79020. height: number;
  79021. /** Gets or sets rotation angle */
  79022. angle: number;
  79023. /** Gets or sets the cell index in the sprite sheet */
  79024. cellIndex: number;
  79025. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  79026. cellRef: string;
  79027. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  79028. invertU: number;
  79029. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  79030. invertV: number;
  79031. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  79032. disposeWhenFinishedAnimating: boolean;
  79033. /** Gets the list of attached animations */
  79034. animations: Animation[];
  79035. /** Gets or sets a boolean indicating if the sprite can be picked */
  79036. isPickable: boolean;
  79037. /**
  79038. * Gets or sets the associated action manager
  79039. */
  79040. actionManager: Nullable<ActionManager>;
  79041. private _animationStarted;
  79042. private _loopAnimation;
  79043. private _fromIndex;
  79044. private _toIndex;
  79045. private _delay;
  79046. private _direction;
  79047. private _manager;
  79048. private _time;
  79049. private _onAnimationEnd;
  79050. /**
  79051. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  79052. */
  79053. isVisible: boolean;
  79054. /**
  79055. * Gets or sets the sprite size
  79056. */
  79057. size: number;
  79058. /**
  79059. * Creates a new Sprite
  79060. * @param name defines the name
  79061. * @param manager defines the manager
  79062. */
  79063. constructor(
  79064. /** defines the name */
  79065. name: string, manager: ISpriteManager);
  79066. /**
  79067. * Starts an animation
  79068. * @param from defines the initial key
  79069. * @param to defines the end key
  79070. * @param loop defines if the animation must loop
  79071. * @param delay defines the start delay (in ms)
  79072. * @param onAnimationEnd defines a callback to call when animation ends
  79073. */
  79074. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  79075. /** Stops current animation (if any) */
  79076. stopAnimation(): void;
  79077. /** @hidden */
  79078. _animate(deltaTime: number): void;
  79079. /** Release associated resources */
  79080. dispose(): void;
  79081. }
  79082. }
  79083. declare module BABYLON {
  79084. /**
  79085. * Information about the result of picking within a scene
  79086. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  79087. */
  79088. export class PickingInfo {
  79089. /** @hidden */
  79090. _pickingUnavailable: boolean;
  79091. /**
  79092. * If the pick collided with an object
  79093. */
  79094. hit: boolean;
  79095. /**
  79096. * Distance away where the pick collided
  79097. */
  79098. distance: number;
  79099. /**
  79100. * The location of pick collision
  79101. */
  79102. pickedPoint: Nullable<Vector3>;
  79103. /**
  79104. * The mesh corresponding the the pick collision
  79105. */
  79106. pickedMesh: Nullable<AbstractMesh>;
  79107. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  79108. bu: number;
  79109. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  79110. bv: number;
  79111. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  79112. faceId: number;
  79113. /** Id of the the submesh that was picked */
  79114. subMeshId: number;
  79115. /** If a sprite was picked, this will be the sprite the pick collided with */
  79116. pickedSprite: Nullable<Sprite>;
  79117. /**
  79118. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  79119. */
  79120. originMesh: Nullable<AbstractMesh>;
  79121. /**
  79122. * The ray that was used to perform the picking.
  79123. */
  79124. ray: Nullable<Ray>;
  79125. /**
  79126. * Gets the normal correspodning to the face the pick collided with
  79127. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  79128. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  79129. * @returns The normal correspodning to the face the pick collided with
  79130. */
  79131. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  79132. /**
  79133. * Gets the texture coordinates of where the pick occured
  79134. * @returns the vector containing the coordnates of the texture
  79135. */
  79136. getTextureCoordinates(): Nullable<Vector2>;
  79137. }
  79138. }
  79139. declare module BABYLON {
  79140. /**
  79141. * Gather the list of pointer event types as constants.
  79142. */
  79143. export class PointerEventTypes {
  79144. /**
  79145. * 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.
  79146. */
  79147. static readonly POINTERDOWN: number;
  79148. /**
  79149. * The pointerup event is fired when a pointer is no longer active.
  79150. */
  79151. static readonly POINTERUP: number;
  79152. /**
  79153. * The pointermove event is fired when a pointer changes coordinates.
  79154. */
  79155. static readonly POINTERMOVE: number;
  79156. /**
  79157. * The pointerwheel event is fired when a mouse wheel has been rotated.
  79158. */
  79159. static readonly POINTERWHEEL: number;
  79160. /**
  79161. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  79162. */
  79163. static readonly POINTERPICK: number;
  79164. /**
  79165. * The pointertap event is fired when a the object has been touched and released without drag.
  79166. */
  79167. static readonly POINTERTAP: number;
  79168. /**
  79169. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  79170. */
  79171. static readonly POINTERDOUBLETAP: number;
  79172. }
  79173. /**
  79174. * Base class of pointer info types.
  79175. */
  79176. export class PointerInfoBase {
  79177. /**
  79178. * Defines the type of event (PointerEventTypes)
  79179. */
  79180. type: number;
  79181. /**
  79182. * Defines the related dom event
  79183. */
  79184. event: PointerEvent | MouseWheelEvent;
  79185. /**
  79186. * Instantiates the base class of pointers info.
  79187. * @param type Defines the type of event (PointerEventTypes)
  79188. * @param event Defines the related dom event
  79189. */
  79190. constructor(
  79191. /**
  79192. * Defines the type of event (PointerEventTypes)
  79193. */
  79194. type: number,
  79195. /**
  79196. * Defines the related dom event
  79197. */
  79198. event: PointerEvent | MouseWheelEvent);
  79199. }
  79200. /**
  79201. * This class is used to store pointer related info for the onPrePointerObservable event.
  79202. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  79203. */
  79204. export class PointerInfoPre extends PointerInfoBase {
  79205. /**
  79206. * Ray from a pointer if availible (eg. 6dof controller)
  79207. */
  79208. ray: Nullable<Ray>;
  79209. /**
  79210. * Defines the local position of the pointer on the canvas.
  79211. */
  79212. localPosition: Vector2;
  79213. /**
  79214. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  79215. */
  79216. skipOnPointerObservable: boolean;
  79217. /**
  79218. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  79219. * @param type Defines the type of event (PointerEventTypes)
  79220. * @param event Defines the related dom event
  79221. * @param localX Defines the local x coordinates of the pointer when the event occured
  79222. * @param localY Defines the local y coordinates of the pointer when the event occured
  79223. */
  79224. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  79225. }
  79226. /**
  79227. * This type contains all the data related to a pointer event in Babylon.js.
  79228. * 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.
  79229. */
  79230. export class PointerInfo extends PointerInfoBase {
  79231. /**
  79232. * Defines the picking info associated to the info (if any)\
  79233. */
  79234. pickInfo: Nullable<PickingInfo>;
  79235. /**
  79236. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  79237. * @param type Defines the type of event (PointerEventTypes)
  79238. * @param event Defines the related dom event
  79239. * @param pickInfo Defines the picking info associated to the info (if any)\
  79240. */
  79241. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  79242. /**
  79243. * Defines the picking info associated to the info (if any)\
  79244. */
  79245. pickInfo: Nullable<PickingInfo>);
  79246. }
  79247. /**
  79248. * Data relating to a touch event on the screen.
  79249. */
  79250. export interface PointerTouch {
  79251. /**
  79252. * X coordinate of touch.
  79253. */
  79254. x: number;
  79255. /**
  79256. * Y coordinate of touch.
  79257. */
  79258. y: number;
  79259. /**
  79260. * Id of touch. Unique for each finger.
  79261. */
  79262. pointerId: number;
  79263. /**
  79264. * Event type passed from DOM.
  79265. */
  79266. type: any;
  79267. }
  79268. }
  79269. declare module BABYLON {
  79270. /**
  79271. * Manage the mouse inputs to control the movement of a free camera.
  79272. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79273. */
  79274. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  79275. /**
  79276. * Define if touch is enabled in the mouse input
  79277. */
  79278. touchEnabled: boolean;
  79279. /**
  79280. * Defines the camera the input is attached to.
  79281. */
  79282. camera: FreeCamera;
  79283. /**
  79284. * Defines the buttons associated with the input to handle camera move.
  79285. */
  79286. buttons: number[];
  79287. /**
  79288. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  79289. */
  79290. angularSensibility: number;
  79291. private _pointerInput;
  79292. private _onMouseMove;
  79293. private _observer;
  79294. private previousPosition;
  79295. /**
  79296. * Observable for when a pointer move event occurs containing the move offset
  79297. */
  79298. onPointerMovedObservable: Observable<{
  79299. offsetX: number;
  79300. offsetY: number;
  79301. }>;
  79302. /**
  79303. * @hidden
  79304. * If the camera should be rotated automatically based on pointer movement
  79305. */
  79306. _allowCameraRotation: boolean;
  79307. /**
  79308. * Manage the mouse inputs to control the movement of a free camera.
  79309. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79310. * @param touchEnabled Defines if touch is enabled or not
  79311. */
  79312. constructor(
  79313. /**
  79314. * Define if touch is enabled in the mouse input
  79315. */
  79316. touchEnabled?: boolean);
  79317. /**
  79318. * Attach the input controls to a specific dom element to get the input from.
  79319. * @param element Defines the element the controls should be listened from
  79320. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79321. */
  79322. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79323. /**
  79324. * Called on JS contextmenu event.
  79325. * Override this method to provide functionality.
  79326. */
  79327. protected onContextMenu(evt: PointerEvent): void;
  79328. /**
  79329. * Detach the current controls from the specified dom element.
  79330. * @param element Defines the element to stop listening the inputs from
  79331. */
  79332. detachControl(element: Nullable<HTMLElement>): void;
  79333. /**
  79334. * Gets the class name of the current intput.
  79335. * @returns the class name
  79336. */
  79337. getClassName(): string;
  79338. /**
  79339. * Get the friendly name associated with the input class.
  79340. * @returns the input friendly name
  79341. */
  79342. getSimpleName(): string;
  79343. }
  79344. }
  79345. declare module BABYLON {
  79346. /**
  79347. * Manage the touch inputs to control the movement of a free camera.
  79348. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79349. */
  79350. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  79351. /**
  79352. * Defines the camera the input is attached to.
  79353. */
  79354. camera: FreeCamera;
  79355. /**
  79356. * Defines the touch sensibility for rotation.
  79357. * The higher the faster.
  79358. */
  79359. touchAngularSensibility: number;
  79360. /**
  79361. * Defines the touch sensibility for move.
  79362. * The higher the faster.
  79363. */
  79364. touchMoveSensibility: number;
  79365. private _offsetX;
  79366. private _offsetY;
  79367. private _pointerPressed;
  79368. private _pointerInput;
  79369. private _observer;
  79370. private _onLostFocus;
  79371. /**
  79372. * Attach the input controls to a specific dom element to get the input from.
  79373. * @param element Defines the element the controls should be listened from
  79374. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79375. */
  79376. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79377. /**
  79378. * Detach the current controls from the specified dom element.
  79379. * @param element Defines the element to stop listening the inputs from
  79380. */
  79381. detachControl(element: Nullable<HTMLElement>): void;
  79382. /**
  79383. * Update the current camera state depending on the inputs that have been used this frame.
  79384. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  79385. */
  79386. checkInputs(): void;
  79387. /**
  79388. * Gets the class name of the current intput.
  79389. * @returns the class name
  79390. */
  79391. getClassName(): string;
  79392. /**
  79393. * Get the friendly name associated with the input class.
  79394. * @returns the input friendly name
  79395. */
  79396. getSimpleName(): string;
  79397. }
  79398. }
  79399. declare module BABYLON {
  79400. /**
  79401. * Default Inputs manager for the FreeCamera.
  79402. * It groups all the default supported inputs for ease of use.
  79403. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79404. */
  79405. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  79406. /**
  79407. * @hidden
  79408. */
  79409. _mouseInput: Nullable<FreeCameraMouseInput>;
  79410. /**
  79411. * Instantiates a new FreeCameraInputsManager.
  79412. * @param camera Defines the camera the inputs belong to
  79413. */
  79414. constructor(camera: FreeCamera);
  79415. /**
  79416. * Add keyboard input support to the input manager.
  79417. * @returns the current input manager
  79418. */
  79419. addKeyboard(): FreeCameraInputsManager;
  79420. /**
  79421. * Add mouse input support to the input manager.
  79422. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  79423. * @returns the current input manager
  79424. */
  79425. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  79426. /**
  79427. * Removes the mouse input support from the manager
  79428. * @returns the current input manager
  79429. */
  79430. removeMouse(): FreeCameraInputsManager;
  79431. /**
  79432. * Add touch input support to the input manager.
  79433. * @returns the current input manager
  79434. */
  79435. addTouch(): FreeCameraInputsManager;
  79436. /**
  79437. * Remove all attached input methods from a camera
  79438. */
  79439. clear(): void;
  79440. }
  79441. }
  79442. declare module BABYLON {
  79443. /**
  79444. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  79445. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  79446. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79447. */
  79448. export class FreeCamera extends TargetCamera {
  79449. /**
  79450. * Define the collision ellipsoid of the camera.
  79451. * This is helpful to simulate a camera body like the player body around the camera
  79452. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  79453. */
  79454. ellipsoid: Vector3;
  79455. /**
  79456. * Define an offset for the position of the ellipsoid around the camera.
  79457. * This can be helpful to determine the center of the body near the gravity center of the body
  79458. * instead of its head.
  79459. */
  79460. ellipsoidOffset: Vector3;
  79461. /**
  79462. * Enable or disable collisions of the camera with the rest of the scene objects.
  79463. */
  79464. checkCollisions: boolean;
  79465. /**
  79466. * Enable or disable gravity on the camera.
  79467. */
  79468. applyGravity: boolean;
  79469. /**
  79470. * Define the input manager associated to the camera.
  79471. */
  79472. inputs: FreeCameraInputsManager;
  79473. /**
  79474. * Gets the input sensibility for a mouse input. (default is 2000.0)
  79475. * Higher values reduce sensitivity.
  79476. */
  79477. /**
  79478. * Sets the input sensibility for a mouse input. (default is 2000.0)
  79479. * Higher values reduce sensitivity.
  79480. */
  79481. angularSensibility: number;
  79482. /**
  79483. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  79484. */
  79485. keysUp: number[];
  79486. /**
  79487. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  79488. */
  79489. keysDown: number[];
  79490. /**
  79491. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  79492. */
  79493. keysLeft: number[];
  79494. /**
  79495. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  79496. */
  79497. keysRight: number[];
  79498. /**
  79499. * Event raised when the camera collide with a mesh in the scene.
  79500. */
  79501. onCollide: (collidedMesh: AbstractMesh) => void;
  79502. private _collider;
  79503. private _needMoveForGravity;
  79504. private _oldPosition;
  79505. private _diffPosition;
  79506. private _newPosition;
  79507. /** @hidden */
  79508. _localDirection: Vector3;
  79509. /** @hidden */
  79510. _transformedDirection: Vector3;
  79511. /**
  79512. * Instantiates a Free Camera.
  79513. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  79514. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  79515. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79516. * @param name Define the name of the camera in the scene
  79517. * @param position Define the start position of the camera in the scene
  79518. * @param scene Define the scene the camera belongs to
  79519. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  79520. */
  79521. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  79522. /**
  79523. * Attached controls to the current camera.
  79524. * @param element Defines the element the controls should be listened from
  79525. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79526. */
  79527. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79528. /**
  79529. * Detach the current controls from the camera.
  79530. * The camera will stop reacting to inputs.
  79531. * @param element Defines the element to stop listening the inputs from
  79532. */
  79533. detachControl(element: HTMLElement): void;
  79534. private _collisionMask;
  79535. /**
  79536. * Define a collision mask to limit the list of object the camera can collide with
  79537. */
  79538. collisionMask: number;
  79539. /** @hidden */
  79540. _collideWithWorld(displacement: Vector3): void;
  79541. private _onCollisionPositionChange;
  79542. /** @hidden */
  79543. _checkInputs(): void;
  79544. /** @hidden */
  79545. _decideIfNeedsToMove(): boolean;
  79546. /** @hidden */
  79547. _updatePosition(): void;
  79548. /**
  79549. * Destroy the camera and release the current resources hold by it.
  79550. */
  79551. dispose(): void;
  79552. /**
  79553. * Gets the current object class name.
  79554. * @return the class name
  79555. */
  79556. getClassName(): string;
  79557. }
  79558. }
  79559. declare module BABYLON {
  79560. /**
  79561. * Represents a gamepad control stick position
  79562. */
  79563. export class StickValues {
  79564. /**
  79565. * The x component of the control stick
  79566. */
  79567. x: number;
  79568. /**
  79569. * The y component of the control stick
  79570. */
  79571. y: number;
  79572. /**
  79573. * Initializes the gamepad x and y control stick values
  79574. * @param x The x component of the gamepad control stick value
  79575. * @param y The y component of the gamepad control stick value
  79576. */
  79577. constructor(
  79578. /**
  79579. * The x component of the control stick
  79580. */
  79581. x: number,
  79582. /**
  79583. * The y component of the control stick
  79584. */
  79585. y: number);
  79586. }
  79587. /**
  79588. * An interface which manages callbacks for gamepad button changes
  79589. */
  79590. export interface GamepadButtonChanges {
  79591. /**
  79592. * Called when a gamepad has been changed
  79593. */
  79594. changed: boolean;
  79595. /**
  79596. * Called when a gamepad press event has been triggered
  79597. */
  79598. pressChanged: boolean;
  79599. /**
  79600. * Called when a touch event has been triggered
  79601. */
  79602. touchChanged: boolean;
  79603. /**
  79604. * Called when a value has changed
  79605. */
  79606. valueChanged: boolean;
  79607. }
  79608. /**
  79609. * Represents a gamepad
  79610. */
  79611. export class Gamepad {
  79612. /**
  79613. * The id of the gamepad
  79614. */
  79615. id: string;
  79616. /**
  79617. * The index of the gamepad
  79618. */
  79619. index: number;
  79620. /**
  79621. * The browser gamepad
  79622. */
  79623. browserGamepad: any;
  79624. /**
  79625. * Specifies what type of gamepad this represents
  79626. */
  79627. type: number;
  79628. private _leftStick;
  79629. private _rightStick;
  79630. /** @hidden */
  79631. _isConnected: boolean;
  79632. private _leftStickAxisX;
  79633. private _leftStickAxisY;
  79634. private _rightStickAxisX;
  79635. private _rightStickAxisY;
  79636. /**
  79637. * Triggered when the left control stick has been changed
  79638. */
  79639. private _onleftstickchanged;
  79640. /**
  79641. * Triggered when the right control stick has been changed
  79642. */
  79643. private _onrightstickchanged;
  79644. /**
  79645. * Represents a gamepad controller
  79646. */
  79647. static GAMEPAD: number;
  79648. /**
  79649. * Represents a generic controller
  79650. */
  79651. static GENERIC: number;
  79652. /**
  79653. * Represents an XBox controller
  79654. */
  79655. static XBOX: number;
  79656. /**
  79657. * Represents a pose-enabled controller
  79658. */
  79659. static POSE_ENABLED: number;
  79660. /**
  79661. * Represents an Dual Shock controller
  79662. */
  79663. static DUALSHOCK: number;
  79664. /**
  79665. * Specifies whether the left control stick should be Y-inverted
  79666. */
  79667. protected _invertLeftStickY: boolean;
  79668. /**
  79669. * Specifies if the gamepad has been connected
  79670. */
  79671. readonly isConnected: boolean;
  79672. /**
  79673. * Initializes the gamepad
  79674. * @param id The id of the gamepad
  79675. * @param index The index of the gamepad
  79676. * @param browserGamepad The browser gamepad
  79677. * @param leftStickX The x component of the left joystick
  79678. * @param leftStickY The y component of the left joystick
  79679. * @param rightStickX The x component of the right joystick
  79680. * @param rightStickY The y component of the right joystick
  79681. */
  79682. constructor(
  79683. /**
  79684. * The id of the gamepad
  79685. */
  79686. id: string,
  79687. /**
  79688. * The index of the gamepad
  79689. */
  79690. index: number,
  79691. /**
  79692. * The browser gamepad
  79693. */
  79694. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  79695. /**
  79696. * Callback triggered when the left joystick has changed
  79697. * @param callback
  79698. */
  79699. onleftstickchanged(callback: (values: StickValues) => void): void;
  79700. /**
  79701. * Callback triggered when the right joystick has changed
  79702. * @param callback
  79703. */
  79704. onrightstickchanged(callback: (values: StickValues) => void): void;
  79705. /**
  79706. * Gets the left joystick
  79707. */
  79708. /**
  79709. * Sets the left joystick values
  79710. */
  79711. leftStick: StickValues;
  79712. /**
  79713. * Gets the right joystick
  79714. */
  79715. /**
  79716. * Sets the right joystick value
  79717. */
  79718. rightStick: StickValues;
  79719. /**
  79720. * Updates the gamepad joystick positions
  79721. */
  79722. update(): void;
  79723. /**
  79724. * Disposes the gamepad
  79725. */
  79726. dispose(): void;
  79727. }
  79728. /**
  79729. * Represents a generic gamepad
  79730. */
  79731. export class GenericPad extends Gamepad {
  79732. private _buttons;
  79733. private _onbuttondown;
  79734. private _onbuttonup;
  79735. /**
  79736. * Observable triggered when a button has been pressed
  79737. */
  79738. onButtonDownObservable: Observable<number>;
  79739. /**
  79740. * Observable triggered when a button has been released
  79741. */
  79742. onButtonUpObservable: Observable<number>;
  79743. /**
  79744. * Callback triggered when a button has been pressed
  79745. * @param callback Called when a button has been pressed
  79746. */
  79747. onbuttondown(callback: (buttonPressed: number) => void): void;
  79748. /**
  79749. * Callback triggered when a button has been released
  79750. * @param callback Called when a button has been released
  79751. */
  79752. onbuttonup(callback: (buttonReleased: number) => void): void;
  79753. /**
  79754. * Initializes the generic gamepad
  79755. * @param id The id of the generic gamepad
  79756. * @param index The index of the generic gamepad
  79757. * @param browserGamepad The browser gamepad
  79758. */
  79759. constructor(id: string, index: number, browserGamepad: any);
  79760. private _setButtonValue;
  79761. /**
  79762. * Updates the generic gamepad
  79763. */
  79764. update(): void;
  79765. /**
  79766. * Disposes the generic gamepad
  79767. */
  79768. dispose(): void;
  79769. }
  79770. }
  79771. declare module BABYLON {
  79772. interface Engine {
  79773. /**
  79774. * Creates a raw texture
  79775. * @param data defines the data to store in the texture
  79776. * @param width defines the width of the texture
  79777. * @param height defines the height of the texture
  79778. * @param format defines the format of the data
  79779. * @param generateMipMaps defines if the engine should generate the mip levels
  79780. * @param invertY defines if data must be stored with Y axis inverted
  79781. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  79782. * @param compression defines the compression used (null by default)
  79783. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  79784. * @returns the raw texture inside an InternalTexture
  79785. */
  79786. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  79787. /**
  79788. * Update a raw texture
  79789. * @param texture defines the texture to update
  79790. * @param data defines the data to store in the texture
  79791. * @param format defines the format of the data
  79792. * @param invertY defines if data must be stored with Y axis inverted
  79793. */
  79794. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  79795. /**
  79796. * Update a raw texture
  79797. * @param texture defines the texture to update
  79798. * @param data defines the data to store in the texture
  79799. * @param format defines the format of the data
  79800. * @param invertY defines if data must be stored with Y axis inverted
  79801. * @param compression defines the compression used (null by default)
  79802. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  79803. */
  79804. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  79805. /**
  79806. * Creates a new raw cube texture
  79807. * @param data defines the array of data to use to create each face
  79808. * @param size defines the size of the textures
  79809. * @param format defines the format of the data
  79810. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  79811. * @param generateMipMaps defines if the engine should generate the mip levels
  79812. * @param invertY defines if data must be stored with Y axis inverted
  79813. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  79814. * @param compression defines the compression used (null by default)
  79815. * @returns the cube texture as an InternalTexture
  79816. */
  79817. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  79818. /**
  79819. * Update a raw cube texture
  79820. * @param texture defines the texture to udpdate
  79821. * @param data defines the data to store
  79822. * @param format defines the data format
  79823. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  79824. * @param invertY defines if data must be stored with Y axis inverted
  79825. */
  79826. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  79827. /**
  79828. * Update a raw cube texture
  79829. * @param texture defines the texture to udpdate
  79830. * @param data defines the data to store
  79831. * @param format defines the data format
  79832. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  79833. * @param invertY defines if data must be stored with Y axis inverted
  79834. * @param compression defines the compression used (null by default)
  79835. */
  79836. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  79837. /**
  79838. * Update a raw cube texture
  79839. * @param texture defines the texture to udpdate
  79840. * @param data defines the data to store
  79841. * @param format defines the data format
  79842. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  79843. * @param invertY defines if data must be stored with Y axis inverted
  79844. * @param compression defines the compression used (null by default)
  79845. * @param level defines which level of the texture to update
  79846. */
  79847. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  79848. /**
  79849. * Creates a new raw cube texture from a specified url
  79850. * @param url defines the url where the data is located
  79851. * @param scene defines the current scene
  79852. * @param size defines the size of the textures
  79853. * @param format defines the format of the data
  79854. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  79855. * @param noMipmap defines if the engine should avoid generating the mip levels
  79856. * @param callback defines a callback used to extract texture data from loaded data
  79857. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  79858. * @param onLoad defines a callback called when texture is loaded
  79859. * @param onError defines a callback called if there is an error
  79860. * @returns the cube texture as an InternalTexture
  79861. */
  79862. 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;
  79863. /**
  79864. * Creates a new raw cube texture from a specified url
  79865. * @param url defines the url where the data is located
  79866. * @param scene defines the current scene
  79867. * @param size defines the size of the textures
  79868. * @param format defines the format of the data
  79869. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  79870. * @param noMipmap defines if the engine should avoid generating the mip levels
  79871. * @param callback defines a callback used to extract texture data from loaded data
  79872. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  79873. * @param onLoad defines a callback called when texture is loaded
  79874. * @param onError defines a callback called if there is an error
  79875. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  79876. * @param invertY defines if data must be stored with Y axis inverted
  79877. * @returns the cube texture as an InternalTexture
  79878. */
  79879. 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;
  79880. /**
  79881. * Creates a new raw 3D texture
  79882. * @param data defines the data used to create the texture
  79883. * @param width defines the width of the texture
  79884. * @param height defines the height of the texture
  79885. * @param depth defines the depth of the texture
  79886. * @param format defines the format of the texture
  79887. * @param generateMipMaps defines if the engine must generate mip levels
  79888. * @param invertY defines if data must be stored with Y axis inverted
  79889. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  79890. * @param compression defines the compressed used (can be null)
  79891. * @param textureType defines the compressed used (can be null)
  79892. * @returns a new raw 3D texture (stored in an InternalTexture)
  79893. */
  79894. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  79895. /**
  79896. * Update a raw 3D texture
  79897. * @param texture defines the texture to update
  79898. * @param data defines the data to store
  79899. * @param format defines the data format
  79900. * @param invertY defines if data must be stored with Y axis inverted
  79901. */
  79902. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  79903. /**
  79904. * Update a raw 3D texture
  79905. * @param texture defines the texture to update
  79906. * @param data defines the data to store
  79907. * @param format defines the data format
  79908. * @param invertY defines if data must be stored with Y axis inverted
  79909. * @param compression defines the used compression (can be null)
  79910. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  79911. */
  79912. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  79913. }
  79914. }
  79915. declare module BABYLON {
  79916. /**
  79917. * Raw texture can help creating a texture directly from an array of data.
  79918. * This can be super useful if you either get the data from an uncompressed source or
  79919. * if you wish to create your texture pixel by pixel.
  79920. */
  79921. export class RawTexture extends Texture {
  79922. /**
  79923. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  79924. */
  79925. format: number;
  79926. private _engine;
  79927. /**
  79928. * Instantiates a new RawTexture.
  79929. * Raw texture can help creating a texture directly from an array of data.
  79930. * This can be super useful if you either get the data from an uncompressed source or
  79931. * if you wish to create your texture pixel by pixel.
  79932. * @param data define the array of data to use to create the texture
  79933. * @param width define the width of the texture
  79934. * @param height define the height of the texture
  79935. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  79936. * @param scene define the scene the texture belongs to
  79937. * @param generateMipMaps define whether mip maps should be generated or not
  79938. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  79939. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  79940. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  79941. */
  79942. constructor(data: ArrayBufferView, width: number, height: number,
  79943. /**
  79944. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  79945. */
  79946. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  79947. /**
  79948. * Updates the texture underlying data.
  79949. * @param data Define the new data of the texture
  79950. */
  79951. update(data: ArrayBufferView): void;
  79952. /**
  79953. * Creates a luminance texture from some data.
  79954. * @param data Define the texture data
  79955. * @param width Define the width of the texture
  79956. * @param height Define the height of the texture
  79957. * @param scene Define the scene the texture belongs to
  79958. * @param generateMipMaps Define whether or not to create mip maps for the texture
  79959. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  79960. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  79961. * @returns the luminance texture
  79962. */
  79963. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  79964. /**
  79965. * Creates a luminance alpha texture from some data.
  79966. * @param data Define the texture data
  79967. * @param width Define the width of the texture
  79968. * @param height Define the height of the texture
  79969. * @param scene Define the scene the texture belongs to
  79970. * @param generateMipMaps Define whether or not to create mip maps for the texture
  79971. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  79972. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  79973. * @returns the luminance alpha texture
  79974. */
  79975. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  79976. /**
  79977. * Creates an alpha texture from some data.
  79978. * @param data Define the texture data
  79979. * @param width Define the width of the texture
  79980. * @param height Define the height of the texture
  79981. * @param scene Define the scene the texture belongs to
  79982. * @param generateMipMaps Define whether or not to create mip maps for the texture
  79983. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  79984. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  79985. * @returns the alpha texture
  79986. */
  79987. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  79988. /**
  79989. * Creates a RGB texture from some data.
  79990. * @param data Define the texture data
  79991. * @param width Define the width of the texture
  79992. * @param height Define the height of the texture
  79993. * @param scene Define the scene the texture belongs to
  79994. * @param generateMipMaps Define whether or not to create mip maps for the texture
  79995. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  79996. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  79997. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  79998. * @returns the RGB alpha texture
  79999. */
  80000. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80001. /**
  80002. * Creates a RGBA texture from some data.
  80003. * @param data Define the texture data
  80004. * @param width Define the width of the texture
  80005. * @param height Define the height of the texture
  80006. * @param scene Define the scene the texture belongs to
  80007. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80008. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80009. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80010. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80011. * @returns the RGBA texture
  80012. */
  80013. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80014. /**
  80015. * Creates a R texture from some data.
  80016. * @param data Define the texture data
  80017. * @param width Define the width of the texture
  80018. * @param height Define the height of the texture
  80019. * @param scene Define the scene the texture belongs to
  80020. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80021. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80022. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80023. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80024. * @returns the R texture
  80025. */
  80026. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80027. }
  80028. }
  80029. declare module BABYLON {
  80030. /**
  80031. * Interface for the size containing width and height
  80032. */
  80033. export interface ISize {
  80034. /**
  80035. * Width
  80036. */
  80037. width: number;
  80038. /**
  80039. * Heighht
  80040. */
  80041. height: number;
  80042. }
  80043. /**
  80044. * Size containing widht and height
  80045. */
  80046. export class Size implements ISize {
  80047. /**
  80048. * Width
  80049. */
  80050. width: number;
  80051. /**
  80052. * Height
  80053. */
  80054. height: number;
  80055. /**
  80056. * Creates a Size object from the given width and height (floats).
  80057. * @param width width of the new size
  80058. * @param height height of the new size
  80059. */
  80060. constructor(width: number, height: number);
  80061. /**
  80062. * Returns a string with the Size width and height
  80063. * @returns a string with the Size width and height
  80064. */
  80065. toString(): string;
  80066. /**
  80067. * "Size"
  80068. * @returns the string "Size"
  80069. */
  80070. getClassName(): string;
  80071. /**
  80072. * Returns the Size hash code.
  80073. * @returns a hash code for a unique width and height
  80074. */
  80075. getHashCode(): number;
  80076. /**
  80077. * Updates the current size from the given one.
  80078. * @param src the given size
  80079. */
  80080. copyFrom(src: Size): void;
  80081. /**
  80082. * Updates in place the current Size from the given floats.
  80083. * @param width width of the new size
  80084. * @param height height of the new size
  80085. * @returns the updated Size.
  80086. */
  80087. copyFromFloats(width: number, height: number): Size;
  80088. /**
  80089. * Updates in place the current Size from the given floats.
  80090. * @param width width to set
  80091. * @param height height to set
  80092. * @returns the updated Size.
  80093. */
  80094. set(width: number, height: number): Size;
  80095. /**
  80096. * Multiplies the width and height by numbers
  80097. * @param w factor to multiple the width by
  80098. * @param h factor to multiple the height by
  80099. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  80100. */
  80101. multiplyByFloats(w: number, h: number): Size;
  80102. /**
  80103. * Clones the size
  80104. * @returns a new Size copied from the given one.
  80105. */
  80106. clone(): Size;
  80107. /**
  80108. * True if the current Size and the given one width and height are strictly equal.
  80109. * @param other the other size to compare against
  80110. * @returns True if the current Size and the given one width and height are strictly equal.
  80111. */
  80112. equals(other: Size): boolean;
  80113. /**
  80114. * The surface of the Size : width * height (float).
  80115. */
  80116. readonly surface: number;
  80117. /**
  80118. * Create a new size of zero
  80119. * @returns a new Size set to (0.0, 0.0)
  80120. */
  80121. static Zero(): Size;
  80122. /**
  80123. * Sums the width and height of two sizes
  80124. * @param otherSize size to add to this size
  80125. * @returns a new Size set as the addition result of the current Size and the given one.
  80126. */
  80127. add(otherSize: Size): Size;
  80128. /**
  80129. * Subtracts the width and height of two
  80130. * @param otherSize size to subtract to this size
  80131. * @returns a new Size set as the subtraction result of the given one from the current Size.
  80132. */
  80133. subtract(otherSize: Size): Size;
  80134. /**
  80135. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  80136. * @param start starting size to lerp between
  80137. * @param end end size to lerp between
  80138. * @param amount amount to lerp between the start and end values
  80139. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  80140. */
  80141. static Lerp(start: Size, end: Size, amount: number): Size;
  80142. }
  80143. }
  80144. declare module BABYLON {
  80145. /**
  80146. * Defines a runtime animation
  80147. */
  80148. export class RuntimeAnimation {
  80149. private _events;
  80150. /**
  80151. * The current frame of the runtime animation
  80152. */
  80153. private _currentFrame;
  80154. /**
  80155. * The animation used by the runtime animation
  80156. */
  80157. private _animation;
  80158. /**
  80159. * The target of the runtime animation
  80160. */
  80161. private _target;
  80162. /**
  80163. * The initiating animatable
  80164. */
  80165. private _host;
  80166. /**
  80167. * The original value of the runtime animation
  80168. */
  80169. private _originalValue;
  80170. /**
  80171. * The original blend value of the runtime animation
  80172. */
  80173. private _originalBlendValue;
  80174. /**
  80175. * The offsets cache of the runtime animation
  80176. */
  80177. private _offsetsCache;
  80178. /**
  80179. * The high limits cache of the runtime animation
  80180. */
  80181. private _highLimitsCache;
  80182. /**
  80183. * Specifies if the runtime animation has been stopped
  80184. */
  80185. private _stopped;
  80186. /**
  80187. * The blending factor of the runtime animation
  80188. */
  80189. private _blendingFactor;
  80190. /**
  80191. * The BabylonJS scene
  80192. */
  80193. private _scene;
  80194. /**
  80195. * The current value of the runtime animation
  80196. */
  80197. private _currentValue;
  80198. /** @hidden */
  80199. _animationState: _IAnimationState;
  80200. /**
  80201. * The active target of the runtime animation
  80202. */
  80203. private _activeTargets;
  80204. private _currentActiveTarget;
  80205. private _directTarget;
  80206. /**
  80207. * The target path of the runtime animation
  80208. */
  80209. private _targetPath;
  80210. /**
  80211. * The weight of the runtime animation
  80212. */
  80213. private _weight;
  80214. /**
  80215. * The ratio offset of the runtime animation
  80216. */
  80217. private _ratioOffset;
  80218. /**
  80219. * The previous delay of the runtime animation
  80220. */
  80221. private _previousDelay;
  80222. /**
  80223. * The previous ratio of the runtime animation
  80224. */
  80225. private _previousRatio;
  80226. private _enableBlending;
  80227. private _keys;
  80228. private _minFrame;
  80229. private _maxFrame;
  80230. private _minValue;
  80231. private _maxValue;
  80232. private _targetIsArray;
  80233. /**
  80234. * Gets the current frame of the runtime animation
  80235. */
  80236. readonly currentFrame: number;
  80237. /**
  80238. * Gets the weight of the runtime animation
  80239. */
  80240. readonly weight: number;
  80241. /**
  80242. * Gets the current value of the runtime animation
  80243. */
  80244. readonly currentValue: any;
  80245. /**
  80246. * Gets the target path of the runtime animation
  80247. */
  80248. readonly targetPath: string;
  80249. /**
  80250. * Gets the actual target of the runtime animation
  80251. */
  80252. readonly target: any;
  80253. /** @hidden */
  80254. _onLoop: () => void;
  80255. /**
  80256. * Create a new RuntimeAnimation object
  80257. * @param target defines the target of the animation
  80258. * @param animation defines the source animation object
  80259. * @param scene defines the hosting scene
  80260. * @param host defines the initiating Animatable
  80261. */
  80262. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  80263. private _preparePath;
  80264. /**
  80265. * Gets the animation from the runtime animation
  80266. */
  80267. readonly animation: Animation;
  80268. /**
  80269. * Resets the runtime animation to the beginning
  80270. * @param restoreOriginal defines whether to restore the target property to the original value
  80271. */
  80272. reset(restoreOriginal?: boolean): void;
  80273. /**
  80274. * Specifies if the runtime animation is stopped
  80275. * @returns Boolean specifying if the runtime animation is stopped
  80276. */
  80277. isStopped(): boolean;
  80278. /**
  80279. * Disposes of the runtime animation
  80280. */
  80281. dispose(): void;
  80282. /**
  80283. * Apply the interpolated value to the target
  80284. * @param currentValue defines the value computed by the animation
  80285. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  80286. */
  80287. setValue(currentValue: any, weight: number): void;
  80288. private _getOriginalValues;
  80289. private _setValue;
  80290. /**
  80291. * Gets the loop pmode of the runtime animation
  80292. * @returns Loop Mode
  80293. */
  80294. private _getCorrectLoopMode;
  80295. /**
  80296. * Move the current animation to a given frame
  80297. * @param frame defines the frame to move to
  80298. */
  80299. goToFrame(frame: number): void;
  80300. /**
  80301. * @hidden Internal use only
  80302. */
  80303. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  80304. /**
  80305. * Execute the current animation
  80306. * @param delay defines the delay to add to the current frame
  80307. * @param from defines the lower bound of the animation range
  80308. * @param to defines the upper bound of the animation range
  80309. * @param loop defines if the current animation must loop
  80310. * @param speedRatio defines the current speed ratio
  80311. * @param weight defines the weight of the animation (default is -1 so no weight)
  80312. * @param onLoop optional callback called when animation loops
  80313. * @returns a boolean indicating if the animation is running
  80314. */
  80315. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  80316. }
  80317. }
  80318. declare module BABYLON {
  80319. /**
  80320. * Class used to store an actual running animation
  80321. */
  80322. export class Animatable {
  80323. /** defines the target object */
  80324. target: any;
  80325. /** defines the starting frame number (default is 0) */
  80326. fromFrame: number;
  80327. /** defines the ending frame number (default is 100) */
  80328. toFrame: number;
  80329. /** defines if the animation must loop (default is false) */
  80330. loopAnimation: boolean;
  80331. /** defines a callback to call when animation ends if it is not looping */
  80332. onAnimationEnd?: (() => void) | null | undefined;
  80333. /** defines a callback to call when animation loops */
  80334. onAnimationLoop?: (() => void) | null | undefined;
  80335. private _localDelayOffset;
  80336. private _pausedDelay;
  80337. private _runtimeAnimations;
  80338. private _paused;
  80339. private _scene;
  80340. private _speedRatio;
  80341. private _weight;
  80342. private _syncRoot;
  80343. /**
  80344. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  80345. * This will only apply for non looping animation (default is true)
  80346. */
  80347. disposeOnEnd: boolean;
  80348. /**
  80349. * Gets a boolean indicating if the animation has started
  80350. */
  80351. animationStarted: boolean;
  80352. /**
  80353. * Observer raised when the animation ends
  80354. */
  80355. onAnimationEndObservable: Observable<Animatable>;
  80356. /**
  80357. * Observer raised when the animation loops
  80358. */
  80359. onAnimationLoopObservable: Observable<Animatable>;
  80360. /**
  80361. * Gets the root Animatable used to synchronize and normalize animations
  80362. */
  80363. readonly syncRoot: Nullable<Animatable>;
  80364. /**
  80365. * Gets the current frame of the first RuntimeAnimation
  80366. * Used to synchronize Animatables
  80367. */
  80368. readonly masterFrame: number;
  80369. /**
  80370. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  80371. */
  80372. weight: number;
  80373. /**
  80374. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  80375. */
  80376. speedRatio: number;
  80377. /**
  80378. * Creates a new Animatable
  80379. * @param scene defines the hosting scene
  80380. * @param target defines the target object
  80381. * @param fromFrame defines the starting frame number (default is 0)
  80382. * @param toFrame defines the ending frame number (default is 100)
  80383. * @param loopAnimation defines if the animation must loop (default is false)
  80384. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  80385. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  80386. * @param animations defines a group of animation to add to the new Animatable
  80387. * @param onAnimationLoop defines a callback to call when animation loops
  80388. */
  80389. constructor(scene: Scene,
  80390. /** defines the target object */
  80391. target: any,
  80392. /** defines the starting frame number (default is 0) */
  80393. fromFrame?: number,
  80394. /** defines the ending frame number (default is 100) */
  80395. toFrame?: number,
  80396. /** defines if the animation must loop (default is false) */
  80397. loopAnimation?: boolean, speedRatio?: number,
  80398. /** defines a callback to call when animation ends if it is not looping */
  80399. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  80400. /** defines a callback to call when animation loops */
  80401. onAnimationLoop?: (() => void) | null | undefined);
  80402. /**
  80403. * Synchronize and normalize current Animatable with a source Animatable
  80404. * This is useful when using animation weights and when animations are not of the same length
  80405. * @param root defines the root Animatable to synchronize with
  80406. * @returns the current Animatable
  80407. */
  80408. syncWith(root: Animatable): Animatable;
  80409. /**
  80410. * Gets the list of runtime animations
  80411. * @returns an array of RuntimeAnimation
  80412. */
  80413. getAnimations(): RuntimeAnimation[];
  80414. /**
  80415. * Adds more animations to the current animatable
  80416. * @param target defines the target of the animations
  80417. * @param animations defines the new animations to add
  80418. */
  80419. appendAnimations(target: any, animations: Animation[]): void;
  80420. /**
  80421. * Gets the source animation for a specific property
  80422. * @param property defines the propertyu to look for
  80423. * @returns null or the source animation for the given property
  80424. */
  80425. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  80426. /**
  80427. * Gets the runtime animation for a specific property
  80428. * @param property defines the propertyu to look for
  80429. * @returns null or the runtime animation for the given property
  80430. */
  80431. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  80432. /**
  80433. * Resets the animatable to its original state
  80434. */
  80435. reset(): void;
  80436. /**
  80437. * Allows the animatable to blend with current running animations
  80438. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80439. * @param blendingSpeed defines the blending speed to use
  80440. */
  80441. enableBlending(blendingSpeed: number): void;
  80442. /**
  80443. * Disable animation blending
  80444. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80445. */
  80446. disableBlending(): void;
  80447. /**
  80448. * Jump directly to a given frame
  80449. * @param frame defines the frame to jump to
  80450. */
  80451. goToFrame(frame: number): void;
  80452. /**
  80453. * Pause the animation
  80454. */
  80455. pause(): void;
  80456. /**
  80457. * Restart the animation
  80458. */
  80459. restart(): void;
  80460. private _raiseOnAnimationEnd;
  80461. /**
  80462. * Stop and delete the current animation
  80463. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  80464. * @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)
  80465. */
  80466. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  80467. /**
  80468. * Wait asynchronously for the animation to end
  80469. * @returns a promise which will be fullfilled when the animation ends
  80470. */
  80471. waitAsync(): Promise<Animatable>;
  80472. /** @hidden */
  80473. _animate(delay: number): boolean;
  80474. }
  80475. interface Scene {
  80476. /** @hidden */
  80477. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  80478. /** @hidden */
  80479. _processLateAnimationBindingsForMatrices(holder: {
  80480. totalWeight: number;
  80481. animations: RuntimeAnimation[];
  80482. originalValue: Matrix;
  80483. }): any;
  80484. /** @hidden */
  80485. _processLateAnimationBindingsForQuaternions(holder: {
  80486. totalWeight: number;
  80487. animations: RuntimeAnimation[];
  80488. originalValue: Quaternion;
  80489. }, refQuaternion: Quaternion): Quaternion;
  80490. /** @hidden */
  80491. _processLateAnimationBindings(): void;
  80492. /**
  80493. * Will start the animation sequence of a given target
  80494. * @param target defines the target
  80495. * @param from defines from which frame should animation start
  80496. * @param to defines until which frame should animation run.
  80497. * @param weight defines the weight to apply to the animation (1.0 by default)
  80498. * @param loop defines if the animation loops
  80499. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80500. * @param onAnimationEnd defines the function to be executed when the animation ends
  80501. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80502. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  80503. * @param onAnimationLoop defines the callback to call when an animation loops
  80504. * @returns the animatable object created for this animation
  80505. */
  80506. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  80507. /**
  80508. * Will start the animation sequence of a given target
  80509. * @param target defines the target
  80510. * @param from defines from which frame should animation start
  80511. * @param to defines until which frame should animation run.
  80512. * @param loop defines if the animation loops
  80513. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80514. * @param onAnimationEnd defines the function to be executed when the animation ends
  80515. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80516. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  80517. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  80518. * @param onAnimationLoop defines the callback to call when an animation loops
  80519. * @returns the animatable object created for this animation
  80520. */
  80521. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  80522. /**
  80523. * Will start the animation sequence of a given target and its hierarchy
  80524. * @param target defines the target
  80525. * @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.
  80526. * @param from defines from which frame should animation start
  80527. * @param to defines until which frame should animation run.
  80528. * @param loop defines if the animation loops
  80529. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80530. * @param onAnimationEnd defines the function to be executed when the animation ends
  80531. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80532. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  80533. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  80534. * @param onAnimationLoop defines the callback to call when an animation loops
  80535. * @returns the list of created animatables
  80536. */
  80537. 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[];
  80538. /**
  80539. * Begin a new animation on a given node
  80540. * @param target defines the target where the animation will take place
  80541. * @param animations defines the list of animations to start
  80542. * @param from defines the initial value
  80543. * @param to defines the final value
  80544. * @param loop defines if you want animation to loop (off by default)
  80545. * @param speedRatio defines the speed ratio to apply to all animations
  80546. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  80547. * @param onAnimationLoop defines the callback to call when an animation loops
  80548. * @returns the list of created animatables
  80549. */
  80550. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  80551. /**
  80552. * Begin a new animation on a given node and its hierarchy
  80553. * @param target defines the root node where the animation will take place
  80554. * @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.
  80555. * @param animations defines the list of animations to start
  80556. * @param from defines the initial value
  80557. * @param to defines the final value
  80558. * @param loop defines if you want animation to loop (off by default)
  80559. * @param speedRatio defines the speed ratio to apply to all animations
  80560. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  80561. * @param onAnimationLoop defines the callback to call when an animation loops
  80562. * @returns the list of animatables created for all nodes
  80563. */
  80564. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  80565. /**
  80566. * Gets the animatable associated with a specific target
  80567. * @param target defines the target of the animatable
  80568. * @returns the required animatable if found
  80569. */
  80570. getAnimatableByTarget(target: any): Nullable<Animatable>;
  80571. /**
  80572. * Gets all animatables associated with a given target
  80573. * @param target defines the target to look animatables for
  80574. * @returns an array of Animatables
  80575. */
  80576. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  80577. /**
  80578. * Stops and removes all animations that have been applied to the scene
  80579. */
  80580. stopAllAnimations(): void;
  80581. /**
  80582. * Gets the current delta time used by animation engine
  80583. */
  80584. deltaTime: number;
  80585. }
  80586. interface Bone {
  80587. /**
  80588. * Copy an animation range from another bone
  80589. * @param source defines the source bone
  80590. * @param rangeName defines the range name to copy
  80591. * @param frameOffset defines the frame offset
  80592. * @param rescaleAsRequired defines if rescaling must be applied if required
  80593. * @param skelDimensionsRatio defines the scaling ratio
  80594. * @returns true if operation was successful
  80595. */
  80596. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  80597. }
  80598. }
  80599. declare module BABYLON {
  80600. /**
  80601. * Class used to override all child animations of a given target
  80602. */
  80603. export class AnimationPropertiesOverride {
  80604. /**
  80605. * Gets or sets a value indicating if animation blending must be used
  80606. */
  80607. enableBlending: boolean;
  80608. /**
  80609. * Gets or sets the blending speed to use when enableBlending is true
  80610. */
  80611. blendingSpeed: number;
  80612. /**
  80613. * Gets or sets the default loop mode to use
  80614. */
  80615. loopMode: number;
  80616. }
  80617. }
  80618. declare module BABYLON {
  80619. /**
  80620. * Class used to handle skinning animations
  80621. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  80622. */
  80623. export class Skeleton implements IAnimatable {
  80624. /** defines the skeleton name */
  80625. name: string;
  80626. /** defines the skeleton Id */
  80627. id: string;
  80628. /**
  80629. * Defines the list of child bones
  80630. */
  80631. bones: Bone[];
  80632. /**
  80633. * Defines an estimate of the dimension of the skeleton at rest
  80634. */
  80635. dimensionsAtRest: Vector3;
  80636. /**
  80637. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  80638. */
  80639. needInitialSkinMatrix: boolean;
  80640. /**
  80641. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  80642. */
  80643. overrideMesh: Nullable<AbstractMesh>;
  80644. /**
  80645. * Gets the list of animations attached to this skeleton
  80646. */
  80647. animations: Array<Animation>;
  80648. private _scene;
  80649. private _isDirty;
  80650. private _transformMatrices;
  80651. private _transformMatrixTexture;
  80652. private _meshesWithPoseMatrix;
  80653. private _animatables;
  80654. private _identity;
  80655. private _synchronizedWithMesh;
  80656. private _ranges;
  80657. private _lastAbsoluteTransformsUpdateId;
  80658. private _canUseTextureForBones;
  80659. private _uniqueId;
  80660. /** @hidden */
  80661. _numBonesWithLinkedTransformNode: number;
  80662. /** @hidden */
  80663. _hasWaitingData: Nullable<boolean>;
  80664. /**
  80665. * Specifies if the skeleton should be serialized
  80666. */
  80667. doNotSerialize: boolean;
  80668. private _useTextureToStoreBoneMatrices;
  80669. /**
  80670. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  80671. * Please note that this option is not available if the hardware does not support it
  80672. */
  80673. useTextureToStoreBoneMatrices: boolean;
  80674. private _animationPropertiesOverride;
  80675. /**
  80676. * Gets or sets the animation properties override
  80677. */
  80678. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  80679. /**
  80680. * List of inspectable custom properties (used by the Inspector)
  80681. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80682. */
  80683. inspectableCustomProperties: IInspectable[];
  80684. /**
  80685. * An observable triggered before computing the skeleton's matrices
  80686. */
  80687. onBeforeComputeObservable: Observable<Skeleton>;
  80688. /**
  80689. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  80690. */
  80691. readonly isUsingTextureForMatrices: boolean;
  80692. /**
  80693. * Gets the unique ID of this skeleton
  80694. */
  80695. readonly uniqueId: number;
  80696. /**
  80697. * Creates a new skeleton
  80698. * @param name defines the skeleton name
  80699. * @param id defines the skeleton Id
  80700. * @param scene defines the hosting scene
  80701. */
  80702. constructor(
  80703. /** defines the skeleton name */
  80704. name: string,
  80705. /** defines the skeleton Id */
  80706. id: string, scene: Scene);
  80707. /**
  80708. * Gets the current object class name.
  80709. * @return the class name
  80710. */
  80711. getClassName(): string;
  80712. /**
  80713. * Returns an array containing the root bones
  80714. * @returns an array containing the root bones
  80715. */
  80716. getChildren(): Array<Bone>;
  80717. /**
  80718. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  80719. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  80720. * @returns a Float32Array containing matrices data
  80721. */
  80722. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  80723. /**
  80724. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  80725. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  80726. * @returns a raw texture containing the data
  80727. */
  80728. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  80729. /**
  80730. * Gets the current hosting scene
  80731. * @returns a scene object
  80732. */
  80733. getScene(): Scene;
  80734. /**
  80735. * Gets a string representing the current skeleton data
  80736. * @param fullDetails defines a boolean indicating if we want a verbose version
  80737. * @returns a string representing the current skeleton data
  80738. */
  80739. toString(fullDetails?: boolean): string;
  80740. /**
  80741. * Get bone's index searching by name
  80742. * @param name defines bone's name to search for
  80743. * @return the indice of the bone. Returns -1 if not found
  80744. */
  80745. getBoneIndexByName(name: string): number;
  80746. /**
  80747. * Creater a new animation range
  80748. * @param name defines the name of the range
  80749. * @param from defines the start key
  80750. * @param to defines the end key
  80751. */
  80752. createAnimationRange(name: string, from: number, to: number): void;
  80753. /**
  80754. * Delete a specific animation range
  80755. * @param name defines the name of the range
  80756. * @param deleteFrames defines if frames must be removed as well
  80757. */
  80758. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  80759. /**
  80760. * Gets a specific animation range
  80761. * @param name defines the name of the range to look for
  80762. * @returns the requested animation range or null if not found
  80763. */
  80764. getAnimationRange(name: string): Nullable<AnimationRange>;
  80765. /**
  80766. * Gets the list of all animation ranges defined on this skeleton
  80767. * @returns an array
  80768. */
  80769. getAnimationRanges(): Nullable<AnimationRange>[];
  80770. /**
  80771. * Copy animation range from a source skeleton.
  80772. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  80773. * @param source defines the source skeleton
  80774. * @param name defines the name of the range to copy
  80775. * @param rescaleAsRequired defines if rescaling must be applied if required
  80776. * @returns true if operation was successful
  80777. */
  80778. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  80779. /**
  80780. * Forces the skeleton to go to rest pose
  80781. */
  80782. returnToRest(): void;
  80783. private _getHighestAnimationFrame;
  80784. /**
  80785. * Begin a specific animation range
  80786. * @param name defines the name of the range to start
  80787. * @param loop defines if looping must be turned on (false by default)
  80788. * @param speedRatio defines the speed ratio to apply (1 by default)
  80789. * @param onAnimationEnd defines a callback which will be called when animation will end
  80790. * @returns a new animatable
  80791. */
  80792. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  80793. /** @hidden */
  80794. _markAsDirty(): void;
  80795. /** @hidden */
  80796. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  80797. /** @hidden */
  80798. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  80799. private _computeTransformMatrices;
  80800. /**
  80801. * Build all resources required to render a skeleton
  80802. */
  80803. prepare(): void;
  80804. /**
  80805. * Gets the list of animatables currently running for this skeleton
  80806. * @returns an array of animatables
  80807. */
  80808. getAnimatables(): IAnimatable[];
  80809. /**
  80810. * Clone the current skeleton
  80811. * @param name defines the name of the new skeleton
  80812. * @param id defines the id of the new skeleton
  80813. * @returns the new skeleton
  80814. */
  80815. clone(name: string, id: string): Skeleton;
  80816. /**
  80817. * Enable animation blending for this skeleton
  80818. * @param blendingSpeed defines the blending speed to apply
  80819. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80820. */
  80821. enableBlending(blendingSpeed?: number): void;
  80822. /**
  80823. * Releases all resources associated with the current skeleton
  80824. */
  80825. dispose(): void;
  80826. /**
  80827. * Serialize the skeleton in a JSON object
  80828. * @returns a JSON object
  80829. */
  80830. serialize(): any;
  80831. /**
  80832. * Creates a new skeleton from serialized data
  80833. * @param parsedSkeleton defines the serialized data
  80834. * @param scene defines the hosting scene
  80835. * @returns a new skeleton
  80836. */
  80837. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  80838. /**
  80839. * Compute all node absolute transforms
  80840. * @param forceUpdate defines if computation must be done even if cache is up to date
  80841. */
  80842. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  80843. /**
  80844. * Gets the root pose matrix
  80845. * @returns a matrix
  80846. */
  80847. getPoseMatrix(): Nullable<Matrix>;
  80848. /**
  80849. * Sorts bones per internal index
  80850. */
  80851. sortBones(): void;
  80852. private _sortBones;
  80853. }
  80854. }
  80855. declare module BABYLON {
  80856. /**
  80857. * Class used to store bone information
  80858. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  80859. */
  80860. export class Bone extends Node {
  80861. /**
  80862. * defines the bone name
  80863. */
  80864. name: string;
  80865. private static _tmpVecs;
  80866. private static _tmpQuat;
  80867. private static _tmpMats;
  80868. /**
  80869. * Gets the list of child bones
  80870. */
  80871. children: Bone[];
  80872. /** Gets the animations associated with this bone */
  80873. animations: Animation[];
  80874. /**
  80875. * Gets or sets bone length
  80876. */
  80877. length: number;
  80878. /**
  80879. * @hidden Internal only
  80880. * Set this value to map this bone to a different index in the transform matrices
  80881. * Set this value to -1 to exclude the bone from the transform matrices
  80882. */
  80883. _index: Nullable<number>;
  80884. private _skeleton;
  80885. private _localMatrix;
  80886. private _restPose;
  80887. private _baseMatrix;
  80888. private _absoluteTransform;
  80889. private _invertedAbsoluteTransform;
  80890. private _parent;
  80891. private _scalingDeterminant;
  80892. private _worldTransform;
  80893. private _localScaling;
  80894. private _localRotation;
  80895. private _localPosition;
  80896. private _needToDecompose;
  80897. private _needToCompose;
  80898. /** @hidden */
  80899. _linkedTransformNode: Nullable<TransformNode>;
  80900. /** @hidden */
  80901. _waitingTransformNodeId: Nullable<string>;
  80902. /** @hidden */
  80903. /** @hidden */
  80904. _matrix: Matrix;
  80905. /**
  80906. * Create a new bone
  80907. * @param name defines the bone name
  80908. * @param skeleton defines the parent skeleton
  80909. * @param parentBone defines the parent (can be null if the bone is the root)
  80910. * @param localMatrix defines the local matrix
  80911. * @param restPose defines the rest pose matrix
  80912. * @param baseMatrix defines the base matrix
  80913. * @param index defines index of the bone in the hiearchy
  80914. */
  80915. constructor(
  80916. /**
  80917. * defines the bone name
  80918. */
  80919. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  80920. /**
  80921. * Gets the current object class name.
  80922. * @return the class name
  80923. */
  80924. getClassName(): string;
  80925. /**
  80926. * Gets the parent skeleton
  80927. * @returns a skeleton
  80928. */
  80929. getSkeleton(): Skeleton;
  80930. /**
  80931. * Gets parent bone
  80932. * @returns a bone or null if the bone is the root of the bone hierarchy
  80933. */
  80934. getParent(): Nullable<Bone>;
  80935. /**
  80936. * Returns an array containing the root bones
  80937. * @returns an array containing the root bones
  80938. */
  80939. getChildren(): Array<Bone>;
  80940. /**
  80941. * Sets the parent bone
  80942. * @param parent defines the parent (can be null if the bone is the root)
  80943. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  80944. */
  80945. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  80946. /**
  80947. * Gets the local matrix
  80948. * @returns a matrix
  80949. */
  80950. getLocalMatrix(): Matrix;
  80951. /**
  80952. * Gets the base matrix (initial matrix which remains unchanged)
  80953. * @returns a matrix
  80954. */
  80955. getBaseMatrix(): Matrix;
  80956. /**
  80957. * Gets the rest pose matrix
  80958. * @returns a matrix
  80959. */
  80960. getRestPose(): Matrix;
  80961. /**
  80962. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  80963. */
  80964. getWorldMatrix(): Matrix;
  80965. /**
  80966. * Sets the local matrix to rest pose matrix
  80967. */
  80968. returnToRest(): void;
  80969. /**
  80970. * Gets the inverse of the absolute transform matrix.
  80971. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  80972. * @returns a matrix
  80973. */
  80974. getInvertedAbsoluteTransform(): Matrix;
  80975. /**
  80976. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  80977. * @returns a matrix
  80978. */
  80979. getAbsoluteTransform(): Matrix;
  80980. /**
  80981. * Links with the given transform node.
  80982. * The local matrix of this bone is copied from the transform node every frame.
  80983. * @param transformNode defines the transform node to link to
  80984. */
  80985. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  80986. /**
  80987. * Gets the node used to drive the bone's transformation
  80988. * @returns a transform node or null
  80989. */
  80990. getTransformNode(): Nullable<TransformNode>;
  80991. /** Gets or sets current position (in local space) */
  80992. position: Vector3;
  80993. /** Gets or sets current rotation (in local space) */
  80994. rotation: Vector3;
  80995. /** Gets or sets current rotation quaternion (in local space) */
  80996. rotationQuaternion: Quaternion;
  80997. /** Gets or sets current scaling (in local space) */
  80998. scaling: Vector3;
  80999. /**
  81000. * Gets the animation properties override
  81001. */
  81002. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81003. private _decompose;
  81004. private _compose;
  81005. /**
  81006. * Update the base and local matrices
  81007. * @param matrix defines the new base or local matrix
  81008. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81009. * @param updateLocalMatrix defines if the local matrix should be updated
  81010. */
  81011. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  81012. /** @hidden */
  81013. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  81014. /**
  81015. * Flag the bone as dirty (Forcing it to update everything)
  81016. */
  81017. markAsDirty(): void;
  81018. /** @hidden */
  81019. _markAsDirtyAndCompose(): void;
  81020. private _markAsDirtyAndDecompose;
  81021. /**
  81022. * Translate the bone in local or world space
  81023. * @param vec The amount to translate the bone
  81024. * @param space The space that the translation is in
  81025. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81026. */
  81027. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81028. /**
  81029. * Set the postion of the bone in local or world space
  81030. * @param position The position to set the bone
  81031. * @param space The space that the position is in
  81032. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81033. */
  81034. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81035. /**
  81036. * Set the absolute position of the bone (world space)
  81037. * @param position The position to set the bone
  81038. * @param mesh The mesh that this bone is attached to
  81039. */
  81040. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  81041. /**
  81042. * Scale the bone on the x, y and z axes (in local space)
  81043. * @param x The amount to scale the bone on the x axis
  81044. * @param y The amount to scale the bone on the y axis
  81045. * @param z The amount to scale the bone on the z axis
  81046. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  81047. */
  81048. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  81049. /**
  81050. * Set the bone scaling in local space
  81051. * @param scale defines the scaling vector
  81052. */
  81053. setScale(scale: Vector3): void;
  81054. /**
  81055. * Gets the current scaling in local space
  81056. * @returns the current scaling vector
  81057. */
  81058. getScale(): Vector3;
  81059. /**
  81060. * Gets the current scaling in local space and stores it in a target vector
  81061. * @param result defines the target vector
  81062. */
  81063. getScaleToRef(result: Vector3): void;
  81064. /**
  81065. * Set the yaw, pitch, and roll of the bone in local or world space
  81066. * @param yaw The rotation of the bone on the y axis
  81067. * @param pitch The rotation of the bone on the x axis
  81068. * @param roll The rotation of the bone on the z axis
  81069. * @param space The space that the axes of rotation are in
  81070. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81071. */
  81072. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  81073. /**
  81074. * Add a rotation to the bone on an axis in local or world space
  81075. * @param axis The axis to rotate the bone on
  81076. * @param amount The amount to rotate the bone
  81077. * @param space The space that the axis is in
  81078. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81079. */
  81080. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  81081. /**
  81082. * Set the rotation of the bone to a particular axis angle in local or world space
  81083. * @param axis The axis to rotate the bone on
  81084. * @param angle The angle that the bone should be rotated to
  81085. * @param space The space that the axis is in
  81086. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81087. */
  81088. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  81089. /**
  81090. * Set the euler rotation of the bone in local of world space
  81091. * @param rotation The euler rotation that the bone should be set to
  81092. * @param space The space that the rotation is in
  81093. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81094. */
  81095. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81096. /**
  81097. * Set the quaternion rotation of the bone in local of world space
  81098. * @param quat The quaternion rotation that the bone should be set to
  81099. * @param space The space that the rotation is in
  81100. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81101. */
  81102. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  81103. /**
  81104. * Set the rotation matrix of the bone in local of world space
  81105. * @param rotMat The rotation matrix that the bone should be set to
  81106. * @param space The space that the rotation is in
  81107. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81108. */
  81109. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  81110. private _rotateWithMatrix;
  81111. private _getNegativeRotationToRef;
  81112. /**
  81113. * Get the position of the bone in local or world space
  81114. * @param space The space that the returned position is in
  81115. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81116. * @returns The position of the bone
  81117. */
  81118. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81119. /**
  81120. * Copy the position of the bone to a vector3 in local or world space
  81121. * @param space The space that the returned position is in
  81122. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81123. * @param result The vector3 to copy the position to
  81124. */
  81125. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  81126. /**
  81127. * Get the absolute position of the bone (world space)
  81128. * @param mesh The mesh that this bone is attached to
  81129. * @returns The absolute position of the bone
  81130. */
  81131. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  81132. /**
  81133. * Copy the absolute position of the bone (world space) to the result param
  81134. * @param mesh The mesh that this bone is attached to
  81135. * @param result The vector3 to copy the absolute position to
  81136. */
  81137. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  81138. /**
  81139. * Compute the absolute transforms of this bone and its children
  81140. */
  81141. computeAbsoluteTransforms(): void;
  81142. /**
  81143. * Get the world direction from an axis that is in the local space of the bone
  81144. * @param localAxis The local direction that is used to compute the world direction
  81145. * @param mesh The mesh that this bone is attached to
  81146. * @returns The world direction
  81147. */
  81148. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81149. /**
  81150. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  81151. * @param localAxis The local direction that is used to compute the world direction
  81152. * @param mesh The mesh that this bone is attached to
  81153. * @param result The vector3 that the world direction will be copied to
  81154. */
  81155. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81156. /**
  81157. * Get the euler rotation of the bone in local or world space
  81158. * @param space The space that the rotation should be in
  81159. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81160. * @returns The euler rotation
  81161. */
  81162. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81163. /**
  81164. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  81165. * @param space The space that the rotation should be in
  81166. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81167. * @param result The vector3 that the rotation should be copied to
  81168. */
  81169. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81170. /**
  81171. * Get the quaternion rotation of the bone in either local or world space
  81172. * @param space The space that the rotation should be in
  81173. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81174. * @returns The quaternion rotation
  81175. */
  81176. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  81177. /**
  81178. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  81179. * @param space The space that the rotation should be in
  81180. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81181. * @param result The quaternion that the rotation should be copied to
  81182. */
  81183. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  81184. /**
  81185. * Get the rotation matrix of the bone in local or world space
  81186. * @param space The space that the rotation should be in
  81187. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81188. * @returns The rotation matrix
  81189. */
  81190. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  81191. /**
  81192. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  81193. * @param space The space that the rotation should be in
  81194. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81195. * @param result The quaternion that the rotation should be copied to
  81196. */
  81197. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  81198. /**
  81199. * Get the world position of a point that is in the local space of the bone
  81200. * @param position The local position
  81201. * @param mesh The mesh that this bone is attached to
  81202. * @returns The world position
  81203. */
  81204. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81205. /**
  81206. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  81207. * @param position The local position
  81208. * @param mesh The mesh that this bone is attached to
  81209. * @param result The vector3 that the world position should be copied to
  81210. */
  81211. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81212. /**
  81213. * Get the local position of a point that is in world space
  81214. * @param position The world position
  81215. * @param mesh The mesh that this bone is attached to
  81216. * @returns The local position
  81217. */
  81218. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81219. /**
  81220. * Get the local position of a point that is in world space and copy it to the result param
  81221. * @param position The world position
  81222. * @param mesh The mesh that this bone is attached to
  81223. * @param result The vector3 that the local position should be copied to
  81224. */
  81225. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81226. }
  81227. }
  81228. declare module BABYLON {
  81229. /**
  81230. * 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.
  81231. * @see https://doc.babylonjs.com/how_to/transformnode
  81232. */
  81233. export class TransformNode extends Node {
  81234. /**
  81235. * Object will not rotate to face the camera
  81236. */
  81237. static BILLBOARDMODE_NONE: number;
  81238. /**
  81239. * Object will rotate to face the camera but only on the x axis
  81240. */
  81241. static BILLBOARDMODE_X: number;
  81242. /**
  81243. * Object will rotate to face the camera but only on the y axis
  81244. */
  81245. static BILLBOARDMODE_Y: number;
  81246. /**
  81247. * Object will rotate to face the camera but only on the z axis
  81248. */
  81249. static BILLBOARDMODE_Z: number;
  81250. /**
  81251. * Object will rotate to face the camera
  81252. */
  81253. static BILLBOARDMODE_ALL: number;
  81254. /**
  81255. * Object will rotate to face the camera's position instead of orientation
  81256. */
  81257. static BILLBOARDMODE_USE_POSITION: number;
  81258. private _forward;
  81259. private _forwardInverted;
  81260. private _up;
  81261. private _right;
  81262. private _rightInverted;
  81263. private _position;
  81264. private _rotation;
  81265. private _rotationQuaternion;
  81266. protected _scaling: Vector3;
  81267. protected _isDirty: boolean;
  81268. private _transformToBoneReferal;
  81269. private _isAbsoluteSynced;
  81270. private _billboardMode;
  81271. /**
  81272. * Gets or sets the billboard mode. Default is 0.
  81273. *
  81274. * | Value | Type | Description |
  81275. * | --- | --- | --- |
  81276. * | 0 | BILLBOARDMODE_NONE | |
  81277. * | 1 | BILLBOARDMODE_X | |
  81278. * | 2 | BILLBOARDMODE_Y | |
  81279. * | 4 | BILLBOARDMODE_Z | |
  81280. * | 7 | BILLBOARDMODE_ALL | |
  81281. *
  81282. */
  81283. billboardMode: number;
  81284. private _preserveParentRotationForBillboard;
  81285. /**
  81286. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  81287. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  81288. */
  81289. preserveParentRotationForBillboard: boolean;
  81290. /**
  81291. * 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
  81292. */
  81293. scalingDeterminant: number;
  81294. private _infiniteDistance;
  81295. /**
  81296. * Gets or sets the distance of the object to max, often used by skybox
  81297. */
  81298. infiniteDistance: boolean;
  81299. /**
  81300. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  81301. * By default the system will update normals to compensate
  81302. */
  81303. ignoreNonUniformScaling: boolean;
  81304. /**
  81305. * 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
  81306. */
  81307. reIntegrateRotationIntoRotationQuaternion: boolean;
  81308. /** @hidden */
  81309. _poseMatrix: Nullable<Matrix>;
  81310. /** @hidden */
  81311. _localMatrix: Matrix;
  81312. private _usePivotMatrix;
  81313. private _absolutePosition;
  81314. private _absoluteScaling;
  81315. private _absoluteRotationQuaternion;
  81316. private _pivotMatrix;
  81317. private _pivotMatrixInverse;
  81318. protected _postMultiplyPivotMatrix: boolean;
  81319. protected _isWorldMatrixFrozen: boolean;
  81320. /** @hidden */
  81321. _indexInSceneTransformNodesArray: number;
  81322. /**
  81323. * An event triggered after the world matrix is updated
  81324. */
  81325. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  81326. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  81327. /**
  81328. * Gets a string identifying the name of the class
  81329. * @returns "TransformNode" string
  81330. */
  81331. getClassName(): string;
  81332. /**
  81333. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  81334. */
  81335. position: Vector3;
  81336. /**
  81337. * 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)).
  81338. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  81339. */
  81340. rotation: Vector3;
  81341. /**
  81342. * 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)).
  81343. */
  81344. scaling: Vector3;
  81345. /**
  81346. * 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).
  81347. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  81348. */
  81349. rotationQuaternion: Nullable<Quaternion>;
  81350. /**
  81351. * The forward direction of that transform in world space.
  81352. */
  81353. readonly forward: Vector3;
  81354. /**
  81355. * The up direction of that transform in world space.
  81356. */
  81357. readonly up: Vector3;
  81358. /**
  81359. * The right direction of that transform in world space.
  81360. */
  81361. readonly right: Vector3;
  81362. /**
  81363. * Copies the parameter passed Matrix into the mesh Pose matrix.
  81364. * @param matrix the matrix to copy the pose from
  81365. * @returns this TransformNode.
  81366. */
  81367. updatePoseMatrix(matrix: Matrix): TransformNode;
  81368. /**
  81369. * Returns the mesh Pose matrix.
  81370. * @returns the pose matrix
  81371. */
  81372. getPoseMatrix(): Matrix;
  81373. /** @hidden */
  81374. _isSynchronized(): boolean;
  81375. /** @hidden */
  81376. _initCache(): void;
  81377. /**
  81378. * Flag the transform node as dirty (Forcing it to update everything)
  81379. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  81380. * @returns this transform node
  81381. */
  81382. markAsDirty(property: string): TransformNode;
  81383. /**
  81384. * Returns the current mesh absolute position.
  81385. * Returns a Vector3.
  81386. */
  81387. readonly absolutePosition: Vector3;
  81388. /**
  81389. * Returns the current mesh absolute scaling.
  81390. * Returns a Vector3.
  81391. */
  81392. readonly absoluteScaling: Vector3;
  81393. /**
  81394. * Returns the current mesh absolute rotation.
  81395. * Returns a Quaternion.
  81396. */
  81397. readonly absoluteRotationQuaternion: Quaternion;
  81398. /**
  81399. * Sets a new matrix to apply before all other transformation
  81400. * @param matrix defines the transform matrix
  81401. * @returns the current TransformNode
  81402. */
  81403. setPreTransformMatrix(matrix: Matrix): TransformNode;
  81404. /**
  81405. * Sets a new pivot matrix to the current node
  81406. * @param matrix defines the new pivot matrix to use
  81407. * @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
  81408. * @returns the current TransformNode
  81409. */
  81410. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  81411. /**
  81412. * Returns the mesh pivot matrix.
  81413. * Default : Identity.
  81414. * @returns the matrix
  81415. */
  81416. getPivotMatrix(): Matrix;
  81417. /**
  81418. * Instantiate (when possible) or clone that node with its hierarchy
  81419. * @param newParent defines the new parent to use for the instance (or clone)
  81420. * @returns an instance (or a clone) of the current node with its hiearchy
  81421. */
  81422. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  81423. /**
  81424. * Prevents the World matrix to be computed any longer
  81425. * @param newWorldMatrix defines an optional matrix to use as world matrix
  81426. * @returns the TransformNode.
  81427. */
  81428. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  81429. /**
  81430. * Allows back the World matrix computation.
  81431. * @returns the TransformNode.
  81432. */
  81433. unfreezeWorldMatrix(): this;
  81434. /**
  81435. * True if the World matrix has been frozen.
  81436. */
  81437. readonly isWorldMatrixFrozen: boolean;
  81438. /**
  81439. * Retuns the mesh absolute position in the World.
  81440. * @returns a Vector3.
  81441. */
  81442. getAbsolutePosition(): Vector3;
  81443. /**
  81444. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  81445. * @param absolutePosition the absolute position to set
  81446. * @returns the TransformNode.
  81447. */
  81448. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  81449. /**
  81450. * Sets the mesh position in its local space.
  81451. * @param vector3 the position to set in localspace
  81452. * @returns the TransformNode.
  81453. */
  81454. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  81455. /**
  81456. * Returns the mesh position in the local space from the current World matrix values.
  81457. * @returns a new Vector3.
  81458. */
  81459. getPositionExpressedInLocalSpace(): Vector3;
  81460. /**
  81461. * Translates the mesh along the passed Vector3 in its local space.
  81462. * @param vector3 the distance to translate in localspace
  81463. * @returns the TransformNode.
  81464. */
  81465. locallyTranslate(vector3: Vector3): TransformNode;
  81466. private static _lookAtVectorCache;
  81467. /**
  81468. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  81469. * @param targetPoint the position (must be in same space as current mesh) to look at
  81470. * @param yawCor optional yaw (y-axis) correction in radians
  81471. * @param pitchCor optional pitch (x-axis) correction in radians
  81472. * @param rollCor optional roll (z-axis) correction in radians
  81473. * @param space the choosen space of the target
  81474. * @returns the TransformNode.
  81475. */
  81476. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  81477. /**
  81478. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  81479. * This Vector3 is expressed in the World space.
  81480. * @param localAxis axis to rotate
  81481. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  81482. */
  81483. getDirection(localAxis: Vector3): Vector3;
  81484. /**
  81485. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  81486. * localAxis is expressed in the mesh local space.
  81487. * result is computed in the Wordl space from the mesh World matrix.
  81488. * @param localAxis axis to rotate
  81489. * @param result the resulting transformnode
  81490. * @returns this TransformNode.
  81491. */
  81492. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  81493. /**
  81494. * Sets this transform node rotation to the given local axis.
  81495. * @param localAxis the axis in local space
  81496. * @param yawCor optional yaw (y-axis) correction in radians
  81497. * @param pitchCor optional pitch (x-axis) correction in radians
  81498. * @param rollCor optional roll (z-axis) correction in radians
  81499. * @returns this TransformNode
  81500. */
  81501. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  81502. /**
  81503. * Sets a new pivot point to the current node
  81504. * @param point defines the new pivot point to use
  81505. * @param space defines if the point is in world or local space (local by default)
  81506. * @returns the current TransformNode
  81507. */
  81508. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  81509. /**
  81510. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  81511. * @returns the pivot point
  81512. */
  81513. getPivotPoint(): Vector3;
  81514. /**
  81515. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  81516. * @param result the vector3 to store the result
  81517. * @returns this TransformNode.
  81518. */
  81519. getPivotPointToRef(result: Vector3): TransformNode;
  81520. /**
  81521. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  81522. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  81523. */
  81524. getAbsolutePivotPoint(): Vector3;
  81525. /**
  81526. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  81527. * @param result vector3 to store the result
  81528. * @returns this TransformNode.
  81529. */
  81530. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  81531. /**
  81532. * Defines the passed node as the parent of the current node.
  81533. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  81534. * @see https://doc.babylonjs.com/how_to/parenting
  81535. * @param node the node ot set as the parent
  81536. * @returns this TransformNode.
  81537. */
  81538. setParent(node: Nullable<Node>): TransformNode;
  81539. private _nonUniformScaling;
  81540. /**
  81541. * True if the scaling property of this object is non uniform eg. (1,2,1)
  81542. */
  81543. readonly nonUniformScaling: boolean;
  81544. /** @hidden */
  81545. _updateNonUniformScalingState(value: boolean): boolean;
  81546. /**
  81547. * Attach the current TransformNode to another TransformNode associated with a bone
  81548. * @param bone Bone affecting the TransformNode
  81549. * @param affectedTransformNode TransformNode associated with the bone
  81550. * @returns this object
  81551. */
  81552. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  81553. /**
  81554. * Detach the transform node if its associated with a bone
  81555. * @returns this object
  81556. */
  81557. detachFromBone(): TransformNode;
  81558. private static _rotationAxisCache;
  81559. /**
  81560. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  81561. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  81562. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  81563. * The passed axis is also normalized.
  81564. * @param axis the axis to rotate around
  81565. * @param amount the amount to rotate in radians
  81566. * @param space Space to rotate in (Default: local)
  81567. * @returns the TransformNode.
  81568. */
  81569. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  81570. /**
  81571. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  81572. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  81573. * The passed axis is also normalized. .
  81574. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  81575. * @param point the point to rotate around
  81576. * @param axis the axis to rotate around
  81577. * @param amount the amount to rotate in radians
  81578. * @returns the TransformNode
  81579. */
  81580. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  81581. /**
  81582. * Translates the mesh along the axis vector for the passed distance in the given space.
  81583. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  81584. * @param axis the axis to translate in
  81585. * @param distance the distance to translate
  81586. * @param space Space to rotate in (Default: local)
  81587. * @returns the TransformNode.
  81588. */
  81589. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  81590. /**
  81591. * Adds a rotation step to the mesh current rotation.
  81592. * x, y, z are Euler angles expressed in radians.
  81593. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  81594. * This means this rotation is made in the mesh local space only.
  81595. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  81596. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  81597. * ```javascript
  81598. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  81599. * ```
  81600. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  81601. * 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.
  81602. * @param x Rotation to add
  81603. * @param y Rotation to add
  81604. * @param z Rotation to add
  81605. * @returns the TransformNode.
  81606. */
  81607. addRotation(x: number, y: number, z: number): TransformNode;
  81608. /**
  81609. * @hidden
  81610. */
  81611. protected _getEffectiveParent(): Nullable<Node>;
  81612. /**
  81613. * Computes the world matrix of the node
  81614. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  81615. * @returns the world matrix
  81616. */
  81617. computeWorldMatrix(force?: boolean): Matrix;
  81618. protected _afterComputeWorldMatrix(): void;
  81619. /**
  81620. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  81621. * @param func callback function to add
  81622. *
  81623. * @returns the TransformNode.
  81624. */
  81625. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  81626. /**
  81627. * Removes a registered callback function.
  81628. * @param func callback function to remove
  81629. * @returns the TransformNode.
  81630. */
  81631. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  81632. /**
  81633. * Gets the position of the current mesh in camera space
  81634. * @param camera defines the camera to use
  81635. * @returns a position
  81636. */
  81637. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  81638. /**
  81639. * Returns the distance from the mesh to the active camera
  81640. * @param camera defines the camera to use
  81641. * @returns the distance
  81642. */
  81643. getDistanceToCamera(camera?: Nullable<Camera>): number;
  81644. /**
  81645. * Clone the current transform node
  81646. * @param name Name of the new clone
  81647. * @param newParent New parent for the clone
  81648. * @param doNotCloneChildren Do not clone children hierarchy
  81649. * @returns the new transform node
  81650. */
  81651. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  81652. /**
  81653. * Serializes the objects information.
  81654. * @param currentSerializationObject defines the object to serialize in
  81655. * @returns the serialized object
  81656. */
  81657. serialize(currentSerializationObject?: any): any;
  81658. /**
  81659. * Returns a new TransformNode object parsed from the source provided.
  81660. * @param parsedTransformNode is the source.
  81661. * @param scene the scne the object belongs to
  81662. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  81663. * @returns a new TransformNode object parsed from the source provided.
  81664. */
  81665. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  81666. /**
  81667. * Get all child-transformNodes of this node
  81668. * @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
  81669. * @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
  81670. * @returns an array of TransformNode
  81671. */
  81672. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  81673. /**
  81674. * Releases resources associated with this transform node.
  81675. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  81676. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  81677. */
  81678. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  81679. /**
  81680. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  81681. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  81682. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  81683. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  81684. * @returns the current mesh
  81685. */
  81686. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  81687. private _syncAbsoluteScalingAndRotation;
  81688. }
  81689. }
  81690. declare module BABYLON {
  81691. /**
  81692. * Defines the types of pose enabled controllers that are supported
  81693. */
  81694. export enum PoseEnabledControllerType {
  81695. /**
  81696. * HTC Vive
  81697. */
  81698. VIVE = 0,
  81699. /**
  81700. * Oculus Rift
  81701. */
  81702. OCULUS = 1,
  81703. /**
  81704. * Windows mixed reality
  81705. */
  81706. WINDOWS = 2,
  81707. /**
  81708. * Samsung gear VR
  81709. */
  81710. GEAR_VR = 3,
  81711. /**
  81712. * Google Daydream
  81713. */
  81714. DAYDREAM = 4,
  81715. /**
  81716. * Generic
  81717. */
  81718. GENERIC = 5
  81719. }
  81720. /**
  81721. * Defines the MutableGamepadButton interface for the state of a gamepad button
  81722. */
  81723. export interface MutableGamepadButton {
  81724. /**
  81725. * Value of the button/trigger
  81726. */
  81727. value: number;
  81728. /**
  81729. * If the button/trigger is currently touched
  81730. */
  81731. touched: boolean;
  81732. /**
  81733. * If the button/trigger is currently pressed
  81734. */
  81735. pressed: boolean;
  81736. }
  81737. /**
  81738. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  81739. * @hidden
  81740. */
  81741. export interface ExtendedGamepadButton extends GamepadButton {
  81742. /**
  81743. * If the button/trigger is currently pressed
  81744. */
  81745. readonly pressed: boolean;
  81746. /**
  81747. * If the button/trigger is currently touched
  81748. */
  81749. readonly touched: boolean;
  81750. /**
  81751. * Value of the button/trigger
  81752. */
  81753. readonly value: number;
  81754. }
  81755. /** @hidden */
  81756. export interface _GamePadFactory {
  81757. /**
  81758. * Returns wether or not the current gamepad can be created for this type of controller.
  81759. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  81760. * @returns true if it can be created, otherwise false
  81761. */
  81762. canCreate(gamepadInfo: any): boolean;
  81763. /**
  81764. * Creates a new instance of the Gamepad.
  81765. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  81766. * @returns the new gamepad instance
  81767. */
  81768. create(gamepadInfo: any): Gamepad;
  81769. }
  81770. /**
  81771. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  81772. */
  81773. export class PoseEnabledControllerHelper {
  81774. /** @hidden */
  81775. static _ControllerFactories: _GamePadFactory[];
  81776. /** @hidden */
  81777. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  81778. /**
  81779. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  81780. * @param vrGamepad the gamepad to initialized
  81781. * @returns a vr controller of the type the gamepad identified as
  81782. */
  81783. static InitiateController(vrGamepad: any): Gamepad;
  81784. }
  81785. /**
  81786. * Defines the PoseEnabledController object that contains state of a vr capable controller
  81787. */
  81788. export class PoseEnabledController extends Gamepad implements PoseControlled {
  81789. /**
  81790. * If the controller is used in a webXR session
  81791. */
  81792. isXR: boolean;
  81793. private _deviceRoomPosition;
  81794. private _deviceRoomRotationQuaternion;
  81795. /**
  81796. * The device position in babylon space
  81797. */
  81798. devicePosition: Vector3;
  81799. /**
  81800. * The device rotation in babylon space
  81801. */
  81802. deviceRotationQuaternion: Quaternion;
  81803. /**
  81804. * The scale factor of the device in babylon space
  81805. */
  81806. deviceScaleFactor: number;
  81807. /**
  81808. * (Likely devicePosition should be used instead) The device position in its room space
  81809. */
  81810. position: Vector3;
  81811. /**
  81812. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  81813. */
  81814. rotationQuaternion: Quaternion;
  81815. /**
  81816. * The type of controller (Eg. Windows mixed reality)
  81817. */
  81818. controllerType: PoseEnabledControllerType;
  81819. protected _calculatedPosition: Vector3;
  81820. private _calculatedRotation;
  81821. /**
  81822. * The raw pose from the device
  81823. */
  81824. rawPose: DevicePose;
  81825. private _trackPosition;
  81826. private _maxRotationDistFromHeadset;
  81827. private _draggedRoomRotation;
  81828. /**
  81829. * @hidden
  81830. */
  81831. _disableTrackPosition(fixedPosition: Vector3): void;
  81832. /**
  81833. * Internal, the mesh attached to the controller
  81834. * @hidden
  81835. */
  81836. _mesh: Nullable<AbstractMesh>;
  81837. private _poseControlledCamera;
  81838. private _leftHandSystemQuaternion;
  81839. /**
  81840. * Internal, matrix used to convert room space to babylon space
  81841. * @hidden
  81842. */
  81843. _deviceToWorld: Matrix;
  81844. /**
  81845. * Node to be used when casting a ray from the controller
  81846. * @hidden
  81847. */
  81848. _pointingPoseNode: Nullable<TransformNode>;
  81849. /**
  81850. * Name of the child mesh that can be used to cast a ray from the controller
  81851. */
  81852. static readonly POINTING_POSE: string;
  81853. /**
  81854. * Creates a new PoseEnabledController from a gamepad
  81855. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  81856. */
  81857. constructor(browserGamepad: any);
  81858. private _workingMatrix;
  81859. /**
  81860. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  81861. */
  81862. update(): void;
  81863. /**
  81864. * Updates only the pose device and mesh without doing any button event checking
  81865. */
  81866. protected _updatePoseAndMesh(): void;
  81867. /**
  81868. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  81869. * @param poseData raw pose fromthe device
  81870. */
  81871. updateFromDevice(poseData: DevicePose): void;
  81872. /**
  81873. * @hidden
  81874. */
  81875. _meshAttachedObservable: Observable<AbstractMesh>;
  81876. /**
  81877. * Attaches a mesh to the controller
  81878. * @param mesh the mesh to be attached
  81879. */
  81880. attachToMesh(mesh: AbstractMesh): void;
  81881. /**
  81882. * Attaches the controllers mesh to a camera
  81883. * @param camera the camera the mesh should be attached to
  81884. */
  81885. attachToPoseControlledCamera(camera: TargetCamera): void;
  81886. /**
  81887. * Disposes of the controller
  81888. */
  81889. dispose(): void;
  81890. /**
  81891. * The mesh that is attached to the controller
  81892. */
  81893. readonly mesh: Nullable<AbstractMesh>;
  81894. /**
  81895. * Gets the ray of the controller in the direction the controller is pointing
  81896. * @param length the length the resulting ray should be
  81897. * @returns a ray in the direction the controller is pointing
  81898. */
  81899. getForwardRay(length?: number): Ray;
  81900. }
  81901. }
  81902. declare module BABYLON {
  81903. /**
  81904. * Defines the WebVRController object that represents controllers tracked in 3D space
  81905. */
  81906. export abstract class WebVRController extends PoseEnabledController {
  81907. /**
  81908. * Internal, the default controller model for the controller
  81909. */
  81910. protected _defaultModel: Nullable<AbstractMesh>;
  81911. /**
  81912. * Fired when the trigger state has changed
  81913. */
  81914. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  81915. /**
  81916. * Fired when the main button state has changed
  81917. */
  81918. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  81919. /**
  81920. * Fired when the secondary button state has changed
  81921. */
  81922. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  81923. /**
  81924. * Fired when the pad state has changed
  81925. */
  81926. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  81927. /**
  81928. * Fired when controllers stick values have changed
  81929. */
  81930. onPadValuesChangedObservable: Observable<StickValues>;
  81931. /**
  81932. * Array of button availible on the controller
  81933. */
  81934. protected _buttons: Array<MutableGamepadButton>;
  81935. private _onButtonStateChange;
  81936. /**
  81937. * Fired when a controller button's state has changed
  81938. * @param callback the callback containing the button that was modified
  81939. */
  81940. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  81941. /**
  81942. * X and Y axis corresponding to the controllers joystick
  81943. */
  81944. pad: StickValues;
  81945. /**
  81946. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  81947. */
  81948. hand: string;
  81949. /**
  81950. * The default controller model for the controller
  81951. */
  81952. readonly defaultModel: Nullable<AbstractMesh>;
  81953. /**
  81954. * Creates a new WebVRController from a gamepad
  81955. * @param vrGamepad the gamepad that the WebVRController should be created from
  81956. */
  81957. constructor(vrGamepad: any);
  81958. /**
  81959. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  81960. */
  81961. update(): void;
  81962. /**
  81963. * Function to be called when a button is modified
  81964. */
  81965. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  81966. /**
  81967. * Loads a mesh and attaches it to the controller
  81968. * @param scene the scene the mesh should be added to
  81969. * @param meshLoaded callback for when the mesh has been loaded
  81970. */
  81971. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  81972. private _setButtonValue;
  81973. private _changes;
  81974. private _checkChanges;
  81975. /**
  81976. * Disposes of th webVRCOntroller
  81977. */
  81978. dispose(): void;
  81979. }
  81980. }
  81981. declare module BABYLON {
  81982. /**
  81983. * The HemisphericLight simulates the ambient environment light,
  81984. * so the passed direction is the light reflection direction, not the incoming direction.
  81985. */
  81986. export class HemisphericLight extends Light {
  81987. /**
  81988. * The groundColor is the light in the opposite direction to the one specified during creation.
  81989. * 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.
  81990. */
  81991. groundColor: Color3;
  81992. /**
  81993. * The light reflection direction, not the incoming direction.
  81994. */
  81995. direction: Vector3;
  81996. /**
  81997. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  81998. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  81999. * The HemisphericLight can't cast shadows.
  82000. * Documentation : https://doc.babylonjs.com/babylon101/lights
  82001. * @param name The friendly name of the light
  82002. * @param direction The direction of the light reflection
  82003. * @param scene The scene the light belongs to
  82004. */
  82005. constructor(name: string, direction: Vector3, scene: Scene);
  82006. protected _buildUniformLayout(): void;
  82007. /**
  82008. * Returns the string "HemisphericLight".
  82009. * @return The class name
  82010. */
  82011. getClassName(): string;
  82012. /**
  82013. * Sets the HemisphericLight direction towards the passed target (Vector3).
  82014. * Returns the updated direction.
  82015. * @param target The target the direction should point to
  82016. * @return The computed direction
  82017. */
  82018. setDirectionToTarget(target: Vector3): Vector3;
  82019. /**
  82020. * Returns the shadow generator associated to the light.
  82021. * @returns Always null for hemispheric lights because it does not support shadows.
  82022. */
  82023. getShadowGenerator(): Nullable<IShadowGenerator>;
  82024. /**
  82025. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  82026. * @param effect The effect to update
  82027. * @param lightIndex The index of the light in the effect to update
  82028. * @returns The hemispheric light
  82029. */
  82030. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  82031. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  82032. /**
  82033. * Computes the world matrix of the node
  82034. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82035. * @param useWasUpdatedFlag defines a reserved property
  82036. * @returns the world matrix
  82037. */
  82038. computeWorldMatrix(): Matrix;
  82039. /**
  82040. * Returns the integer 3.
  82041. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  82042. */
  82043. getTypeID(): number;
  82044. /**
  82045. * Prepares the list of defines specific to the light type.
  82046. * @param defines the list of defines
  82047. * @param lightIndex defines the index of the light for the effect
  82048. */
  82049. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  82050. }
  82051. }
  82052. declare module BABYLON {
  82053. /** @hidden */
  82054. export var vrMultiviewToSingleviewPixelShader: {
  82055. name: string;
  82056. shader: string;
  82057. };
  82058. }
  82059. declare module BABYLON {
  82060. /**
  82061. * Renders to multiple views with a single draw call
  82062. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  82063. */
  82064. export class MultiviewRenderTarget extends RenderTargetTexture {
  82065. /**
  82066. * Creates a multiview render target
  82067. * @param scene scene used with the render target
  82068. * @param size the size of the render target (used for each view)
  82069. */
  82070. constructor(scene: Scene, size?: number | {
  82071. width: number;
  82072. height: number;
  82073. } | {
  82074. ratio: number;
  82075. });
  82076. /**
  82077. * @hidden
  82078. * @param faceIndex the face index, if its a cube texture
  82079. */
  82080. _bindFrameBuffer(faceIndex?: number): void;
  82081. /**
  82082. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  82083. * @returns the view count
  82084. */
  82085. getViewCount(): number;
  82086. }
  82087. }
  82088. declare module BABYLON {
  82089. /**
  82090. * Represents a camera frustum
  82091. */
  82092. export class Frustum {
  82093. /**
  82094. * Gets the planes representing the frustum
  82095. * @param transform matrix to be applied to the returned planes
  82096. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  82097. */
  82098. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  82099. /**
  82100. * Gets the near frustum plane transformed by the transform matrix
  82101. * @param transform transformation matrix to be applied to the resulting frustum plane
  82102. * @param frustumPlane the resuling frustum plane
  82103. */
  82104. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82105. /**
  82106. * Gets the far frustum plane transformed by the transform matrix
  82107. * @param transform transformation matrix to be applied to the resulting frustum plane
  82108. * @param frustumPlane the resuling frustum plane
  82109. */
  82110. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82111. /**
  82112. * Gets the left frustum plane transformed by the transform matrix
  82113. * @param transform transformation matrix to be applied to the resulting frustum plane
  82114. * @param frustumPlane the resuling frustum plane
  82115. */
  82116. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82117. /**
  82118. * Gets the right frustum plane transformed by the transform matrix
  82119. * @param transform transformation matrix to be applied to the resulting frustum plane
  82120. * @param frustumPlane the resuling frustum plane
  82121. */
  82122. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82123. /**
  82124. * Gets the top frustum plane transformed by the transform matrix
  82125. * @param transform transformation matrix to be applied to the resulting frustum plane
  82126. * @param frustumPlane the resuling frustum plane
  82127. */
  82128. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82129. /**
  82130. * Gets the bottom frustum plane transformed by the transform matrix
  82131. * @param transform transformation matrix to be applied to the resulting frustum plane
  82132. * @param frustumPlane the resuling frustum plane
  82133. */
  82134. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82135. /**
  82136. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  82137. * @param transform transformation matrix to be applied to the resulting frustum planes
  82138. * @param frustumPlanes the resuling frustum planes
  82139. */
  82140. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  82141. }
  82142. }
  82143. declare module BABYLON {
  82144. interface Engine {
  82145. /**
  82146. * Creates a new multiview render target
  82147. * @param width defines the width of the texture
  82148. * @param height defines the height of the texture
  82149. * @returns the created multiview texture
  82150. */
  82151. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  82152. /**
  82153. * Binds a multiview framebuffer to be drawn to
  82154. * @param multiviewTexture texture to bind
  82155. */
  82156. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  82157. }
  82158. interface Camera {
  82159. /**
  82160. * @hidden
  82161. * 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)
  82162. */
  82163. _useMultiviewToSingleView: boolean;
  82164. /**
  82165. * @hidden
  82166. * 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)
  82167. */
  82168. _multiviewTexture: Nullable<RenderTargetTexture>;
  82169. /**
  82170. * @hidden
  82171. * ensures the multiview texture of the camera exists and has the specified width/height
  82172. * @param width height to set on the multiview texture
  82173. * @param height width to set on the multiview texture
  82174. */
  82175. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  82176. }
  82177. interface Scene {
  82178. /** @hidden */
  82179. _transformMatrixR: Matrix;
  82180. /** @hidden */
  82181. _multiviewSceneUbo: Nullable<UniformBuffer>;
  82182. /** @hidden */
  82183. _createMultiviewUbo(): void;
  82184. /** @hidden */
  82185. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  82186. /** @hidden */
  82187. _renderMultiviewToSingleView(camera: Camera): void;
  82188. }
  82189. }
  82190. declare module BABYLON {
  82191. /**
  82192. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  82193. * This will not be used for webXR as it supports displaying texture arrays directly
  82194. */
  82195. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  82196. /**
  82197. * Initializes a VRMultiviewToSingleview
  82198. * @param name name of the post process
  82199. * @param camera camera to be applied to
  82200. * @param scaleFactor scaling factor to the size of the output texture
  82201. */
  82202. constructor(name: string, camera: Camera, scaleFactor: number);
  82203. }
  82204. }
  82205. declare module BABYLON {
  82206. interface Engine {
  82207. /** @hidden */
  82208. _vrDisplay: any;
  82209. /** @hidden */
  82210. _vrSupported: boolean;
  82211. /** @hidden */
  82212. _oldSize: Size;
  82213. /** @hidden */
  82214. _oldHardwareScaleFactor: number;
  82215. /** @hidden */
  82216. _vrExclusivePointerMode: boolean;
  82217. /** @hidden */
  82218. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  82219. /** @hidden */
  82220. _onVRDisplayPointerRestricted: () => void;
  82221. /** @hidden */
  82222. _onVRDisplayPointerUnrestricted: () => void;
  82223. /** @hidden */
  82224. _onVrDisplayConnect: Nullable<(display: any) => void>;
  82225. /** @hidden */
  82226. _onVrDisplayDisconnect: Nullable<() => void>;
  82227. /** @hidden */
  82228. _onVrDisplayPresentChange: Nullable<() => void>;
  82229. /**
  82230. * Observable signaled when VR display mode changes
  82231. */
  82232. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  82233. /**
  82234. * Observable signaled when VR request present is complete
  82235. */
  82236. onVRRequestPresentComplete: Observable<boolean>;
  82237. /**
  82238. * Observable signaled when VR request present starts
  82239. */
  82240. onVRRequestPresentStart: Observable<Engine>;
  82241. /**
  82242. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  82243. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  82244. */
  82245. isInVRExclusivePointerMode: boolean;
  82246. /**
  82247. * Gets a boolean indicating if a webVR device was detected
  82248. * @returns true if a webVR device was detected
  82249. */
  82250. isVRDevicePresent(): boolean;
  82251. /**
  82252. * Gets the current webVR device
  82253. * @returns the current webVR device (or null)
  82254. */
  82255. getVRDevice(): any;
  82256. /**
  82257. * Initializes a webVR display and starts listening to display change events
  82258. * The onVRDisplayChangedObservable will be notified upon these changes
  82259. * @returns A promise containing a VRDisplay and if vr is supported
  82260. */
  82261. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  82262. /** @hidden */
  82263. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  82264. /**
  82265. * Call this function to switch to webVR mode
  82266. * Will do nothing if webVR is not supported or if there is no webVR device
  82267. * @see http://doc.babylonjs.com/how_to/webvr_camera
  82268. */
  82269. enableVR(): void;
  82270. /** @hidden */
  82271. _onVRFullScreenTriggered(): void;
  82272. }
  82273. }
  82274. declare module BABYLON {
  82275. /**
  82276. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  82277. * IMPORTANT!! The data is right-hand data.
  82278. * @export
  82279. * @interface DevicePose
  82280. */
  82281. export interface DevicePose {
  82282. /**
  82283. * The position of the device, values in array are [x,y,z].
  82284. */
  82285. readonly position: Nullable<Float32Array>;
  82286. /**
  82287. * The linearVelocity of the device, values in array are [x,y,z].
  82288. */
  82289. readonly linearVelocity: Nullable<Float32Array>;
  82290. /**
  82291. * The linearAcceleration of the device, values in array are [x,y,z].
  82292. */
  82293. readonly linearAcceleration: Nullable<Float32Array>;
  82294. /**
  82295. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  82296. */
  82297. readonly orientation: Nullable<Float32Array>;
  82298. /**
  82299. * The angularVelocity of the device, values in array are [x,y,z].
  82300. */
  82301. readonly angularVelocity: Nullable<Float32Array>;
  82302. /**
  82303. * The angularAcceleration of the device, values in array are [x,y,z].
  82304. */
  82305. readonly angularAcceleration: Nullable<Float32Array>;
  82306. }
  82307. /**
  82308. * Interface representing a pose controlled object in Babylon.
  82309. * A pose controlled object has both regular pose values as well as pose values
  82310. * from an external device such as a VR head mounted display
  82311. */
  82312. export interface PoseControlled {
  82313. /**
  82314. * The position of the object in babylon space.
  82315. */
  82316. position: Vector3;
  82317. /**
  82318. * The rotation quaternion of the object in babylon space.
  82319. */
  82320. rotationQuaternion: Quaternion;
  82321. /**
  82322. * The position of the device in babylon space.
  82323. */
  82324. devicePosition?: Vector3;
  82325. /**
  82326. * The rotation quaternion of the device in babylon space.
  82327. */
  82328. deviceRotationQuaternion: Quaternion;
  82329. /**
  82330. * The raw pose coming from the device.
  82331. */
  82332. rawPose: Nullable<DevicePose>;
  82333. /**
  82334. * The scale of the device to be used when translating from device space to babylon space.
  82335. */
  82336. deviceScaleFactor: number;
  82337. /**
  82338. * Updates the poseControlled values based on the input device pose.
  82339. * @param poseData the pose data to update the object with
  82340. */
  82341. updateFromDevice(poseData: DevicePose): void;
  82342. }
  82343. /**
  82344. * Set of options to customize the webVRCamera
  82345. */
  82346. export interface WebVROptions {
  82347. /**
  82348. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  82349. */
  82350. trackPosition?: boolean;
  82351. /**
  82352. * Sets the scale of the vrDevice in babylon space. (default: 1)
  82353. */
  82354. positionScale?: number;
  82355. /**
  82356. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  82357. */
  82358. displayName?: string;
  82359. /**
  82360. * Should the native controller meshes be initialized. (default: true)
  82361. */
  82362. controllerMeshes?: boolean;
  82363. /**
  82364. * Creating a default HemiLight only on controllers. (default: true)
  82365. */
  82366. defaultLightingOnControllers?: boolean;
  82367. /**
  82368. * If you don't want to use the default VR button of the helper. (default: false)
  82369. */
  82370. useCustomVRButton?: boolean;
  82371. /**
  82372. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  82373. */
  82374. customVRButton?: HTMLButtonElement;
  82375. /**
  82376. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  82377. */
  82378. rayLength?: number;
  82379. /**
  82380. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  82381. */
  82382. defaultHeight?: number;
  82383. /**
  82384. * If multiview should be used if availible (default: false)
  82385. */
  82386. useMultiview?: boolean;
  82387. }
  82388. /**
  82389. * This represents a WebVR camera.
  82390. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  82391. * @example http://doc.babylonjs.com/how_to/webvr_camera
  82392. */
  82393. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  82394. private webVROptions;
  82395. /**
  82396. * @hidden
  82397. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  82398. */
  82399. _vrDevice: any;
  82400. /**
  82401. * The rawPose of the vrDevice.
  82402. */
  82403. rawPose: Nullable<DevicePose>;
  82404. private _onVREnabled;
  82405. private _specsVersion;
  82406. private _attached;
  82407. private _frameData;
  82408. protected _descendants: Array<Node>;
  82409. private _deviceRoomPosition;
  82410. /** @hidden */
  82411. _deviceRoomRotationQuaternion: Quaternion;
  82412. private _standingMatrix;
  82413. /**
  82414. * Represents device position in babylon space.
  82415. */
  82416. devicePosition: Vector3;
  82417. /**
  82418. * Represents device rotation in babylon space.
  82419. */
  82420. deviceRotationQuaternion: Quaternion;
  82421. /**
  82422. * The scale of the device to be used when translating from device space to babylon space.
  82423. */
  82424. deviceScaleFactor: number;
  82425. private _deviceToWorld;
  82426. private _worldToDevice;
  82427. /**
  82428. * References to the webVR controllers for the vrDevice.
  82429. */
  82430. controllers: Array<WebVRController>;
  82431. /**
  82432. * Emits an event when a controller is attached.
  82433. */
  82434. onControllersAttachedObservable: Observable<WebVRController[]>;
  82435. /**
  82436. * Emits an event when a controller's mesh has been loaded;
  82437. */
  82438. onControllerMeshLoadedObservable: Observable<WebVRController>;
  82439. /**
  82440. * Emits an event when the HMD's pose has been updated.
  82441. */
  82442. onPoseUpdatedFromDeviceObservable: Observable<any>;
  82443. private _poseSet;
  82444. /**
  82445. * If the rig cameras be used as parent instead of this camera.
  82446. */
  82447. rigParenting: boolean;
  82448. private _lightOnControllers;
  82449. private _defaultHeight?;
  82450. /**
  82451. * Instantiates a WebVRFreeCamera.
  82452. * @param name The name of the WebVRFreeCamera
  82453. * @param position The starting anchor position for the camera
  82454. * @param scene The scene the camera belongs to
  82455. * @param webVROptions a set of customizable options for the webVRCamera
  82456. */
  82457. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  82458. /**
  82459. * Gets the device distance from the ground in meters.
  82460. * @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.
  82461. */
  82462. deviceDistanceToRoomGround(): number;
  82463. /**
  82464. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  82465. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  82466. */
  82467. useStandingMatrix(callback?: (bool: boolean) => void): void;
  82468. /**
  82469. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  82470. * @returns A promise with a boolean set to if the standing matrix is supported.
  82471. */
  82472. useStandingMatrixAsync(): Promise<boolean>;
  82473. /**
  82474. * Disposes the camera
  82475. */
  82476. dispose(): void;
  82477. /**
  82478. * Gets a vrController by name.
  82479. * @param name The name of the controller to retreive
  82480. * @returns the controller matching the name specified or null if not found
  82481. */
  82482. getControllerByName(name: string): Nullable<WebVRController>;
  82483. private _leftController;
  82484. /**
  82485. * The controller corresponding to the users left hand.
  82486. */
  82487. readonly leftController: Nullable<WebVRController>;
  82488. private _rightController;
  82489. /**
  82490. * The controller corresponding to the users right hand.
  82491. */
  82492. readonly rightController: Nullable<WebVRController>;
  82493. /**
  82494. * Casts a ray forward from the vrCamera's gaze.
  82495. * @param length Length of the ray (default: 100)
  82496. * @returns the ray corresponding to the gaze
  82497. */
  82498. getForwardRay(length?: number): Ray;
  82499. /**
  82500. * @hidden
  82501. * Updates the camera based on device's frame data
  82502. */
  82503. _checkInputs(): void;
  82504. /**
  82505. * Updates the poseControlled values based on the input device pose.
  82506. * @param poseData Pose coming from the device
  82507. */
  82508. updateFromDevice(poseData: DevicePose): void;
  82509. private _htmlElementAttached;
  82510. private _detachIfAttached;
  82511. /**
  82512. * WebVR's attach control will start broadcasting frames to the device.
  82513. * Note that in certain browsers (chrome for example) this function must be called
  82514. * within a user-interaction callback. Example:
  82515. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  82516. *
  82517. * @param element html element to attach the vrDevice to
  82518. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  82519. */
  82520. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  82521. /**
  82522. * Detaches the camera from the html element and disables VR
  82523. *
  82524. * @param element html element to detach from
  82525. */
  82526. detachControl(element: HTMLElement): void;
  82527. /**
  82528. * @returns the name of this class
  82529. */
  82530. getClassName(): string;
  82531. /**
  82532. * Calls resetPose on the vrDisplay
  82533. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  82534. */
  82535. resetToCurrentRotation(): void;
  82536. /**
  82537. * @hidden
  82538. * Updates the rig cameras (left and right eye)
  82539. */
  82540. _updateRigCameras(): void;
  82541. private _workingVector;
  82542. private _oneVector;
  82543. private _workingMatrix;
  82544. private updateCacheCalled;
  82545. private _correctPositionIfNotTrackPosition;
  82546. /**
  82547. * @hidden
  82548. * Updates the cached values of the camera
  82549. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  82550. */
  82551. _updateCache(ignoreParentClass?: boolean): void;
  82552. /**
  82553. * @hidden
  82554. * Get current device position in babylon world
  82555. */
  82556. _computeDevicePosition(): void;
  82557. /**
  82558. * Updates the current device position and rotation in the babylon world
  82559. */
  82560. update(): void;
  82561. /**
  82562. * @hidden
  82563. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  82564. * @returns an identity matrix
  82565. */
  82566. _getViewMatrix(): Matrix;
  82567. private _tmpMatrix;
  82568. /**
  82569. * This function is called by the two RIG cameras.
  82570. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  82571. * @hidden
  82572. */
  82573. _getWebVRViewMatrix(): Matrix;
  82574. /** @hidden */
  82575. _getWebVRProjectionMatrix(): Matrix;
  82576. private _onGamepadConnectedObserver;
  82577. private _onGamepadDisconnectedObserver;
  82578. private _updateCacheWhenTrackingDisabledObserver;
  82579. /**
  82580. * Initializes the controllers and their meshes
  82581. */
  82582. initControllers(): void;
  82583. }
  82584. }
  82585. declare module BABYLON {
  82586. /**
  82587. * Size options for a post process
  82588. */
  82589. export type PostProcessOptions = {
  82590. width: number;
  82591. height: number;
  82592. };
  82593. /**
  82594. * PostProcess can be used to apply a shader to a texture after it has been rendered
  82595. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  82596. */
  82597. export class PostProcess {
  82598. /** Name of the PostProcess. */
  82599. name: string;
  82600. /**
  82601. * Gets or sets the unique id of the post process
  82602. */
  82603. uniqueId: number;
  82604. /**
  82605. * Width of the texture to apply the post process on
  82606. */
  82607. width: number;
  82608. /**
  82609. * Height of the texture to apply the post process on
  82610. */
  82611. height: number;
  82612. /**
  82613. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  82614. * @hidden
  82615. */
  82616. _outputTexture: Nullable<InternalTexture>;
  82617. /**
  82618. * Sampling mode used by the shader
  82619. * See https://doc.babylonjs.com/classes/3.1/texture
  82620. */
  82621. renderTargetSamplingMode: number;
  82622. /**
  82623. * Clear color to use when screen clearing
  82624. */
  82625. clearColor: Color4;
  82626. /**
  82627. * If the buffer needs to be cleared before applying the post process. (default: true)
  82628. * Should be set to false if shader will overwrite all previous pixels.
  82629. */
  82630. autoClear: boolean;
  82631. /**
  82632. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  82633. */
  82634. alphaMode: number;
  82635. /**
  82636. * Sets the setAlphaBlendConstants of the babylon engine
  82637. */
  82638. alphaConstants: Color4;
  82639. /**
  82640. * Animations to be used for the post processing
  82641. */
  82642. animations: Animation[];
  82643. /**
  82644. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  82645. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  82646. */
  82647. enablePixelPerfectMode: boolean;
  82648. /**
  82649. * Force the postprocess to be applied without taking in account viewport
  82650. */
  82651. forceFullscreenViewport: boolean;
  82652. /**
  82653. * List of inspectable custom properties (used by the Inspector)
  82654. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  82655. */
  82656. inspectableCustomProperties: IInspectable[];
  82657. /**
  82658. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  82659. *
  82660. * | Value | Type | Description |
  82661. * | ----- | ----------------------------------- | ----------- |
  82662. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  82663. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  82664. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  82665. *
  82666. */
  82667. scaleMode: number;
  82668. /**
  82669. * Force textures to be a power of two (default: false)
  82670. */
  82671. alwaysForcePOT: boolean;
  82672. private _samples;
  82673. /**
  82674. * Number of sample textures (default: 1)
  82675. */
  82676. samples: number;
  82677. /**
  82678. * Modify the scale of the post process to be the same as the viewport (default: false)
  82679. */
  82680. adaptScaleToCurrentViewport: boolean;
  82681. private _camera;
  82682. private _scene;
  82683. private _engine;
  82684. private _options;
  82685. private _reusable;
  82686. private _textureType;
  82687. /**
  82688. * Smart array of input and output textures for the post process.
  82689. * @hidden
  82690. */
  82691. _textures: SmartArray<InternalTexture>;
  82692. /**
  82693. * The index in _textures that corresponds to the output texture.
  82694. * @hidden
  82695. */
  82696. _currentRenderTextureInd: number;
  82697. private _effect;
  82698. private _samplers;
  82699. private _fragmentUrl;
  82700. private _vertexUrl;
  82701. private _parameters;
  82702. private _scaleRatio;
  82703. protected _indexParameters: any;
  82704. private _shareOutputWithPostProcess;
  82705. private _texelSize;
  82706. private _forcedOutputTexture;
  82707. /**
  82708. * Returns the fragment url or shader name used in the post process.
  82709. * @returns the fragment url or name in the shader store.
  82710. */
  82711. getEffectName(): string;
  82712. /**
  82713. * An event triggered when the postprocess is activated.
  82714. */
  82715. onActivateObservable: Observable<Camera>;
  82716. private _onActivateObserver;
  82717. /**
  82718. * A function that is added to the onActivateObservable
  82719. */
  82720. onActivate: Nullable<(camera: Camera) => void>;
  82721. /**
  82722. * An event triggered when the postprocess changes its size.
  82723. */
  82724. onSizeChangedObservable: Observable<PostProcess>;
  82725. private _onSizeChangedObserver;
  82726. /**
  82727. * A function that is added to the onSizeChangedObservable
  82728. */
  82729. onSizeChanged: (postProcess: PostProcess) => void;
  82730. /**
  82731. * An event triggered when the postprocess applies its effect.
  82732. */
  82733. onApplyObservable: Observable<Effect>;
  82734. private _onApplyObserver;
  82735. /**
  82736. * A function that is added to the onApplyObservable
  82737. */
  82738. onApply: (effect: Effect) => void;
  82739. /**
  82740. * An event triggered before rendering the postprocess
  82741. */
  82742. onBeforeRenderObservable: Observable<Effect>;
  82743. private _onBeforeRenderObserver;
  82744. /**
  82745. * A function that is added to the onBeforeRenderObservable
  82746. */
  82747. onBeforeRender: (effect: Effect) => void;
  82748. /**
  82749. * An event triggered after rendering the postprocess
  82750. */
  82751. onAfterRenderObservable: Observable<Effect>;
  82752. private _onAfterRenderObserver;
  82753. /**
  82754. * A function that is added to the onAfterRenderObservable
  82755. */
  82756. onAfterRender: (efect: Effect) => void;
  82757. /**
  82758. * 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
  82759. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  82760. */
  82761. inputTexture: InternalTexture;
  82762. /**
  82763. * Gets the camera which post process is applied to.
  82764. * @returns The camera the post process is applied to.
  82765. */
  82766. getCamera(): Camera;
  82767. /**
  82768. * Gets the texel size of the postprocess.
  82769. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  82770. */
  82771. readonly texelSize: Vector2;
  82772. /**
  82773. * Creates a new instance PostProcess
  82774. * @param name The name of the PostProcess.
  82775. * @param fragmentUrl The url of the fragment shader to be used.
  82776. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  82777. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  82778. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  82779. * @param camera The camera to apply the render pass to.
  82780. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  82781. * @param engine The engine which the post process will be applied. (default: current engine)
  82782. * @param reusable If the post process can be reused on the same frame. (default: false)
  82783. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  82784. * @param textureType Type of textures used when performing the post process. (default: 0)
  82785. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  82786. * @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
  82787. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  82788. */
  82789. constructor(
  82790. /** Name of the PostProcess. */
  82791. 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);
  82792. /**
  82793. * Gets a string idenfifying the name of the class
  82794. * @returns "PostProcess" string
  82795. */
  82796. getClassName(): string;
  82797. /**
  82798. * Gets the engine which this post process belongs to.
  82799. * @returns The engine the post process was enabled with.
  82800. */
  82801. getEngine(): Engine;
  82802. /**
  82803. * The effect that is created when initializing the post process.
  82804. * @returns The created effect corresponding the the postprocess.
  82805. */
  82806. getEffect(): Effect;
  82807. /**
  82808. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  82809. * @param postProcess The post process to share the output with.
  82810. * @returns This post process.
  82811. */
  82812. shareOutputWith(postProcess: PostProcess): PostProcess;
  82813. /**
  82814. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  82815. * This should be called if the post process that shares output with this post process is disabled/disposed.
  82816. */
  82817. useOwnOutput(): void;
  82818. /**
  82819. * Updates the effect with the current post process compile time values and recompiles the shader.
  82820. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  82821. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  82822. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  82823. * @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
  82824. * @param onCompiled Called when the shader has been compiled.
  82825. * @param onError Called if there is an error when compiling a shader.
  82826. */
  82827. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  82828. /**
  82829. * The post process is reusable if it can be used multiple times within one frame.
  82830. * @returns If the post process is reusable
  82831. */
  82832. isReusable(): boolean;
  82833. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  82834. markTextureDirty(): void;
  82835. /**
  82836. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  82837. * 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.
  82838. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  82839. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  82840. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  82841. * @returns The target texture that was bound to be written to.
  82842. */
  82843. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  82844. /**
  82845. * If the post process is supported.
  82846. */
  82847. readonly isSupported: boolean;
  82848. /**
  82849. * The aspect ratio of the output texture.
  82850. */
  82851. readonly aspectRatio: number;
  82852. /**
  82853. * Get a value indicating if the post-process is ready to be used
  82854. * @returns true if the post-process is ready (shader is compiled)
  82855. */
  82856. isReady(): boolean;
  82857. /**
  82858. * Binds all textures and uniforms to the shader, this will be run on every pass.
  82859. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  82860. */
  82861. apply(): Nullable<Effect>;
  82862. private _disposeTextures;
  82863. /**
  82864. * Disposes the post process.
  82865. * @param camera The camera to dispose the post process on.
  82866. */
  82867. dispose(camera?: Camera): void;
  82868. }
  82869. }
  82870. declare module BABYLON {
  82871. /** @hidden */
  82872. export var kernelBlurVaryingDeclaration: {
  82873. name: string;
  82874. shader: string;
  82875. };
  82876. }
  82877. declare module BABYLON {
  82878. /** @hidden */
  82879. export var kernelBlurFragment: {
  82880. name: string;
  82881. shader: string;
  82882. };
  82883. }
  82884. declare module BABYLON {
  82885. /** @hidden */
  82886. export var kernelBlurFragment2: {
  82887. name: string;
  82888. shader: string;
  82889. };
  82890. }
  82891. declare module BABYLON {
  82892. /** @hidden */
  82893. export var kernelBlurPixelShader: {
  82894. name: string;
  82895. shader: string;
  82896. };
  82897. }
  82898. declare module BABYLON {
  82899. /** @hidden */
  82900. export var kernelBlurVertex: {
  82901. name: string;
  82902. shader: string;
  82903. };
  82904. }
  82905. declare module BABYLON {
  82906. /** @hidden */
  82907. export var kernelBlurVertexShader: {
  82908. name: string;
  82909. shader: string;
  82910. };
  82911. }
  82912. declare module BABYLON {
  82913. /**
  82914. * The Blur Post Process which blurs an image based on a kernel and direction.
  82915. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  82916. */
  82917. export class BlurPostProcess extends PostProcess {
  82918. /** The direction in which to blur the image. */
  82919. direction: Vector2;
  82920. private blockCompilation;
  82921. protected _kernel: number;
  82922. protected _idealKernel: number;
  82923. protected _packedFloat: boolean;
  82924. private _staticDefines;
  82925. /**
  82926. * Sets the length in pixels of the blur sample region
  82927. */
  82928. /**
  82929. * Gets the length in pixels of the blur sample region
  82930. */
  82931. kernel: number;
  82932. /**
  82933. * Sets wether or not the blur needs to unpack/repack floats
  82934. */
  82935. /**
  82936. * Gets wether or not the blur is unpacking/repacking floats
  82937. */
  82938. packedFloat: boolean;
  82939. /**
  82940. * Creates a new instance BlurPostProcess
  82941. * @param name The name of the effect.
  82942. * @param direction The direction in which to blur the image.
  82943. * @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.
  82944. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  82945. * @param camera The camera to apply the render pass to.
  82946. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  82947. * @param engine The engine which the post process will be applied. (default: current engine)
  82948. * @param reusable If the post process can be reused on the same frame. (default: false)
  82949. * @param textureType Type of textures used when performing the post process. (default: 0)
  82950. * @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)
  82951. */
  82952. constructor(name: string,
  82953. /** The direction in which to blur the image. */
  82954. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  82955. /**
  82956. * Updates the effect with the current post process compile time values and recompiles the shader.
  82957. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  82958. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  82959. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  82960. * @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
  82961. * @param onCompiled Called when the shader has been compiled.
  82962. * @param onError Called if there is an error when compiling a shader.
  82963. */
  82964. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  82965. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  82966. /**
  82967. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  82968. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  82969. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  82970. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  82971. * The gaps between physical kernels are compensated for in the weighting of the samples
  82972. * @param idealKernel Ideal blur kernel.
  82973. * @return Nearest best kernel.
  82974. */
  82975. protected _nearestBestKernel(idealKernel: number): number;
  82976. /**
  82977. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  82978. * @param x The point on the Gaussian distribution to sample.
  82979. * @return the value of the Gaussian function at x.
  82980. */
  82981. protected _gaussianWeight(x: number): number;
  82982. /**
  82983. * Generates a string that can be used as a floating point number in GLSL.
  82984. * @param x Value to print.
  82985. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  82986. * @return GLSL float string.
  82987. */
  82988. protected _glslFloat(x: number, decimalFigures?: number): string;
  82989. }
  82990. }
  82991. declare module BABYLON {
  82992. /**
  82993. * Mirror texture can be used to simulate the view from a mirror in a scene.
  82994. * It will dynamically be rendered every frame to adapt to the camera point of view.
  82995. * You can then easily use it as a reflectionTexture on a flat surface.
  82996. * In case the surface is not a plane, please consider relying on reflection probes.
  82997. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  82998. */
  82999. export class MirrorTexture extends RenderTargetTexture {
  83000. private scene;
  83001. /**
  83002. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  83003. * 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.
  83004. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83005. */
  83006. mirrorPlane: Plane;
  83007. /**
  83008. * Define the blur ratio used to blur the reflection if needed.
  83009. */
  83010. blurRatio: number;
  83011. /**
  83012. * Define the adaptive blur kernel used to blur the reflection if needed.
  83013. * This will autocompute the closest best match for the `blurKernel`
  83014. */
  83015. adaptiveBlurKernel: number;
  83016. /**
  83017. * Define the blur kernel used to blur the reflection if needed.
  83018. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83019. */
  83020. blurKernel: number;
  83021. /**
  83022. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  83023. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83024. */
  83025. blurKernelX: number;
  83026. /**
  83027. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  83028. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83029. */
  83030. blurKernelY: number;
  83031. private _autoComputeBlurKernel;
  83032. protected _onRatioRescale(): void;
  83033. private _updateGammaSpace;
  83034. private _imageProcessingConfigChangeObserver;
  83035. private _transformMatrix;
  83036. private _mirrorMatrix;
  83037. private _savedViewMatrix;
  83038. private _blurX;
  83039. private _blurY;
  83040. private _adaptiveBlurKernel;
  83041. private _blurKernelX;
  83042. private _blurKernelY;
  83043. private _blurRatio;
  83044. /**
  83045. * Instantiates a Mirror Texture.
  83046. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83047. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83048. * You can then easily use it as a reflectionTexture on a flat surface.
  83049. * In case the surface is not a plane, please consider relying on reflection probes.
  83050. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83051. * @param name
  83052. * @param size
  83053. * @param scene
  83054. * @param generateMipMaps
  83055. * @param type
  83056. * @param samplingMode
  83057. * @param generateDepthBuffer
  83058. */
  83059. constructor(name: string, size: number | {
  83060. width: number;
  83061. height: number;
  83062. } | {
  83063. ratio: number;
  83064. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  83065. private _preparePostProcesses;
  83066. /**
  83067. * Clone the mirror texture.
  83068. * @returns the cloned texture
  83069. */
  83070. clone(): MirrorTexture;
  83071. /**
  83072. * Serialize the texture to a JSON representation you could use in Parse later on
  83073. * @returns the serialized JSON representation
  83074. */
  83075. serialize(): any;
  83076. /**
  83077. * Dispose the texture and release its associated resources.
  83078. */
  83079. dispose(): void;
  83080. }
  83081. }
  83082. declare module BABYLON {
  83083. /**
  83084. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83085. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83086. */
  83087. export class Texture extends BaseTexture {
  83088. /**
  83089. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  83090. */
  83091. static SerializeBuffers: boolean;
  83092. /** @hidden */
  83093. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  83094. /** @hidden */
  83095. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  83096. /** @hidden */
  83097. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  83098. /** nearest is mag = nearest and min = nearest and mip = linear */
  83099. static readonly NEAREST_SAMPLINGMODE: number;
  83100. /** nearest is mag = nearest and min = nearest and mip = linear */
  83101. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  83102. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83103. static readonly BILINEAR_SAMPLINGMODE: number;
  83104. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83105. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  83106. /** Trilinear is mag = linear and min = linear and mip = linear */
  83107. static readonly TRILINEAR_SAMPLINGMODE: number;
  83108. /** Trilinear is mag = linear and min = linear and mip = linear */
  83109. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  83110. /** mag = nearest and min = nearest and mip = nearest */
  83111. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  83112. /** mag = nearest and min = linear and mip = nearest */
  83113. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  83114. /** mag = nearest and min = linear and mip = linear */
  83115. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  83116. /** mag = nearest and min = linear and mip = none */
  83117. static readonly NEAREST_LINEAR: number;
  83118. /** mag = nearest and min = nearest and mip = none */
  83119. static readonly NEAREST_NEAREST: number;
  83120. /** mag = linear and min = nearest and mip = nearest */
  83121. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  83122. /** mag = linear and min = nearest and mip = linear */
  83123. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  83124. /** mag = linear and min = linear and mip = none */
  83125. static readonly LINEAR_LINEAR: number;
  83126. /** mag = linear and min = nearest and mip = none */
  83127. static readonly LINEAR_NEAREST: number;
  83128. /** Explicit coordinates mode */
  83129. static readonly EXPLICIT_MODE: number;
  83130. /** Spherical coordinates mode */
  83131. static readonly SPHERICAL_MODE: number;
  83132. /** Planar coordinates mode */
  83133. static readonly PLANAR_MODE: number;
  83134. /** Cubic coordinates mode */
  83135. static readonly CUBIC_MODE: number;
  83136. /** Projection coordinates mode */
  83137. static readonly PROJECTION_MODE: number;
  83138. /** Inverse Cubic coordinates mode */
  83139. static readonly SKYBOX_MODE: number;
  83140. /** Inverse Cubic coordinates mode */
  83141. static readonly INVCUBIC_MODE: number;
  83142. /** Equirectangular coordinates mode */
  83143. static readonly EQUIRECTANGULAR_MODE: number;
  83144. /** Equirectangular Fixed coordinates mode */
  83145. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  83146. /** Equirectangular Fixed Mirrored coordinates mode */
  83147. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  83148. /** Texture is not repeating outside of 0..1 UVs */
  83149. static readonly CLAMP_ADDRESSMODE: number;
  83150. /** Texture is repeating outside of 0..1 UVs */
  83151. static readonly WRAP_ADDRESSMODE: number;
  83152. /** Texture is repeating and mirrored */
  83153. static readonly MIRROR_ADDRESSMODE: number;
  83154. /**
  83155. * 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
  83156. */
  83157. static UseSerializedUrlIfAny: boolean;
  83158. /**
  83159. * Define the url of the texture.
  83160. */
  83161. url: Nullable<string>;
  83162. /**
  83163. * Define an offset on the texture to offset the u coordinates of the UVs
  83164. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83165. */
  83166. uOffset: number;
  83167. /**
  83168. * Define an offset on the texture to offset the v coordinates of the UVs
  83169. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83170. */
  83171. vOffset: number;
  83172. /**
  83173. * Define an offset on the texture to scale the u coordinates of the UVs
  83174. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83175. */
  83176. uScale: number;
  83177. /**
  83178. * Define an offset on the texture to scale the v coordinates of the UVs
  83179. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83180. */
  83181. vScale: number;
  83182. /**
  83183. * Define an offset on the texture to rotate around the u coordinates of the UVs
  83184. * @see http://doc.babylonjs.com/how_to/more_materials
  83185. */
  83186. uAng: number;
  83187. /**
  83188. * Define an offset on the texture to rotate around the v coordinates of the UVs
  83189. * @see http://doc.babylonjs.com/how_to/more_materials
  83190. */
  83191. vAng: number;
  83192. /**
  83193. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  83194. * @see http://doc.babylonjs.com/how_to/more_materials
  83195. */
  83196. wAng: number;
  83197. /**
  83198. * Defines the center of rotation (U)
  83199. */
  83200. uRotationCenter: number;
  83201. /**
  83202. * Defines the center of rotation (V)
  83203. */
  83204. vRotationCenter: number;
  83205. /**
  83206. * Defines the center of rotation (W)
  83207. */
  83208. wRotationCenter: number;
  83209. /**
  83210. * Are mip maps generated for this texture or not.
  83211. */
  83212. readonly noMipmap: boolean;
  83213. /**
  83214. * List of inspectable custom properties (used by the Inspector)
  83215. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83216. */
  83217. inspectableCustomProperties: Nullable<IInspectable[]>;
  83218. private _noMipmap;
  83219. /** @hidden */
  83220. _invertY: boolean;
  83221. private _rowGenerationMatrix;
  83222. private _cachedTextureMatrix;
  83223. private _projectionModeMatrix;
  83224. private _t0;
  83225. private _t1;
  83226. private _t2;
  83227. private _cachedUOffset;
  83228. private _cachedVOffset;
  83229. private _cachedUScale;
  83230. private _cachedVScale;
  83231. private _cachedUAng;
  83232. private _cachedVAng;
  83233. private _cachedWAng;
  83234. private _cachedProjectionMatrixId;
  83235. private _cachedCoordinatesMode;
  83236. /** @hidden */
  83237. protected _initialSamplingMode: number;
  83238. /** @hidden */
  83239. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  83240. private _deleteBuffer;
  83241. protected _format: Nullable<number>;
  83242. private _delayedOnLoad;
  83243. private _delayedOnError;
  83244. private _mimeType?;
  83245. /**
  83246. * Observable triggered once the texture has been loaded.
  83247. */
  83248. onLoadObservable: Observable<Texture>;
  83249. protected _isBlocking: boolean;
  83250. /**
  83251. * Is the texture preventing material to render while loading.
  83252. * If false, a default texture will be used instead of the loading one during the preparation step.
  83253. */
  83254. isBlocking: boolean;
  83255. /**
  83256. * Get the current sampling mode associated with the texture.
  83257. */
  83258. readonly samplingMode: number;
  83259. /**
  83260. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  83261. */
  83262. readonly invertY: boolean;
  83263. /**
  83264. * Instantiates a new texture.
  83265. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83266. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83267. * @param url defines the url of the picture to load as a texture
  83268. * @param scene defines the scene or engine the texture will belong to
  83269. * @param noMipmap defines if the texture will require mip maps or not
  83270. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  83271. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83272. * @param onLoad defines a callback triggered when the texture has been loaded
  83273. * @param onError defines a callback triggered when an error occurred during the loading session
  83274. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  83275. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  83276. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83277. * @param mimeType defines an optional mime type information
  83278. */
  83279. 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);
  83280. /**
  83281. * Update the url (and optional buffer) of this texture if url was null during construction.
  83282. * @param url the url of the texture
  83283. * @param buffer the buffer of the texture (defaults to null)
  83284. * @param onLoad callback called when the texture is loaded (defaults to null)
  83285. */
  83286. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  83287. /**
  83288. * Finish the loading sequence of a texture flagged as delayed load.
  83289. * @hidden
  83290. */
  83291. delayLoad(): void;
  83292. private _prepareRowForTextureGeneration;
  83293. /**
  83294. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  83295. * @returns the transform matrix of the texture.
  83296. */
  83297. getTextureMatrix(): Matrix;
  83298. /**
  83299. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  83300. * @returns The reflection texture transform
  83301. */
  83302. getReflectionTextureMatrix(): Matrix;
  83303. /**
  83304. * Clones the texture.
  83305. * @returns the cloned texture
  83306. */
  83307. clone(): Texture;
  83308. /**
  83309. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83310. * @returns The JSON representation of the texture
  83311. */
  83312. serialize(): any;
  83313. /**
  83314. * Get the current class name of the texture useful for serialization or dynamic coding.
  83315. * @returns "Texture"
  83316. */
  83317. getClassName(): string;
  83318. /**
  83319. * Dispose the texture and release its associated resources.
  83320. */
  83321. dispose(): void;
  83322. /**
  83323. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  83324. * @param parsedTexture Define the JSON representation of the texture
  83325. * @param scene Define the scene the parsed texture should be instantiated in
  83326. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  83327. * @returns The parsed texture if successful
  83328. */
  83329. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  83330. /**
  83331. * Creates a texture from its base 64 representation.
  83332. * @param data Define the base64 payload without the data: prefix
  83333. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83334. * @param scene Define the scene the texture should belong to
  83335. * @param noMipmap Forces the texture to not create mip map information if true
  83336. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83337. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83338. * @param onLoad define a callback triggered when the texture has been loaded
  83339. * @param onError define a callback triggered when an error occurred during the loading session
  83340. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83341. * @returns the created texture
  83342. */
  83343. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  83344. /**
  83345. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  83346. * @param data Define the base64 payload without the data: prefix
  83347. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83348. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  83349. * @param scene Define the scene the texture should belong to
  83350. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  83351. * @param noMipmap Forces the texture to not create mip map information if true
  83352. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83353. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83354. * @param onLoad define a callback triggered when the texture has been loaded
  83355. * @param onError define a callback triggered when an error occurred during the loading session
  83356. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83357. * @returns the created texture
  83358. */
  83359. 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;
  83360. }
  83361. }
  83362. declare module BABYLON {
  83363. /**
  83364. * PostProcessManager is used to manage one or more post processes or post process pipelines
  83365. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83366. */
  83367. export class PostProcessManager {
  83368. private _scene;
  83369. private _indexBuffer;
  83370. private _vertexBuffers;
  83371. /**
  83372. * Creates a new instance PostProcess
  83373. * @param scene The scene that the post process is associated with.
  83374. */
  83375. constructor(scene: Scene);
  83376. private _prepareBuffers;
  83377. private _buildIndexBuffer;
  83378. /**
  83379. * Rebuilds the vertex buffers of the manager.
  83380. * @hidden
  83381. */
  83382. _rebuild(): void;
  83383. /**
  83384. * Prepares a frame to be run through a post process.
  83385. * @param sourceTexture The input texture to the post procesess. (default: null)
  83386. * @param postProcesses An array of post processes to be run. (default: null)
  83387. * @returns True if the post processes were able to be run.
  83388. * @hidden
  83389. */
  83390. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  83391. /**
  83392. * Manually render a set of post processes to a texture.
  83393. * @param postProcesses An array of post processes to be run.
  83394. * @param targetTexture The target texture to render to.
  83395. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  83396. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  83397. * @param lodLevel defines which lod of the texture to render to
  83398. */
  83399. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  83400. /**
  83401. * Finalize the result of the output of the postprocesses.
  83402. * @param doNotPresent If true the result will not be displayed to the screen.
  83403. * @param targetTexture The target texture to render to.
  83404. * @param faceIndex The index of the face to bind the target texture to.
  83405. * @param postProcesses The array of post processes to render.
  83406. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  83407. * @hidden
  83408. */
  83409. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  83410. /**
  83411. * Disposes of the post process manager.
  83412. */
  83413. dispose(): void;
  83414. }
  83415. }
  83416. declare module BABYLON {
  83417. /** Interface used by value gradients (color, factor, ...) */
  83418. export interface IValueGradient {
  83419. /**
  83420. * Gets or sets the gradient value (between 0 and 1)
  83421. */
  83422. gradient: number;
  83423. }
  83424. /** Class used to store color4 gradient */
  83425. export class ColorGradient implements IValueGradient {
  83426. /**
  83427. * Gets or sets the gradient value (between 0 and 1)
  83428. */
  83429. gradient: number;
  83430. /**
  83431. * Gets or sets first associated color
  83432. */
  83433. color1: Color4;
  83434. /**
  83435. * Gets or sets second associated color
  83436. */
  83437. color2?: Color4;
  83438. /**
  83439. * Will get a color picked randomly between color1 and color2.
  83440. * If color2 is undefined then color1 will be used
  83441. * @param result defines the target Color4 to store the result in
  83442. */
  83443. getColorToRef(result: Color4): void;
  83444. }
  83445. /** Class used to store color 3 gradient */
  83446. export class Color3Gradient implements IValueGradient {
  83447. /**
  83448. * Gets or sets the gradient value (between 0 and 1)
  83449. */
  83450. gradient: number;
  83451. /**
  83452. * Gets or sets the associated color
  83453. */
  83454. color: Color3;
  83455. }
  83456. /** Class used to store factor gradient */
  83457. export class FactorGradient implements IValueGradient {
  83458. /**
  83459. * Gets or sets the gradient value (between 0 and 1)
  83460. */
  83461. gradient: number;
  83462. /**
  83463. * Gets or sets first associated factor
  83464. */
  83465. factor1: number;
  83466. /**
  83467. * Gets or sets second associated factor
  83468. */
  83469. factor2?: number;
  83470. /**
  83471. * Will get a number picked randomly between factor1 and factor2.
  83472. * If factor2 is undefined then factor1 will be used
  83473. * @returns the picked number
  83474. */
  83475. getFactor(): number;
  83476. }
  83477. /**
  83478. * Helper used to simplify some generic gradient tasks
  83479. */
  83480. export class GradientHelper {
  83481. /**
  83482. * Gets the current gradient from an array of IValueGradient
  83483. * @param ratio defines the current ratio to get
  83484. * @param gradients defines the array of IValueGradient
  83485. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  83486. */
  83487. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  83488. }
  83489. }
  83490. declare module BABYLON {
  83491. interface ThinEngine {
  83492. /**
  83493. * Creates a dynamic texture
  83494. * @param width defines the width of the texture
  83495. * @param height defines the height of the texture
  83496. * @param generateMipMaps defines if the engine should generate the mip levels
  83497. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  83498. * @returns the dynamic texture inside an InternalTexture
  83499. */
  83500. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  83501. /**
  83502. * Update the content of a dynamic texture
  83503. * @param texture defines the texture to update
  83504. * @param canvas defines the canvas containing the source
  83505. * @param invertY defines if data must be stored with Y axis inverted
  83506. * @param premulAlpha defines if alpha is stored as premultiplied
  83507. * @param format defines the format of the data
  83508. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  83509. */
  83510. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  83511. }
  83512. }
  83513. declare module BABYLON {
  83514. /**
  83515. * Helper class used to generate a canvas to manipulate images
  83516. */
  83517. export class CanvasGenerator {
  83518. /**
  83519. * Create a new canvas (or offscreen canvas depending on the context)
  83520. * @param width defines the expected width
  83521. * @param height defines the expected height
  83522. * @return a new canvas or offscreen canvas
  83523. */
  83524. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  83525. }
  83526. }
  83527. declare module BABYLON {
  83528. /**
  83529. * A class extending Texture allowing drawing on a texture
  83530. * @see http://doc.babylonjs.com/how_to/dynamictexture
  83531. */
  83532. export class DynamicTexture extends Texture {
  83533. private _generateMipMaps;
  83534. private _canvas;
  83535. private _context;
  83536. private _engine;
  83537. /**
  83538. * Creates a DynamicTexture
  83539. * @param name defines the name of the texture
  83540. * @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
  83541. * @param scene defines the scene where you want the texture
  83542. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  83543. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  83544. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  83545. */
  83546. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  83547. /**
  83548. * Get the current class name of the texture useful for serialization or dynamic coding.
  83549. * @returns "DynamicTexture"
  83550. */
  83551. getClassName(): string;
  83552. /**
  83553. * Gets the current state of canRescale
  83554. */
  83555. readonly canRescale: boolean;
  83556. private _recreate;
  83557. /**
  83558. * Scales the texture
  83559. * @param ratio the scale factor to apply to both width and height
  83560. */
  83561. scale(ratio: number): void;
  83562. /**
  83563. * Resizes the texture
  83564. * @param width the new width
  83565. * @param height the new height
  83566. */
  83567. scaleTo(width: number, height: number): void;
  83568. /**
  83569. * Gets the context of the canvas used by the texture
  83570. * @returns the canvas context of the dynamic texture
  83571. */
  83572. getContext(): CanvasRenderingContext2D;
  83573. /**
  83574. * Clears the texture
  83575. */
  83576. clear(): void;
  83577. /**
  83578. * Updates the texture
  83579. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  83580. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  83581. */
  83582. update(invertY?: boolean, premulAlpha?: boolean): void;
  83583. /**
  83584. * Draws text onto the texture
  83585. * @param text defines the text to be drawn
  83586. * @param x defines the placement of the text from the left
  83587. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  83588. * @param font defines the font to be used with font-style, font-size, font-name
  83589. * @param color defines the color used for the text
  83590. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  83591. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  83592. * @param update defines whether texture is immediately update (default is true)
  83593. */
  83594. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  83595. /**
  83596. * Clones the texture
  83597. * @returns the clone of the texture.
  83598. */
  83599. clone(): DynamicTexture;
  83600. /**
  83601. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  83602. * @returns a serialized dynamic texture object
  83603. */
  83604. serialize(): any;
  83605. /** @hidden */
  83606. _rebuild(): void;
  83607. }
  83608. }
  83609. declare module BABYLON {
  83610. interface AbstractScene {
  83611. /**
  83612. * The list of procedural textures added to the scene
  83613. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83614. */
  83615. proceduralTextures: Array<ProceduralTexture>;
  83616. }
  83617. /**
  83618. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  83619. * in a given scene.
  83620. */
  83621. export class ProceduralTextureSceneComponent implements ISceneComponent {
  83622. /**
  83623. * The component name helpfull to identify the component in the list of scene components.
  83624. */
  83625. readonly name: string;
  83626. /**
  83627. * The scene the component belongs to.
  83628. */
  83629. scene: Scene;
  83630. /**
  83631. * Creates a new instance of the component for the given scene
  83632. * @param scene Defines the scene to register the component in
  83633. */
  83634. constructor(scene: Scene);
  83635. /**
  83636. * Registers the component in a given scene
  83637. */
  83638. register(): void;
  83639. /**
  83640. * Rebuilds the elements related to this component in case of
  83641. * context lost for instance.
  83642. */
  83643. rebuild(): void;
  83644. /**
  83645. * Disposes the component and the associated ressources.
  83646. */
  83647. dispose(): void;
  83648. private _beforeClear;
  83649. }
  83650. }
  83651. declare module BABYLON {
  83652. interface ThinEngine {
  83653. /**
  83654. * Creates a new render target cube texture
  83655. * @param size defines the size of the texture
  83656. * @param options defines the options used to create the texture
  83657. * @returns a new render target cube texture stored in an InternalTexture
  83658. */
  83659. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  83660. }
  83661. }
  83662. declare module BABYLON {
  83663. /** @hidden */
  83664. export var proceduralVertexShader: {
  83665. name: string;
  83666. shader: string;
  83667. };
  83668. }
  83669. declare module BABYLON {
  83670. /**
  83671. * 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.
  83672. * This is the base class of any Procedural texture and contains most of the shareable code.
  83673. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83674. */
  83675. export class ProceduralTexture extends Texture {
  83676. isCube: boolean;
  83677. /**
  83678. * Define if the texture is enabled or not (disabled texture will not render)
  83679. */
  83680. isEnabled: boolean;
  83681. /**
  83682. * Define if the texture must be cleared before rendering (default is true)
  83683. */
  83684. autoClear: boolean;
  83685. /**
  83686. * Callback called when the texture is generated
  83687. */
  83688. onGenerated: () => void;
  83689. /**
  83690. * Event raised when the texture is generated
  83691. */
  83692. onGeneratedObservable: Observable<ProceduralTexture>;
  83693. /** @hidden */
  83694. _generateMipMaps: boolean;
  83695. /** @hidden **/
  83696. _effect: Effect;
  83697. /** @hidden */
  83698. _textures: {
  83699. [key: string]: Texture;
  83700. };
  83701. private _size;
  83702. private _currentRefreshId;
  83703. private _refreshRate;
  83704. private _vertexBuffers;
  83705. private _indexBuffer;
  83706. private _uniforms;
  83707. private _samplers;
  83708. private _fragment;
  83709. private _floats;
  83710. private _ints;
  83711. private _floatsArrays;
  83712. private _colors3;
  83713. private _colors4;
  83714. private _vectors2;
  83715. private _vectors3;
  83716. private _matrices;
  83717. private _fallbackTexture;
  83718. private _fallbackTextureUsed;
  83719. private _engine;
  83720. private _cachedDefines;
  83721. private _contentUpdateId;
  83722. private _contentData;
  83723. /**
  83724. * Instantiates a new procedural texture.
  83725. * 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.
  83726. * This is the base class of any Procedural texture and contains most of the shareable code.
  83727. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83728. * @param name Define the name of the texture
  83729. * @param size Define the size of the texture to create
  83730. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  83731. * @param scene Define the scene the texture belongs to
  83732. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  83733. * @param generateMipMaps Define if the texture should creates mip maps or not
  83734. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  83735. */
  83736. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  83737. /**
  83738. * The effect that is created when initializing the post process.
  83739. * @returns The created effect corresponding the the postprocess.
  83740. */
  83741. getEffect(): Effect;
  83742. /**
  83743. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  83744. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  83745. */
  83746. getContent(): Nullable<ArrayBufferView>;
  83747. private _createIndexBuffer;
  83748. /** @hidden */
  83749. _rebuild(): void;
  83750. /**
  83751. * Resets the texture in order to recreate its associated resources.
  83752. * This can be called in case of context loss
  83753. */
  83754. reset(): void;
  83755. protected _getDefines(): string;
  83756. /**
  83757. * Is the texture ready to be used ? (rendered at least once)
  83758. * @returns true if ready, otherwise, false.
  83759. */
  83760. isReady(): boolean;
  83761. /**
  83762. * Resets the refresh counter of the texture and start bak from scratch.
  83763. * Could be useful to regenerate the texture if it is setup to render only once.
  83764. */
  83765. resetRefreshCounter(): void;
  83766. /**
  83767. * Set the fragment shader to use in order to render the texture.
  83768. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  83769. */
  83770. setFragment(fragment: any): void;
  83771. /**
  83772. * Define the refresh rate of the texture or the rendering frequency.
  83773. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  83774. */
  83775. refreshRate: number;
  83776. /** @hidden */
  83777. _shouldRender(): boolean;
  83778. /**
  83779. * Get the size the texture is rendering at.
  83780. * @returns the size (texture is always squared)
  83781. */
  83782. getRenderSize(): number;
  83783. /**
  83784. * Resize the texture to new value.
  83785. * @param size Define the new size the texture should have
  83786. * @param generateMipMaps Define whether the new texture should create mip maps
  83787. */
  83788. resize(size: number, generateMipMaps: boolean): void;
  83789. private _checkUniform;
  83790. /**
  83791. * Set a texture in the shader program used to render.
  83792. * @param name Define the name of the uniform samplers as defined in the shader
  83793. * @param texture Define the texture to bind to this sampler
  83794. * @return the texture itself allowing "fluent" like uniform updates
  83795. */
  83796. setTexture(name: string, texture: Texture): ProceduralTexture;
  83797. /**
  83798. * Set a float in the shader.
  83799. * @param name Define the name of the uniform as defined in the shader
  83800. * @param value Define the value to give to the uniform
  83801. * @return the texture itself allowing "fluent" like uniform updates
  83802. */
  83803. setFloat(name: string, value: number): ProceduralTexture;
  83804. /**
  83805. * Set a int in the shader.
  83806. * @param name Define the name of the uniform as defined in the shader
  83807. * @param value Define the value to give to the uniform
  83808. * @return the texture itself allowing "fluent" like uniform updates
  83809. */
  83810. setInt(name: string, value: number): ProceduralTexture;
  83811. /**
  83812. * Set an array of floats in the shader.
  83813. * @param name Define the name of the uniform as defined in the shader
  83814. * @param value Define the value to give to the uniform
  83815. * @return the texture itself allowing "fluent" like uniform updates
  83816. */
  83817. setFloats(name: string, value: number[]): ProceduralTexture;
  83818. /**
  83819. * Set a vec3 in the shader from a Color3.
  83820. * @param name Define the name of the uniform as defined in the shader
  83821. * @param value Define the value to give to the uniform
  83822. * @return the texture itself allowing "fluent" like uniform updates
  83823. */
  83824. setColor3(name: string, value: Color3): ProceduralTexture;
  83825. /**
  83826. * Set a vec4 in the shader from a Color4.
  83827. * @param name Define the name of the uniform as defined in the shader
  83828. * @param value Define the value to give to the uniform
  83829. * @return the texture itself allowing "fluent" like uniform updates
  83830. */
  83831. setColor4(name: string, value: Color4): ProceduralTexture;
  83832. /**
  83833. * Set a vec2 in the shader from a Vector2.
  83834. * @param name Define the name of the uniform as defined in the shader
  83835. * @param value Define the value to give to the uniform
  83836. * @return the texture itself allowing "fluent" like uniform updates
  83837. */
  83838. setVector2(name: string, value: Vector2): ProceduralTexture;
  83839. /**
  83840. * Set a vec3 in the shader from a Vector3.
  83841. * @param name Define the name of the uniform as defined in the shader
  83842. * @param value Define the value to give to the uniform
  83843. * @return the texture itself allowing "fluent" like uniform updates
  83844. */
  83845. setVector3(name: string, value: Vector3): ProceduralTexture;
  83846. /**
  83847. * Set a mat4 in the shader from a MAtrix.
  83848. * @param name Define the name of the uniform as defined in the shader
  83849. * @param value Define the value to give to the uniform
  83850. * @return the texture itself allowing "fluent" like uniform updates
  83851. */
  83852. setMatrix(name: string, value: Matrix): ProceduralTexture;
  83853. /**
  83854. * Render the texture to its associated render target.
  83855. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  83856. */
  83857. render(useCameraPostProcess?: boolean): void;
  83858. /**
  83859. * Clone the texture.
  83860. * @returns the cloned texture
  83861. */
  83862. clone(): ProceduralTexture;
  83863. /**
  83864. * Dispose the texture and release its asoociated resources.
  83865. */
  83866. dispose(): void;
  83867. }
  83868. }
  83869. declare module BABYLON {
  83870. /**
  83871. * This represents the base class for particle system in Babylon.
  83872. * 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.
  83873. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  83874. * @example https://doc.babylonjs.com/babylon101/particles
  83875. */
  83876. export class BaseParticleSystem {
  83877. /**
  83878. * Source color is added to the destination color without alpha affecting the result
  83879. */
  83880. static BLENDMODE_ONEONE: number;
  83881. /**
  83882. * Blend current color and particle color using particle’s alpha
  83883. */
  83884. static BLENDMODE_STANDARD: number;
  83885. /**
  83886. * Add current color and particle color multiplied by particle’s alpha
  83887. */
  83888. static BLENDMODE_ADD: number;
  83889. /**
  83890. * Multiply current color with particle color
  83891. */
  83892. static BLENDMODE_MULTIPLY: number;
  83893. /**
  83894. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  83895. */
  83896. static BLENDMODE_MULTIPLYADD: number;
  83897. /**
  83898. * List of animations used by the particle system.
  83899. */
  83900. animations: Animation[];
  83901. /**
  83902. * The id of the Particle system.
  83903. */
  83904. id: string;
  83905. /**
  83906. * The friendly name of the Particle system.
  83907. */
  83908. name: string;
  83909. /**
  83910. * The rendering group used by the Particle system to chose when to render.
  83911. */
  83912. renderingGroupId: number;
  83913. /**
  83914. * The emitter represents the Mesh or position we are attaching the particle system to.
  83915. */
  83916. emitter: Nullable<AbstractMesh | Vector3>;
  83917. /**
  83918. * The maximum number of particles to emit per frame
  83919. */
  83920. emitRate: number;
  83921. /**
  83922. * If you want to launch only a few particles at once, that can be done, as well.
  83923. */
  83924. manualEmitCount: number;
  83925. /**
  83926. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  83927. */
  83928. updateSpeed: number;
  83929. /**
  83930. * The amount of time the particle system is running (depends of the overall update speed).
  83931. */
  83932. targetStopDuration: number;
  83933. /**
  83934. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  83935. */
  83936. disposeOnStop: boolean;
  83937. /**
  83938. * Minimum power of emitting particles.
  83939. */
  83940. minEmitPower: number;
  83941. /**
  83942. * Maximum power of emitting particles.
  83943. */
  83944. maxEmitPower: number;
  83945. /**
  83946. * Minimum life time of emitting particles.
  83947. */
  83948. minLifeTime: number;
  83949. /**
  83950. * Maximum life time of emitting particles.
  83951. */
  83952. maxLifeTime: number;
  83953. /**
  83954. * Minimum Size of emitting particles.
  83955. */
  83956. minSize: number;
  83957. /**
  83958. * Maximum Size of emitting particles.
  83959. */
  83960. maxSize: number;
  83961. /**
  83962. * Minimum scale of emitting particles on X axis.
  83963. */
  83964. minScaleX: number;
  83965. /**
  83966. * Maximum scale of emitting particles on X axis.
  83967. */
  83968. maxScaleX: number;
  83969. /**
  83970. * Minimum scale of emitting particles on Y axis.
  83971. */
  83972. minScaleY: number;
  83973. /**
  83974. * Maximum scale of emitting particles on Y axis.
  83975. */
  83976. maxScaleY: number;
  83977. /**
  83978. * Gets or sets the minimal initial rotation in radians.
  83979. */
  83980. minInitialRotation: number;
  83981. /**
  83982. * Gets or sets the maximal initial rotation in radians.
  83983. */
  83984. maxInitialRotation: number;
  83985. /**
  83986. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  83987. */
  83988. minAngularSpeed: number;
  83989. /**
  83990. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  83991. */
  83992. maxAngularSpeed: number;
  83993. /**
  83994. * The texture used to render each particle. (this can be a spritesheet)
  83995. */
  83996. particleTexture: Nullable<Texture>;
  83997. /**
  83998. * The layer mask we are rendering the particles through.
  83999. */
  84000. layerMask: number;
  84001. /**
  84002. * This can help using your own shader to render the particle system.
  84003. * The according effect will be created
  84004. */
  84005. customShader: any;
  84006. /**
  84007. * By default particle system starts as soon as they are created. This prevents the
  84008. * automatic start to happen and let you decide when to start emitting particles.
  84009. */
  84010. preventAutoStart: boolean;
  84011. private _noiseTexture;
  84012. /**
  84013. * Gets or sets a texture used to add random noise to particle positions
  84014. */
  84015. noiseTexture: Nullable<ProceduralTexture>;
  84016. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  84017. noiseStrength: Vector3;
  84018. /**
  84019. * Callback triggered when the particle animation is ending.
  84020. */
  84021. onAnimationEnd: Nullable<() => void>;
  84022. /**
  84023. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  84024. */
  84025. blendMode: number;
  84026. /**
  84027. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  84028. * to override the particles.
  84029. */
  84030. forceDepthWrite: boolean;
  84031. /** 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 */
  84032. preWarmCycles: number;
  84033. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  84034. preWarmStepOffset: number;
  84035. /**
  84036. * 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)
  84037. */
  84038. spriteCellChangeSpeed: number;
  84039. /**
  84040. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  84041. */
  84042. startSpriteCellID: number;
  84043. /**
  84044. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  84045. */
  84046. endSpriteCellID: number;
  84047. /**
  84048. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  84049. */
  84050. spriteCellWidth: number;
  84051. /**
  84052. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  84053. */
  84054. spriteCellHeight: number;
  84055. /**
  84056. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  84057. */
  84058. spriteRandomStartCell: boolean;
  84059. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  84060. translationPivot: Vector2;
  84061. /** @hidden */
  84062. protected _isAnimationSheetEnabled: boolean;
  84063. /**
  84064. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  84065. */
  84066. beginAnimationOnStart: boolean;
  84067. /**
  84068. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  84069. */
  84070. beginAnimationFrom: number;
  84071. /**
  84072. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  84073. */
  84074. beginAnimationTo: number;
  84075. /**
  84076. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  84077. */
  84078. beginAnimationLoop: boolean;
  84079. /**
  84080. * Gets or sets a world offset applied to all particles
  84081. */
  84082. worldOffset: Vector3;
  84083. /**
  84084. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  84085. */
  84086. isAnimationSheetEnabled: boolean;
  84087. /**
  84088. * Get hosting scene
  84089. * @returns the scene
  84090. */
  84091. getScene(): Scene;
  84092. /**
  84093. * You can use gravity if you want to give an orientation to your particles.
  84094. */
  84095. gravity: Vector3;
  84096. protected _colorGradients: Nullable<Array<ColorGradient>>;
  84097. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  84098. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  84099. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  84100. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  84101. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  84102. protected _dragGradients: Nullable<Array<FactorGradient>>;
  84103. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  84104. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  84105. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  84106. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  84107. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  84108. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  84109. /**
  84110. * Defines the delay in milliseconds before starting the system (0 by default)
  84111. */
  84112. startDelay: number;
  84113. /**
  84114. * Gets the current list of drag gradients.
  84115. * You must use addDragGradient and removeDragGradient to udpate this list
  84116. * @returns the list of drag gradients
  84117. */
  84118. getDragGradients(): Nullable<Array<FactorGradient>>;
  84119. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  84120. limitVelocityDamping: number;
  84121. /**
  84122. * Gets the current list of limit velocity gradients.
  84123. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  84124. * @returns the list of limit velocity gradients
  84125. */
  84126. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  84127. /**
  84128. * Gets the current list of color gradients.
  84129. * You must use addColorGradient and removeColorGradient to udpate this list
  84130. * @returns the list of color gradients
  84131. */
  84132. getColorGradients(): Nullable<Array<ColorGradient>>;
  84133. /**
  84134. * Gets the current list of size gradients.
  84135. * You must use addSizeGradient and removeSizeGradient to udpate this list
  84136. * @returns the list of size gradients
  84137. */
  84138. getSizeGradients(): Nullable<Array<FactorGradient>>;
  84139. /**
  84140. * Gets the current list of color remap gradients.
  84141. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84142. * @returns the list of color remap gradients
  84143. */
  84144. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84145. /**
  84146. * Gets the current list of alpha remap gradients.
  84147. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84148. * @returns the list of alpha remap gradients
  84149. */
  84150. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84151. /**
  84152. * Gets the current list of life time gradients.
  84153. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84154. * @returns the list of life time gradients
  84155. */
  84156. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84157. /**
  84158. * Gets the current list of angular speed gradients.
  84159. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  84160. * @returns the list of angular speed gradients
  84161. */
  84162. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  84163. /**
  84164. * Gets the current list of velocity gradients.
  84165. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  84166. * @returns the list of velocity gradients
  84167. */
  84168. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  84169. /**
  84170. * Gets the current list of start size gradients.
  84171. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84172. * @returns the list of start size gradients
  84173. */
  84174. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84175. /**
  84176. * Gets the current list of emit rate gradients.
  84177. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  84178. * @returns the list of emit rate gradients
  84179. */
  84180. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  84181. /**
  84182. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84183. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84184. */
  84185. direction1: Vector3;
  84186. /**
  84187. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84188. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84189. */
  84190. direction2: Vector3;
  84191. /**
  84192. * 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.
  84193. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84194. */
  84195. minEmitBox: Vector3;
  84196. /**
  84197. * 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.
  84198. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84199. */
  84200. maxEmitBox: Vector3;
  84201. /**
  84202. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84203. */
  84204. color1: Color4;
  84205. /**
  84206. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84207. */
  84208. color2: Color4;
  84209. /**
  84210. * Color the particle will have at the end of its lifetime
  84211. */
  84212. colorDead: Color4;
  84213. /**
  84214. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  84215. */
  84216. textureMask: Color4;
  84217. /**
  84218. * The particle emitter type defines the emitter used by the particle system.
  84219. * It can be for example box, sphere, or cone...
  84220. */
  84221. particleEmitterType: IParticleEmitterType;
  84222. /** @hidden */
  84223. _isSubEmitter: boolean;
  84224. /**
  84225. * Gets or sets the billboard mode to use when isBillboardBased = true.
  84226. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  84227. */
  84228. billboardMode: number;
  84229. protected _isBillboardBased: boolean;
  84230. /**
  84231. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  84232. */
  84233. isBillboardBased: boolean;
  84234. /**
  84235. * The scene the particle system belongs to.
  84236. */
  84237. protected _scene: Scene;
  84238. /**
  84239. * Local cache of defines for image processing.
  84240. */
  84241. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  84242. /**
  84243. * Default configuration related to image processing available in the standard Material.
  84244. */
  84245. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  84246. /**
  84247. * Gets the image processing configuration used either in this material.
  84248. */
  84249. /**
  84250. * Sets the Default image processing configuration used either in the this material.
  84251. *
  84252. * If sets to null, the scene one is in use.
  84253. */
  84254. imageProcessingConfiguration: ImageProcessingConfiguration;
  84255. /**
  84256. * Attaches a new image processing configuration to the Standard Material.
  84257. * @param configuration
  84258. */
  84259. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  84260. /** @hidden */
  84261. protected _reset(): void;
  84262. /** @hidden */
  84263. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  84264. /**
  84265. * Instantiates a particle system.
  84266. * 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.
  84267. * @param name The name of the particle system
  84268. */
  84269. constructor(name: string);
  84270. /**
  84271. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84272. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84273. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84274. * @returns the emitter
  84275. */
  84276. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84277. /**
  84278. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84279. * @param radius The radius of the hemisphere to emit from
  84280. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84281. * @returns the emitter
  84282. */
  84283. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  84284. /**
  84285. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84286. * @param radius The radius of the sphere to emit from
  84287. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84288. * @returns the emitter
  84289. */
  84290. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  84291. /**
  84292. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84293. * @param radius The radius of the sphere to emit from
  84294. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84295. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84296. * @returns the emitter
  84297. */
  84298. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  84299. /**
  84300. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84301. * @param radius The radius of the emission cylinder
  84302. * @param height The height of the emission cylinder
  84303. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84304. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84305. * @returns the emitter
  84306. */
  84307. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  84308. /**
  84309. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84310. * @param radius The radius of the cylinder to emit from
  84311. * @param height The height of the emission cylinder
  84312. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84313. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84314. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84315. * @returns the emitter
  84316. */
  84317. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  84318. /**
  84319. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84320. * @param radius The radius of the cone to emit from
  84321. * @param angle The base angle of the cone
  84322. * @returns the emitter
  84323. */
  84324. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  84325. /**
  84326. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84327. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84328. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84329. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84330. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84331. * @returns the emitter
  84332. */
  84333. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84334. }
  84335. }
  84336. declare module BABYLON {
  84337. /**
  84338. * Type of sub emitter
  84339. */
  84340. export enum SubEmitterType {
  84341. /**
  84342. * Attached to the particle over it's lifetime
  84343. */
  84344. ATTACHED = 0,
  84345. /**
  84346. * Created when the particle dies
  84347. */
  84348. END = 1
  84349. }
  84350. /**
  84351. * Sub emitter class used to emit particles from an existing particle
  84352. */
  84353. export class SubEmitter {
  84354. /**
  84355. * the particle system to be used by the sub emitter
  84356. */
  84357. particleSystem: ParticleSystem;
  84358. /**
  84359. * Type of the submitter (Default: END)
  84360. */
  84361. type: SubEmitterType;
  84362. /**
  84363. * 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)
  84364. * Note: This only is supported when using an emitter of type Mesh
  84365. */
  84366. inheritDirection: boolean;
  84367. /**
  84368. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  84369. */
  84370. inheritedVelocityAmount: number;
  84371. /**
  84372. * Creates a sub emitter
  84373. * @param particleSystem the particle system to be used by the sub emitter
  84374. */
  84375. constructor(
  84376. /**
  84377. * the particle system to be used by the sub emitter
  84378. */
  84379. particleSystem: ParticleSystem);
  84380. /**
  84381. * Clones the sub emitter
  84382. * @returns the cloned sub emitter
  84383. */
  84384. clone(): SubEmitter;
  84385. /**
  84386. * Serialize current object to a JSON object
  84387. * @returns the serialized object
  84388. */
  84389. serialize(): any;
  84390. /** @hidden */
  84391. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  84392. /**
  84393. * Creates a new SubEmitter from a serialized JSON version
  84394. * @param serializationObject defines the JSON object to read from
  84395. * @param scene defines the hosting scene
  84396. * @param rootUrl defines the rootUrl for data loading
  84397. * @returns a new SubEmitter
  84398. */
  84399. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  84400. /** Release associated resources */
  84401. dispose(): void;
  84402. }
  84403. }
  84404. declare module BABYLON {
  84405. /** @hidden */
  84406. export var clipPlaneFragmentDeclaration: {
  84407. name: string;
  84408. shader: string;
  84409. };
  84410. }
  84411. declare module BABYLON {
  84412. /** @hidden */
  84413. export var imageProcessingDeclaration: {
  84414. name: string;
  84415. shader: string;
  84416. };
  84417. }
  84418. declare module BABYLON {
  84419. /** @hidden */
  84420. export var imageProcessingFunctions: {
  84421. name: string;
  84422. shader: string;
  84423. };
  84424. }
  84425. declare module BABYLON {
  84426. /** @hidden */
  84427. export var clipPlaneFragment: {
  84428. name: string;
  84429. shader: string;
  84430. };
  84431. }
  84432. declare module BABYLON {
  84433. /** @hidden */
  84434. export var particlesPixelShader: {
  84435. name: string;
  84436. shader: string;
  84437. };
  84438. }
  84439. declare module BABYLON {
  84440. /** @hidden */
  84441. export var clipPlaneVertexDeclaration: {
  84442. name: string;
  84443. shader: string;
  84444. };
  84445. }
  84446. declare module BABYLON {
  84447. /** @hidden */
  84448. export var clipPlaneVertex: {
  84449. name: string;
  84450. shader: string;
  84451. };
  84452. }
  84453. declare module BABYLON {
  84454. /** @hidden */
  84455. export var particlesVertexShader: {
  84456. name: string;
  84457. shader: string;
  84458. };
  84459. }
  84460. declare module BABYLON {
  84461. /**
  84462. * This represents a particle system in Babylon.
  84463. * 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.
  84464. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84465. * @example https://doc.babylonjs.com/babylon101/particles
  84466. */
  84467. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  84468. /**
  84469. * Billboard mode will only apply to Y axis
  84470. */
  84471. static readonly BILLBOARDMODE_Y: number;
  84472. /**
  84473. * Billboard mode will apply to all axes
  84474. */
  84475. static readonly BILLBOARDMODE_ALL: number;
  84476. /**
  84477. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  84478. */
  84479. static readonly BILLBOARDMODE_STRETCHED: number;
  84480. /**
  84481. * This function can be defined to provide custom update for active particles.
  84482. * This function will be called instead of regular update (age, position, color, etc.).
  84483. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  84484. */
  84485. updateFunction: (particles: Particle[]) => void;
  84486. private _emitterWorldMatrix;
  84487. /**
  84488. * This function can be defined to specify initial direction for every new particle.
  84489. * It by default use the emitterType defined function
  84490. */
  84491. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  84492. /**
  84493. * This function can be defined to specify initial position for every new particle.
  84494. * It by default use the emitterType defined function
  84495. */
  84496. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  84497. /**
  84498. * @hidden
  84499. */
  84500. _inheritedVelocityOffset: Vector3;
  84501. /**
  84502. * An event triggered when the system is disposed
  84503. */
  84504. onDisposeObservable: Observable<ParticleSystem>;
  84505. private _onDisposeObserver;
  84506. /**
  84507. * Sets a callback that will be triggered when the system is disposed
  84508. */
  84509. onDispose: () => void;
  84510. private _particles;
  84511. private _epsilon;
  84512. private _capacity;
  84513. private _stockParticles;
  84514. private _newPartsExcess;
  84515. private _vertexData;
  84516. private _vertexBuffer;
  84517. private _vertexBuffers;
  84518. private _spriteBuffer;
  84519. private _indexBuffer;
  84520. private _effect;
  84521. private _customEffect;
  84522. private _cachedDefines;
  84523. private _scaledColorStep;
  84524. private _colorDiff;
  84525. private _scaledDirection;
  84526. private _scaledGravity;
  84527. private _currentRenderId;
  84528. private _alive;
  84529. private _useInstancing;
  84530. private _started;
  84531. private _stopped;
  84532. private _actualFrame;
  84533. private _scaledUpdateSpeed;
  84534. private _vertexBufferSize;
  84535. /** @hidden */
  84536. _currentEmitRateGradient: Nullable<FactorGradient>;
  84537. /** @hidden */
  84538. _currentEmitRate1: number;
  84539. /** @hidden */
  84540. _currentEmitRate2: number;
  84541. /** @hidden */
  84542. _currentStartSizeGradient: Nullable<FactorGradient>;
  84543. /** @hidden */
  84544. _currentStartSize1: number;
  84545. /** @hidden */
  84546. _currentStartSize2: number;
  84547. private readonly _rawTextureWidth;
  84548. private _rampGradientsTexture;
  84549. private _useRampGradients;
  84550. /** Gets or sets a boolean indicating that ramp gradients must be used
  84551. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  84552. */
  84553. useRampGradients: boolean;
  84554. /**
  84555. * 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.
  84556. * 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: [])
  84557. */
  84558. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  84559. private _subEmitters;
  84560. /**
  84561. * @hidden
  84562. * If the particle systems emitter should be disposed when the particle system is disposed
  84563. */
  84564. _disposeEmitterOnDispose: boolean;
  84565. /**
  84566. * The current active Sub-systems, this property is used by the root particle system only.
  84567. */
  84568. activeSubSystems: Array<ParticleSystem>;
  84569. private _rootParticleSystem;
  84570. /**
  84571. * Gets the current list of active particles
  84572. */
  84573. readonly particles: Particle[];
  84574. /**
  84575. * Returns the string "ParticleSystem"
  84576. * @returns a string containing the class name
  84577. */
  84578. getClassName(): string;
  84579. /**
  84580. * Instantiates a particle system.
  84581. * 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.
  84582. * @param name The name of the particle system
  84583. * @param capacity The max number of particles alive at the same time
  84584. * @param scene The scene the particle system belongs to
  84585. * @param customEffect a custom effect used to change the way particles are rendered by default
  84586. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  84587. * @param epsilon Offset used to render the particles
  84588. */
  84589. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  84590. private _addFactorGradient;
  84591. private _removeFactorGradient;
  84592. /**
  84593. * Adds a new life time gradient
  84594. * @param gradient defines the gradient to use (between 0 and 1)
  84595. * @param factor defines the life time factor to affect to the specified gradient
  84596. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84597. * @returns the current particle system
  84598. */
  84599. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84600. /**
  84601. * Remove a specific life time gradient
  84602. * @param gradient defines the gradient to remove
  84603. * @returns the current particle system
  84604. */
  84605. removeLifeTimeGradient(gradient: number): IParticleSystem;
  84606. /**
  84607. * Adds a new size gradient
  84608. * @param gradient defines the gradient to use (between 0 and 1)
  84609. * @param factor defines the size factor to affect to the specified gradient
  84610. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84611. * @returns the current particle system
  84612. */
  84613. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84614. /**
  84615. * Remove a specific size gradient
  84616. * @param gradient defines the gradient to remove
  84617. * @returns the current particle system
  84618. */
  84619. removeSizeGradient(gradient: number): IParticleSystem;
  84620. /**
  84621. * Adds a new color remap gradient
  84622. * @param gradient defines the gradient to use (between 0 and 1)
  84623. * @param min defines the color remap minimal range
  84624. * @param max defines the color remap maximal range
  84625. * @returns the current particle system
  84626. */
  84627. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84628. /**
  84629. * Remove a specific color remap gradient
  84630. * @param gradient defines the gradient to remove
  84631. * @returns the current particle system
  84632. */
  84633. removeColorRemapGradient(gradient: number): IParticleSystem;
  84634. /**
  84635. * Adds a new alpha remap gradient
  84636. * @param gradient defines the gradient to use (between 0 and 1)
  84637. * @param min defines the alpha remap minimal range
  84638. * @param max defines the alpha remap maximal range
  84639. * @returns the current particle system
  84640. */
  84641. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84642. /**
  84643. * Remove a specific alpha remap gradient
  84644. * @param gradient defines the gradient to remove
  84645. * @returns the current particle system
  84646. */
  84647. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  84648. /**
  84649. * Adds a new angular speed gradient
  84650. * @param gradient defines the gradient to use (between 0 and 1)
  84651. * @param factor defines the angular speed to affect to the specified gradient
  84652. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84653. * @returns the current particle system
  84654. */
  84655. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84656. /**
  84657. * Remove a specific angular speed gradient
  84658. * @param gradient defines the gradient to remove
  84659. * @returns the current particle system
  84660. */
  84661. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  84662. /**
  84663. * Adds a new velocity gradient
  84664. * @param gradient defines the gradient to use (between 0 and 1)
  84665. * @param factor defines the velocity to affect to the specified gradient
  84666. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84667. * @returns the current particle system
  84668. */
  84669. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84670. /**
  84671. * Remove a specific velocity gradient
  84672. * @param gradient defines the gradient to remove
  84673. * @returns the current particle system
  84674. */
  84675. removeVelocityGradient(gradient: number): IParticleSystem;
  84676. /**
  84677. * Adds a new limit velocity gradient
  84678. * @param gradient defines the gradient to use (between 0 and 1)
  84679. * @param factor defines the limit velocity value to affect to the specified gradient
  84680. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84681. * @returns the current particle system
  84682. */
  84683. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84684. /**
  84685. * Remove a specific limit velocity gradient
  84686. * @param gradient defines the gradient to remove
  84687. * @returns the current particle system
  84688. */
  84689. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  84690. /**
  84691. * Adds a new drag gradient
  84692. * @param gradient defines the gradient to use (between 0 and 1)
  84693. * @param factor defines the drag value to affect to the specified gradient
  84694. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84695. * @returns the current particle system
  84696. */
  84697. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84698. /**
  84699. * Remove a specific drag gradient
  84700. * @param gradient defines the gradient to remove
  84701. * @returns the current particle system
  84702. */
  84703. removeDragGradient(gradient: number): IParticleSystem;
  84704. /**
  84705. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  84706. * @param gradient defines the gradient to use (between 0 and 1)
  84707. * @param factor defines the emit rate value to affect to the specified gradient
  84708. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84709. * @returns the current particle system
  84710. */
  84711. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84712. /**
  84713. * Remove a specific emit rate gradient
  84714. * @param gradient defines the gradient to remove
  84715. * @returns the current particle system
  84716. */
  84717. removeEmitRateGradient(gradient: number): IParticleSystem;
  84718. /**
  84719. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  84720. * @param gradient defines the gradient to use (between 0 and 1)
  84721. * @param factor defines the start size value to affect to the specified gradient
  84722. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84723. * @returns the current particle system
  84724. */
  84725. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84726. /**
  84727. * Remove a specific start size gradient
  84728. * @param gradient defines the gradient to remove
  84729. * @returns the current particle system
  84730. */
  84731. removeStartSizeGradient(gradient: number): IParticleSystem;
  84732. private _createRampGradientTexture;
  84733. /**
  84734. * Gets the current list of ramp gradients.
  84735. * You must use addRampGradient and removeRampGradient to udpate this list
  84736. * @returns the list of ramp gradients
  84737. */
  84738. getRampGradients(): Nullable<Array<Color3Gradient>>;
  84739. /**
  84740. * Adds a new ramp gradient used to remap particle colors
  84741. * @param gradient defines the gradient to use (between 0 and 1)
  84742. * @param color defines the color to affect to the specified gradient
  84743. * @returns the current particle system
  84744. */
  84745. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  84746. /**
  84747. * Remove a specific ramp gradient
  84748. * @param gradient defines the gradient to remove
  84749. * @returns the current particle system
  84750. */
  84751. removeRampGradient(gradient: number): ParticleSystem;
  84752. /**
  84753. * Adds a new color gradient
  84754. * @param gradient defines the gradient to use (between 0 and 1)
  84755. * @param color1 defines the color to affect to the specified gradient
  84756. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  84757. * @returns this particle system
  84758. */
  84759. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  84760. /**
  84761. * Remove a specific color gradient
  84762. * @param gradient defines the gradient to remove
  84763. * @returns this particle system
  84764. */
  84765. removeColorGradient(gradient: number): IParticleSystem;
  84766. private _fetchR;
  84767. protected _reset(): void;
  84768. private _resetEffect;
  84769. private _createVertexBuffers;
  84770. private _createIndexBuffer;
  84771. /**
  84772. * Gets the maximum number of particles active at the same time.
  84773. * @returns The max number of active particles.
  84774. */
  84775. getCapacity(): number;
  84776. /**
  84777. * Gets whether there are still active particles in the system.
  84778. * @returns True if it is alive, otherwise false.
  84779. */
  84780. isAlive(): boolean;
  84781. /**
  84782. * Gets if the system has been started. (Note: this will still be true after stop is called)
  84783. * @returns True if it has been started, otherwise false.
  84784. */
  84785. isStarted(): boolean;
  84786. private _prepareSubEmitterInternalArray;
  84787. /**
  84788. * Starts the particle system and begins to emit
  84789. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  84790. */
  84791. start(delay?: number): void;
  84792. /**
  84793. * Stops the particle system.
  84794. * @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.
  84795. */
  84796. stop(stopSubEmitters?: boolean): void;
  84797. /**
  84798. * Remove all active particles
  84799. */
  84800. reset(): void;
  84801. /**
  84802. * @hidden (for internal use only)
  84803. */
  84804. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  84805. /**
  84806. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  84807. * Its lifetime will start back at 0.
  84808. */
  84809. recycleParticle: (particle: Particle) => void;
  84810. private _stopSubEmitters;
  84811. private _createParticle;
  84812. private _removeFromRoot;
  84813. private _emitFromParticle;
  84814. private _update;
  84815. /** @hidden */
  84816. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  84817. /** @hidden */
  84818. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  84819. /** @hidden */
  84820. private _getEffect;
  84821. /**
  84822. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  84823. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  84824. */
  84825. animate(preWarmOnly?: boolean): void;
  84826. private _appendParticleVertices;
  84827. /**
  84828. * Rebuilds the particle system.
  84829. */
  84830. rebuild(): void;
  84831. /**
  84832. * Is this system ready to be used/rendered
  84833. * @return true if the system is ready
  84834. */
  84835. isReady(): boolean;
  84836. private _render;
  84837. /**
  84838. * Renders the particle system in its current state.
  84839. * @returns the current number of particles
  84840. */
  84841. render(): number;
  84842. /**
  84843. * Disposes the particle system and free the associated resources
  84844. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  84845. */
  84846. dispose(disposeTexture?: boolean): void;
  84847. /**
  84848. * Clones the particle system.
  84849. * @param name The name of the cloned object
  84850. * @param newEmitter The new emitter to use
  84851. * @returns the cloned particle system
  84852. */
  84853. clone(name: string, newEmitter: any): ParticleSystem;
  84854. /**
  84855. * Serializes the particle system to a JSON object.
  84856. * @returns the JSON object
  84857. */
  84858. serialize(): any;
  84859. /** @hidden */
  84860. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  84861. /** @hidden */
  84862. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  84863. /**
  84864. * Parses a JSON object to create a particle system.
  84865. * @param parsedParticleSystem The JSON object to parse
  84866. * @param scene The scene to create the particle system in
  84867. * @param rootUrl The root url to use to load external dependencies like texture
  84868. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  84869. * @returns the Parsed particle system
  84870. */
  84871. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  84872. }
  84873. }
  84874. declare module BABYLON {
  84875. /**
  84876. * A particle represents one of the element emitted by a particle system.
  84877. * This is mainly define by its coordinates, direction, velocity and age.
  84878. */
  84879. export class Particle {
  84880. /**
  84881. * The particle system the particle belongs to.
  84882. */
  84883. particleSystem: ParticleSystem;
  84884. private static _Count;
  84885. /**
  84886. * Unique ID of the particle
  84887. */
  84888. id: number;
  84889. /**
  84890. * The world position of the particle in the scene.
  84891. */
  84892. position: Vector3;
  84893. /**
  84894. * The world direction of the particle in the scene.
  84895. */
  84896. direction: Vector3;
  84897. /**
  84898. * The color of the particle.
  84899. */
  84900. color: Color4;
  84901. /**
  84902. * The color change of the particle per step.
  84903. */
  84904. colorStep: Color4;
  84905. /**
  84906. * Defines how long will the life of the particle be.
  84907. */
  84908. lifeTime: number;
  84909. /**
  84910. * The current age of the particle.
  84911. */
  84912. age: number;
  84913. /**
  84914. * The current size of the particle.
  84915. */
  84916. size: number;
  84917. /**
  84918. * The current scale of the particle.
  84919. */
  84920. scale: Vector2;
  84921. /**
  84922. * The current angle of the particle.
  84923. */
  84924. angle: number;
  84925. /**
  84926. * Defines how fast is the angle changing.
  84927. */
  84928. angularSpeed: number;
  84929. /**
  84930. * Defines the cell index used by the particle to be rendered from a sprite.
  84931. */
  84932. cellIndex: number;
  84933. /**
  84934. * The information required to support color remapping
  84935. */
  84936. remapData: Vector4;
  84937. /** @hidden */
  84938. _randomCellOffset?: number;
  84939. /** @hidden */
  84940. _initialDirection: Nullable<Vector3>;
  84941. /** @hidden */
  84942. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  84943. /** @hidden */
  84944. _initialStartSpriteCellID: number;
  84945. /** @hidden */
  84946. _initialEndSpriteCellID: number;
  84947. /** @hidden */
  84948. _currentColorGradient: Nullable<ColorGradient>;
  84949. /** @hidden */
  84950. _currentColor1: Color4;
  84951. /** @hidden */
  84952. _currentColor2: Color4;
  84953. /** @hidden */
  84954. _currentSizeGradient: Nullable<FactorGradient>;
  84955. /** @hidden */
  84956. _currentSize1: number;
  84957. /** @hidden */
  84958. _currentSize2: number;
  84959. /** @hidden */
  84960. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  84961. /** @hidden */
  84962. _currentAngularSpeed1: number;
  84963. /** @hidden */
  84964. _currentAngularSpeed2: number;
  84965. /** @hidden */
  84966. _currentVelocityGradient: Nullable<FactorGradient>;
  84967. /** @hidden */
  84968. _currentVelocity1: number;
  84969. /** @hidden */
  84970. _currentVelocity2: number;
  84971. /** @hidden */
  84972. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  84973. /** @hidden */
  84974. _currentLimitVelocity1: number;
  84975. /** @hidden */
  84976. _currentLimitVelocity2: number;
  84977. /** @hidden */
  84978. _currentDragGradient: Nullable<FactorGradient>;
  84979. /** @hidden */
  84980. _currentDrag1: number;
  84981. /** @hidden */
  84982. _currentDrag2: number;
  84983. /** @hidden */
  84984. _randomNoiseCoordinates1: Vector3;
  84985. /** @hidden */
  84986. _randomNoiseCoordinates2: Vector3;
  84987. /**
  84988. * Creates a new instance Particle
  84989. * @param particleSystem the particle system the particle belongs to
  84990. */
  84991. constructor(
  84992. /**
  84993. * The particle system the particle belongs to.
  84994. */
  84995. particleSystem: ParticleSystem);
  84996. private updateCellInfoFromSystem;
  84997. /**
  84998. * Defines how the sprite cell index is updated for the particle
  84999. */
  85000. updateCellIndex(): void;
  85001. /** @hidden */
  85002. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  85003. /** @hidden */
  85004. _inheritParticleInfoToSubEmitters(): void;
  85005. /** @hidden */
  85006. _reset(): void;
  85007. /**
  85008. * Copy the properties of particle to another one.
  85009. * @param other the particle to copy the information to.
  85010. */
  85011. copyTo(other: Particle): void;
  85012. }
  85013. }
  85014. declare module BABYLON {
  85015. /**
  85016. * Particle emitter represents a volume emitting particles.
  85017. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  85018. */
  85019. export interface IParticleEmitterType {
  85020. /**
  85021. * Called by the particle System when the direction is computed for the created particle.
  85022. * @param worldMatrix is the world matrix of the particle system
  85023. * @param directionToUpdate is the direction vector to update with the result
  85024. * @param particle is the particle we are computed the direction for
  85025. */
  85026. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85027. /**
  85028. * Called by the particle System when the position is computed for the created particle.
  85029. * @param worldMatrix is the world matrix of the particle system
  85030. * @param positionToUpdate is the position vector to update with the result
  85031. * @param particle is the particle we are computed the position for
  85032. */
  85033. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85034. /**
  85035. * Clones the current emitter and returns a copy of it
  85036. * @returns the new emitter
  85037. */
  85038. clone(): IParticleEmitterType;
  85039. /**
  85040. * Called by the GPUParticleSystem to setup the update shader
  85041. * @param effect defines the update shader
  85042. */
  85043. applyToShader(effect: Effect): void;
  85044. /**
  85045. * Returns a string to use to update the GPU particles update shader
  85046. * @returns the effect defines string
  85047. */
  85048. getEffectDefines(): string;
  85049. /**
  85050. * Returns a string representing the class name
  85051. * @returns a string containing the class name
  85052. */
  85053. getClassName(): string;
  85054. /**
  85055. * Serializes the particle system to a JSON object.
  85056. * @returns the JSON object
  85057. */
  85058. serialize(): any;
  85059. /**
  85060. * Parse properties from a JSON object
  85061. * @param serializationObject defines the JSON object
  85062. */
  85063. parse(serializationObject: any): void;
  85064. }
  85065. }
  85066. declare module BABYLON {
  85067. /**
  85068. * Particle emitter emitting particles from the inside of a box.
  85069. * It emits the particles randomly between 2 given directions.
  85070. */
  85071. export class BoxParticleEmitter implements IParticleEmitterType {
  85072. /**
  85073. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85074. */
  85075. direction1: Vector3;
  85076. /**
  85077. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85078. */
  85079. direction2: Vector3;
  85080. /**
  85081. * 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.
  85082. */
  85083. minEmitBox: Vector3;
  85084. /**
  85085. * 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.
  85086. */
  85087. maxEmitBox: Vector3;
  85088. /**
  85089. * Creates a new instance BoxParticleEmitter
  85090. */
  85091. constructor();
  85092. /**
  85093. * Called by the particle System when the direction is computed for the created particle.
  85094. * @param worldMatrix is the world matrix of the particle system
  85095. * @param directionToUpdate is the direction vector to update with the result
  85096. * @param particle is the particle we are computed the direction for
  85097. */
  85098. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85099. /**
  85100. * Called by the particle System when the position is computed for the created particle.
  85101. * @param worldMatrix is the world matrix of the particle system
  85102. * @param positionToUpdate is the position vector to update with the result
  85103. * @param particle is the particle we are computed the position for
  85104. */
  85105. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85106. /**
  85107. * Clones the current emitter and returns a copy of it
  85108. * @returns the new emitter
  85109. */
  85110. clone(): BoxParticleEmitter;
  85111. /**
  85112. * Called by the GPUParticleSystem to setup the update shader
  85113. * @param effect defines the update shader
  85114. */
  85115. applyToShader(effect: Effect): void;
  85116. /**
  85117. * Returns a string to use to update the GPU particles update shader
  85118. * @returns a string containng the defines string
  85119. */
  85120. getEffectDefines(): string;
  85121. /**
  85122. * Returns the string "BoxParticleEmitter"
  85123. * @returns a string containing the class name
  85124. */
  85125. getClassName(): string;
  85126. /**
  85127. * Serializes the particle system to a JSON object.
  85128. * @returns the JSON object
  85129. */
  85130. serialize(): any;
  85131. /**
  85132. * Parse properties from a JSON object
  85133. * @param serializationObject defines the JSON object
  85134. */
  85135. parse(serializationObject: any): void;
  85136. }
  85137. }
  85138. declare module BABYLON {
  85139. /**
  85140. * Particle emitter emitting particles from the inside of a cone.
  85141. * It emits the particles alongside the cone volume from the base to the particle.
  85142. * The emission direction might be randomized.
  85143. */
  85144. export class ConeParticleEmitter implements IParticleEmitterType {
  85145. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85146. directionRandomizer: number;
  85147. private _radius;
  85148. private _angle;
  85149. private _height;
  85150. /**
  85151. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  85152. */
  85153. radiusRange: number;
  85154. /**
  85155. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  85156. */
  85157. heightRange: number;
  85158. /**
  85159. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  85160. */
  85161. emitFromSpawnPointOnly: boolean;
  85162. /**
  85163. * Gets or sets the radius of the emission cone
  85164. */
  85165. radius: number;
  85166. /**
  85167. * Gets or sets the angle of the emission cone
  85168. */
  85169. angle: number;
  85170. private _buildHeight;
  85171. /**
  85172. * Creates a new instance ConeParticleEmitter
  85173. * @param radius the radius of the emission cone (1 by default)
  85174. * @param angle the cone base angle (PI by default)
  85175. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  85176. */
  85177. constructor(radius?: number, angle?: number,
  85178. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85179. directionRandomizer?: number);
  85180. /**
  85181. * Called by the particle System when the direction is computed for the created particle.
  85182. * @param worldMatrix is the world matrix of the particle system
  85183. * @param directionToUpdate is the direction vector to update with the result
  85184. * @param particle is the particle we are computed the direction for
  85185. */
  85186. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85187. /**
  85188. * Called by the particle System when the position is computed for the created particle.
  85189. * @param worldMatrix is the world matrix of the particle system
  85190. * @param positionToUpdate is the position vector to update with the result
  85191. * @param particle is the particle we are computed the position for
  85192. */
  85193. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85194. /**
  85195. * Clones the current emitter and returns a copy of it
  85196. * @returns the new emitter
  85197. */
  85198. clone(): ConeParticleEmitter;
  85199. /**
  85200. * Called by the GPUParticleSystem to setup the update shader
  85201. * @param effect defines the update shader
  85202. */
  85203. applyToShader(effect: Effect): void;
  85204. /**
  85205. * Returns a string to use to update the GPU particles update shader
  85206. * @returns a string containng the defines string
  85207. */
  85208. getEffectDefines(): string;
  85209. /**
  85210. * Returns the string "ConeParticleEmitter"
  85211. * @returns a string containing the class name
  85212. */
  85213. getClassName(): string;
  85214. /**
  85215. * Serializes the particle system to a JSON object.
  85216. * @returns the JSON object
  85217. */
  85218. serialize(): any;
  85219. /**
  85220. * Parse properties from a JSON object
  85221. * @param serializationObject defines the JSON object
  85222. */
  85223. parse(serializationObject: any): void;
  85224. }
  85225. }
  85226. declare module BABYLON {
  85227. /**
  85228. * Particle emitter emitting particles from the inside of a cylinder.
  85229. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  85230. */
  85231. export class CylinderParticleEmitter implements IParticleEmitterType {
  85232. /**
  85233. * The radius of the emission cylinder.
  85234. */
  85235. radius: number;
  85236. /**
  85237. * The height of the emission cylinder.
  85238. */
  85239. height: number;
  85240. /**
  85241. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85242. */
  85243. radiusRange: number;
  85244. /**
  85245. * How much to randomize the particle direction [0-1].
  85246. */
  85247. directionRandomizer: number;
  85248. /**
  85249. * Creates a new instance CylinderParticleEmitter
  85250. * @param radius the radius of the emission cylinder (1 by default)
  85251. * @param height the height of the emission cylinder (1 by default)
  85252. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85253. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85254. */
  85255. constructor(
  85256. /**
  85257. * The radius of the emission cylinder.
  85258. */
  85259. radius?: number,
  85260. /**
  85261. * The height of the emission cylinder.
  85262. */
  85263. height?: number,
  85264. /**
  85265. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85266. */
  85267. radiusRange?: number,
  85268. /**
  85269. * How much to randomize the particle direction [0-1].
  85270. */
  85271. directionRandomizer?: number);
  85272. /**
  85273. * Called by the particle System when the direction is computed for the created particle.
  85274. * @param worldMatrix is the world matrix of the particle system
  85275. * @param directionToUpdate is the direction vector to update with the result
  85276. * @param particle is the particle we are computed the direction for
  85277. */
  85278. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85279. /**
  85280. * Called by the particle System when the position is computed for the created particle.
  85281. * @param worldMatrix is the world matrix of the particle system
  85282. * @param positionToUpdate is the position vector to update with the result
  85283. * @param particle is the particle we are computed the position for
  85284. */
  85285. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85286. /**
  85287. * Clones the current emitter and returns a copy of it
  85288. * @returns the new emitter
  85289. */
  85290. clone(): CylinderParticleEmitter;
  85291. /**
  85292. * Called by the GPUParticleSystem to setup the update shader
  85293. * @param effect defines the update shader
  85294. */
  85295. applyToShader(effect: Effect): void;
  85296. /**
  85297. * Returns a string to use to update the GPU particles update shader
  85298. * @returns a string containng the defines string
  85299. */
  85300. getEffectDefines(): string;
  85301. /**
  85302. * Returns the string "CylinderParticleEmitter"
  85303. * @returns a string containing the class name
  85304. */
  85305. getClassName(): string;
  85306. /**
  85307. * Serializes the particle system to a JSON object.
  85308. * @returns the JSON object
  85309. */
  85310. serialize(): any;
  85311. /**
  85312. * Parse properties from a JSON object
  85313. * @param serializationObject defines the JSON object
  85314. */
  85315. parse(serializationObject: any): void;
  85316. }
  85317. /**
  85318. * Particle emitter emitting particles from the inside of a cylinder.
  85319. * It emits the particles randomly between two vectors.
  85320. */
  85321. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  85322. /**
  85323. * The min limit of the emission direction.
  85324. */
  85325. direction1: Vector3;
  85326. /**
  85327. * The max limit of the emission direction.
  85328. */
  85329. direction2: Vector3;
  85330. /**
  85331. * Creates a new instance CylinderDirectedParticleEmitter
  85332. * @param radius the radius of the emission cylinder (1 by default)
  85333. * @param height the height of the emission cylinder (1 by default)
  85334. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85335. * @param direction1 the min limit of the emission direction (up vector by default)
  85336. * @param direction2 the max limit of the emission direction (up vector by default)
  85337. */
  85338. constructor(radius?: number, height?: number, radiusRange?: number,
  85339. /**
  85340. * The min limit of the emission direction.
  85341. */
  85342. direction1?: Vector3,
  85343. /**
  85344. * The max limit of the emission direction.
  85345. */
  85346. direction2?: Vector3);
  85347. /**
  85348. * Called by the particle System when the direction is computed for the created particle.
  85349. * @param worldMatrix is the world matrix of the particle system
  85350. * @param directionToUpdate is the direction vector to update with the result
  85351. * @param particle is the particle we are computed the direction for
  85352. */
  85353. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85354. /**
  85355. * Clones the current emitter and returns a copy of it
  85356. * @returns the new emitter
  85357. */
  85358. clone(): CylinderDirectedParticleEmitter;
  85359. /**
  85360. * Called by the GPUParticleSystem to setup the update shader
  85361. * @param effect defines the update shader
  85362. */
  85363. applyToShader(effect: Effect): void;
  85364. /**
  85365. * Returns a string to use to update the GPU particles update shader
  85366. * @returns a string containng the defines string
  85367. */
  85368. getEffectDefines(): string;
  85369. /**
  85370. * Returns the string "CylinderDirectedParticleEmitter"
  85371. * @returns a string containing the class name
  85372. */
  85373. getClassName(): string;
  85374. /**
  85375. * Serializes the particle system to a JSON object.
  85376. * @returns the JSON object
  85377. */
  85378. serialize(): any;
  85379. /**
  85380. * Parse properties from a JSON object
  85381. * @param serializationObject defines the JSON object
  85382. */
  85383. parse(serializationObject: any): void;
  85384. }
  85385. }
  85386. declare module BABYLON {
  85387. /**
  85388. * Particle emitter emitting particles from the inside of a hemisphere.
  85389. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  85390. */
  85391. export class HemisphericParticleEmitter implements IParticleEmitterType {
  85392. /**
  85393. * The radius of the emission hemisphere.
  85394. */
  85395. radius: number;
  85396. /**
  85397. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85398. */
  85399. radiusRange: number;
  85400. /**
  85401. * How much to randomize the particle direction [0-1].
  85402. */
  85403. directionRandomizer: number;
  85404. /**
  85405. * Creates a new instance HemisphericParticleEmitter
  85406. * @param radius the radius of the emission hemisphere (1 by default)
  85407. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85408. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85409. */
  85410. constructor(
  85411. /**
  85412. * The radius of the emission hemisphere.
  85413. */
  85414. radius?: number,
  85415. /**
  85416. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85417. */
  85418. radiusRange?: number,
  85419. /**
  85420. * How much to randomize the particle direction [0-1].
  85421. */
  85422. directionRandomizer?: number);
  85423. /**
  85424. * Called by the particle System when the direction is computed for the created particle.
  85425. * @param worldMatrix is the world matrix of the particle system
  85426. * @param directionToUpdate is the direction vector to update with the result
  85427. * @param particle is the particle we are computed the direction for
  85428. */
  85429. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85430. /**
  85431. * Called by the particle System when the position is computed for the created particle.
  85432. * @param worldMatrix is the world matrix of the particle system
  85433. * @param positionToUpdate is the position vector to update with the result
  85434. * @param particle is the particle we are computed the position for
  85435. */
  85436. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85437. /**
  85438. * Clones the current emitter and returns a copy of it
  85439. * @returns the new emitter
  85440. */
  85441. clone(): HemisphericParticleEmitter;
  85442. /**
  85443. * Called by the GPUParticleSystem to setup the update shader
  85444. * @param effect defines the update shader
  85445. */
  85446. applyToShader(effect: Effect): void;
  85447. /**
  85448. * Returns a string to use to update the GPU particles update shader
  85449. * @returns a string containng the defines string
  85450. */
  85451. getEffectDefines(): string;
  85452. /**
  85453. * Returns the string "HemisphericParticleEmitter"
  85454. * @returns a string containing the class name
  85455. */
  85456. getClassName(): string;
  85457. /**
  85458. * Serializes the particle system to a JSON object.
  85459. * @returns the JSON object
  85460. */
  85461. serialize(): any;
  85462. /**
  85463. * Parse properties from a JSON object
  85464. * @param serializationObject defines the JSON object
  85465. */
  85466. parse(serializationObject: any): void;
  85467. }
  85468. }
  85469. declare module BABYLON {
  85470. /**
  85471. * Particle emitter emitting particles from a point.
  85472. * It emits the particles randomly between 2 given directions.
  85473. */
  85474. export class PointParticleEmitter implements IParticleEmitterType {
  85475. /**
  85476. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85477. */
  85478. direction1: Vector3;
  85479. /**
  85480. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85481. */
  85482. direction2: Vector3;
  85483. /**
  85484. * Creates a new instance PointParticleEmitter
  85485. */
  85486. constructor();
  85487. /**
  85488. * Called by the particle System when the direction is computed for the created particle.
  85489. * @param worldMatrix is the world matrix of the particle system
  85490. * @param directionToUpdate is the direction vector to update with the result
  85491. * @param particle is the particle we are computed the direction for
  85492. */
  85493. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85494. /**
  85495. * Called by the particle System when the position is computed for the created particle.
  85496. * @param worldMatrix is the world matrix of the particle system
  85497. * @param positionToUpdate is the position vector to update with the result
  85498. * @param particle is the particle we are computed the position for
  85499. */
  85500. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85501. /**
  85502. * Clones the current emitter and returns a copy of it
  85503. * @returns the new emitter
  85504. */
  85505. clone(): PointParticleEmitter;
  85506. /**
  85507. * Called by the GPUParticleSystem to setup the update shader
  85508. * @param effect defines the update shader
  85509. */
  85510. applyToShader(effect: Effect): void;
  85511. /**
  85512. * Returns a string to use to update the GPU particles update shader
  85513. * @returns a string containng the defines string
  85514. */
  85515. getEffectDefines(): string;
  85516. /**
  85517. * Returns the string "PointParticleEmitter"
  85518. * @returns a string containing the class name
  85519. */
  85520. getClassName(): string;
  85521. /**
  85522. * Serializes the particle system to a JSON object.
  85523. * @returns the JSON object
  85524. */
  85525. serialize(): any;
  85526. /**
  85527. * Parse properties from a JSON object
  85528. * @param serializationObject defines the JSON object
  85529. */
  85530. parse(serializationObject: any): void;
  85531. }
  85532. }
  85533. declare module BABYLON {
  85534. /**
  85535. * Particle emitter emitting particles from the inside of a sphere.
  85536. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  85537. */
  85538. export class SphereParticleEmitter implements IParticleEmitterType {
  85539. /**
  85540. * The radius of the emission sphere.
  85541. */
  85542. radius: number;
  85543. /**
  85544. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85545. */
  85546. radiusRange: number;
  85547. /**
  85548. * How much to randomize the particle direction [0-1].
  85549. */
  85550. directionRandomizer: number;
  85551. /**
  85552. * Creates a new instance SphereParticleEmitter
  85553. * @param radius the radius of the emission sphere (1 by default)
  85554. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85555. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85556. */
  85557. constructor(
  85558. /**
  85559. * The radius of the emission sphere.
  85560. */
  85561. radius?: number,
  85562. /**
  85563. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85564. */
  85565. radiusRange?: number,
  85566. /**
  85567. * How much to randomize the particle direction [0-1].
  85568. */
  85569. directionRandomizer?: number);
  85570. /**
  85571. * Called by the particle System when the direction is computed for the created particle.
  85572. * @param worldMatrix is the world matrix of the particle system
  85573. * @param directionToUpdate is the direction vector to update with the result
  85574. * @param particle is the particle we are computed the direction for
  85575. */
  85576. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85577. /**
  85578. * Called by the particle System when the position is computed for the created particle.
  85579. * @param worldMatrix is the world matrix of the particle system
  85580. * @param positionToUpdate is the position vector to update with the result
  85581. * @param particle is the particle we are computed the position for
  85582. */
  85583. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85584. /**
  85585. * Clones the current emitter and returns a copy of it
  85586. * @returns the new emitter
  85587. */
  85588. clone(): SphereParticleEmitter;
  85589. /**
  85590. * Called by the GPUParticleSystem to setup the update shader
  85591. * @param effect defines the update shader
  85592. */
  85593. applyToShader(effect: Effect): void;
  85594. /**
  85595. * Returns a string to use to update the GPU particles update shader
  85596. * @returns a string containng the defines string
  85597. */
  85598. getEffectDefines(): string;
  85599. /**
  85600. * Returns the string "SphereParticleEmitter"
  85601. * @returns a string containing the class name
  85602. */
  85603. getClassName(): string;
  85604. /**
  85605. * Serializes the particle system to a JSON object.
  85606. * @returns the JSON object
  85607. */
  85608. serialize(): any;
  85609. /**
  85610. * Parse properties from a JSON object
  85611. * @param serializationObject defines the JSON object
  85612. */
  85613. parse(serializationObject: any): void;
  85614. }
  85615. /**
  85616. * Particle emitter emitting particles from the inside of a sphere.
  85617. * It emits the particles randomly between two vectors.
  85618. */
  85619. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  85620. /**
  85621. * The min limit of the emission direction.
  85622. */
  85623. direction1: Vector3;
  85624. /**
  85625. * The max limit of the emission direction.
  85626. */
  85627. direction2: Vector3;
  85628. /**
  85629. * Creates a new instance SphereDirectedParticleEmitter
  85630. * @param radius the radius of the emission sphere (1 by default)
  85631. * @param direction1 the min limit of the emission direction (up vector by default)
  85632. * @param direction2 the max limit of the emission direction (up vector by default)
  85633. */
  85634. constructor(radius?: number,
  85635. /**
  85636. * The min limit of the emission direction.
  85637. */
  85638. direction1?: Vector3,
  85639. /**
  85640. * The max limit of the emission direction.
  85641. */
  85642. direction2?: Vector3);
  85643. /**
  85644. * Called by the particle System when the direction is computed for the created particle.
  85645. * @param worldMatrix is the world matrix of the particle system
  85646. * @param directionToUpdate is the direction vector to update with the result
  85647. * @param particle is the particle we are computed the direction for
  85648. */
  85649. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85650. /**
  85651. * Clones the current emitter and returns a copy of it
  85652. * @returns the new emitter
  85653. */
  85654. clone(): SphereDirectedParticleEmitter;
  85655. /**
  85656. * Called by the GPUParticleSystem to setup the update shader
  85657. * @param effect defines the update shader
  85658. */
  85659. applyToShader(effect: Effect): void;
  85660. /**
  85661. * Returns a string to use to update the GPU particles update shader
  85662. * @returns a string containng the defines string
  85663. */
  85664. getEffectDefines(): string;
  85665. /**
  85666. * Returns the string "SphereDirectedParticleEmitter"
  85667. * @returns a string containing the class name
  85668. */
  85669. getClassName(): string;
  85670. /**
  85671. * Serializes the particle system to a JSON object.
  85672. * @returns the JSON object
  85673. */
  85674. serialize(): any;
  85675. /**
  85676. * Parse properties from a JSON object
  85677. * @param serializationObject defines the JSON object
  85678. */
  85679. parse(serializationObject: any): void;
  85680. }
  85681. }
  85682. declare module BABYLON {
  85683. /**
  85684. * Interface representing a particle system in Babylon.js.
  85685. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  85686. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  85687. */
  85688. export interface IParticleSystem {
  85689. /**
  85690. * List of animations used by the particle system.
  85691. */
  85692. animations: Animation[];
  85693. /**
  85694. * The id of the Particle system.
  85695. */
  85696. id: string;
  85697. /**
  85698. * The name of the Particle system.
  85699. */
  85700. name: string;
  85701. /**
  85702. * The emitter represents the Mesh or position we are attaching the particle system to.
  85703. */
  85704. emitter: Nullable<AbstractMesh | Vector3>;
  85705. /**
  85706. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  85707. */
  85708. isBillboardBased: boolean;
  85709. /**
  85710. * The rendering group used by the Particle system to chose when to render.
  85711. */
  85712. renderingGroupId: number;
  85713. /**
  85714. * The layer mask we are rendering the particles through.
  85715. */
  85716. layerMask: number;
  85717. /**
  85718. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  85719. */
  85720. updateSpeed: number;
  85721. /**
  85722. * The amount of time the particle system is running (depends of the overall update speed).
  85723. */
  85724. targetStopDuration: number;
  85725. /**
  85726. * The texture used to render each particle. (this can be a spritesheet)
  85727. */
  85728. particleTexture: Nullable<Texture>;
  85729. /**
  85730. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  85731. */
  85732. blendMode: number;
  85733. /**
  85734. * Minimum life time of emitting particles.
  85735. */
  85736. minLifeTime: number;
  85737. /**
  85738. * Maximum life time of emitting particles.
  85739. */
  85740. maxLifeTime: number;
  85741. /**
  85742. * Minimum Size of emitting particles.
  85743. */
  85744. minSize: number;
  85745. /**
  85746. * Maximum Size of emitting particles.
  85747. */
  85748. maxSize: number;
  85749. /**
  85750. * Minimum scale of emitting particles on X axis.
  85751. */
  85752. minScaleX: number;
  85753. /**
  85754. * Maximum scale of emitting particles on X axis.
  85755. */
  85756. maxScaleX: number;
  85757. /**
  85758. * Minimum scale of emitting particles on Y axis.
  85759. */
  85760. minScaleY: number;
  85761. /**
  85762. * Maximum scale of emitting particles on Y axis.
  85763. */
  85764. maxScaleY: number;
  85765. /**
  85766. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  85767. */
  85768. color1: Color4;
  85769. /**
  85770. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  85771. */
  85772. color2: Color4;
  85773. /**
  85774. * Color the particle will have at the end of its lifetime.
  85775. */
  85776. colorDead: Color4;
  85777. /**
  85778. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  85779. */
  85780. emitRate: number;
  85781. /**
  85782. * You can use gravity if you want to give an orientation to your particles.
  85783. */
  85784. gravity: Vector3;
  85785. /**
  85786. * Minimum power of emitting particles.
  85787. */
  85788. minEmitPower: number;
  85789. /**
  85790. * Maximum power of emitting particles.
  85791. */
  85792. maxEmitPower: number;
  85793. /**
  85794. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  85795. */
  85796. minAngularSpeed: number;
  85797. /**
  85798. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  85799. */
  85800. maxAngularSpeed: number;
  85801. /**
  85802. * Gets or sets the minimal initial rotation in radians.
  85803. */
  85804. minInitialRotation: number;
  85805. /**
  85806. * Gets or sets the maximal initial rotation in radians.
  85807. */
  85808. maxInitialRotation: number;
  85809. /**
  85810. * The particle emitter type defines the emitter used by the particle system.
  85811. * It can be for example box, sphere, or cone...
  85812. */
  85813. particleEmitterType: Nullable<IParticleEmitterType>;
  85814. /**
  85815. * Defines the delay in milliseconds before starting the system (0 by default)
  85816. */
  85817. startDelay: number;
  85818. /**
  85819. * 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
  85820. */
  85821. preWarmCycles: number;
  85822. /**
  85823. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  85824. */
  85825. preWarmStepOffset: number;
  85826. /**
  85827. * 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)
  85828. */
  85829. spriteCellChangeSpeed: number;
  85830. /**
  85831. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  85832. */
  85833. startSpriteCellID: number;
  85834. /**
  85835. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  85836. */
  85837. endSpriteCellID: number;
  85838. /**
  85839. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  85840. */
  85841. spriteCellWidth: number;
  85842. /**
  85843. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  85844. */
  85845. spriteCellHeight: number;
  85846. /**
  85847. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  85848. */
  85849. spriteRandomStartCell: boolean;
  85850. /**
  85851. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  85852. */
  85853. isAnimationSheetEnabled: boolean;
  85854. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  85855. translationPivot: Vector2;
  85856. /**
  85857. * Gets or sets a texture used to add random noise to particle positions
  85858. */
  85859. noiseTexture: Nullable<BaseTexture>;
  85860. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  85861. noiseStrength: Vector3;
  85862. /**
  85863. * Gets or sets the billboard mode to use when isBillboardBased = true.
  85864. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  85865. */
  85866. billboardMode: number;
  85867. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  85868. limitVelocityDamping: number;
  85869. /**
  85870. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  85871. */
  85872. beginAnimationOnStart: boolean;
  85873. /**
  85874. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  85875. */
  85876. beginAnimationFrom: number;
  85877. /**
  85878. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  85879. */
  85880. beginAnimationTo: number;
  85881. /**
  85882. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  85883. */
  85884. beginAnimationLoop: boolean;
  85885. /**
  85886. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  85887. */
  85888. disposeOnStop: boolean;
  85889. /**
  85890. * Gets the maximum number of particles active at the same time.
  85891. * @returns The max number of active particles.
  85892. */
  85893. getCapacity(): number;
  85894. /**
  85895. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85896. * @returns True if it has been started, otherwise false.
  85897. */
  85898. isStarted(): boolean;
  85899. /**
  85900. * Animates the particle system for this frame.
  85901. */
  85902. animate(): void;
  85903. /**
  85904. * Renders the particle system in its current state.
  85905. * @returns the current number of particles
  85906. */
  85907. render(): number;
  85908. /**
  85909. * Dispose the particle system and frees its associated resources.
  85910. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  85911. */
  85912. dispose(disposeTexture?: boolean): void;
  85913. /**
  85914. * Clones the particle system.
  85915. * @param name The name of the cloned object
  85916. * @param newEmitter The new emitter to use
  85917. * @returns the cloned particle system
  85918. */
  85919. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  85920. /**
  85921. * Serializes the particle system to a JSON object.
  85922. * @returns the JSON object
  85923. */
  85924. serialize(): any;
  85925. /**
  85926. * Rebuild the particle system
  85927. */
  85928. rebuild(): void;
  85929. /**
  85930. * Starts the particle system and begins to emit
  85931. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  85932. */
  85933. start(delay?: number): void;
  85934. /**
  85935. * Stops the particle system.
  85936. */
  85937. stop(): void;
  85938. /**
  85939. * Remove all active particles
  85940. */
  85941. reset(): void;
  85942. /**
  85943. * Is this system ready to be used/rendered
  85944. * @return true if the system is ready
  85945. */
  85946. isReady(): boolean;
  85947. /**
  85948. * Adds a new color gradient
  85949. * @param gradient defines the gradient to use (between 0 and 1)
  85950. * @param color1 defines the color to affect to the specified gradient
  85951. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85952. * @returns the current particle system
  85953. */
  85954. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85955. /**
  85956. * Remove a specific color gradient
  85957. * @param gradient defines the gradient to remove
  85958. * @returns the current particle system
  85959. */
  85960. removeColorGradient(gradient: number): IParticleSystem;
  85961. /**
  85962. * Adds a new size gradient
  85963. * @param gradient defines the gradient to use (between 0 and 1)
  85964. * @param factor defines the size factor to affect to the specified gradient
  85965. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85966. * @returns the current particle system
  85967. */
  85968. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85969. /**
  85970. * Remove a specific size gradient
  85971. * @param gradient defines the gradient to remove
  85972. * @returns the current particle system
  85973. */
  85974. removeSizeGradient(gradient: number): IParticleSystem;
  85975. /**
  85976. * Gets the current list of color gradients.
  85977. * You must use addColorGradient and removeColorGradient to udpate this list
  85978. * @returns the list of color gradients
  85979. */
  85980. getColorGradients(): Nullable<Array<ColorGradient>>;
  85981. /**
  85982. * Gets the current list of size gradients.
  85983. * You must use addSizeGradient and removeSizeGradient to udpate this list
  85984. * @returns the list of size gradients
  85985. */
  85986. getSizeGradients(): Nullable<Array<FactorGradient>>;
  85987. /**
  85988. * Gets the current list of angular speed gradients.
  85989. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  85990. * @returns the list of angular speed gradients
  85991. */
  85992. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  85993. /**
  85994. * Adds a new angular speed gradient
  85995. * @param gradient defines the gradient to use (between 0 and 1)
  85996. * @param factor defines the angular speed to affect to the specified gradient
  85997. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85998. * @returns the current particle system
  85999. */
  86000. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86001. /**
  86002. * Remove a specific angular speed gradient
  86003. * @param gradient defines the gradient to remove
  86004. * @returns the current particle system
  86005. */
  86006. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  86007. /**
  86008. * Gets the current list of velocity gradients.
  86009. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  86010. * @returns the list of velocity gradients
  86011. */
  86012. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  86013. /**
  86014. * Adds a new velocity gradient
  86015. * @param gradient defines the gradient to use (between 0 and 1)
  86016. * @param factor defines the velocity to affect to the specified gradient
  86017. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86018. * @returns the current particle system
  86019. */
  86020. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86021. /**
  86022. * Remove a specific velocity gradient
  86023. * @param gradient defines the gradient to remove
  86024. * @returns the current particle system
  86025. */
  86026. removeVelocityGradient(gradient: number): IParticleSystem;
  86027. /**
  86028. * Gets the current list of limit velocity gradients.
  86029. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  86030. * @returns the list of limit velocity gradients
  86031. */
  86032. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  86033. /**
  86034. * Adds a new limit velocity gradient
  86035. * @param gradient defines the gradient to use (between 0 and 1)
  86036. * @param factor defines the limit velocity to affect to the specified gradient
  86037. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86038. * @returns the current particle system
  86039. */
  86040. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86041. /**
  86042. * Remove a specific limit velocity gradient
  86043. * @param gradient defines the gradient to remove
  86044. * @returns the current particle system
  86045. */
  86046. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  86047. /**
  86048. * Adds a new drag gradient
  86049. * @param gradient defines the gradient to use (between 0 and 1)
  86050. * @param factor defines the drag to affect to the specified gradient
  86051. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86052. * @returns the current particle system
  86053. */
  86054. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86055. /**
  86056. * Remove a specific drag gradient
  86057. * @param gradient defines the gradient to remove
  86058. * @returns the current particle system
  86059. */
  86060. removeDragGradient(gradient: number): IParticleSystem;
  86061. /**
  86062. * Gets the current list of drag gradients.
  86063. * You must use addDragGradient and removeDragGradient to udpate this list
  86064. * @returns the list of drag gradients
  86065. */
  86066. getDragGradients(): Nullable<Array<FactorGradient>>;
  86067. /**
  86068. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  86069. * @param gradient defines the gradient to use (between 0 and 1)
  86070. * @param factor defines the emit rate to affect to the specified gradient
  86071. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86072. * @returns the current particle system
  86073. */
  86074. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86075. /**
  86076. * Remove a specific emit rate gradient
  86077. * @param gradient defines the gradient to remove
  86078. * @returns the current particle system
  86079. */
  86080. removeEmitRateGradient(gradient: number): IParticleSystem;
  86081. /**
  86082. * Gets the current list of emit rate gradients.
  86083. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  86084. * @returns the list of emit rate gradients
  86085. */
  86086. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  86087. /**
  86088. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  86089. * @param gradient defines the gradient to use (between 0 and 1)
  86090. * @param factor defines the start size to affect to the specified gradient
  86091. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86092. * @returns the current particle system
  86093. */
  86094. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86095. /**
  86096. * Remove a specific start size gradient
  86097. * @param gradient defines the gradient to remove
  86098. * @returns the current particle system
  86099. */
  86100. removeStartSizeGradient(gradient: number): IParticleSystem;
  86101. /**
  86102. * Gets the current list of start size gradients.
  86103. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  86104. * @returns the list of start size gradients
  86105. */
  86106. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  86107. /**
  86108. * Adds a new life time gradient
  86109. * @param gradient defines the gradient to use (between 0 and 1)
  86110. * @param factor defines the life time factor to affect to the specified gradient
  86111. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86112. * @returns the current particle system
  86113. */
  86114. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86115. /**
  86116. * Remove a specific life time gradient
  86117. * @param gradient defines the gradient to remove
  86118. * @returns the current particle system
  86119. */
  86120. removeLifeTimeGradient(gradient: number): IParticleSystem;
  86121. /**
  86122. * Gets the current list of life time gradients.
  86123. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  86124. * @returns the list of life time gradients
  86125. */
  86126. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  86127. /**
  86128. * Gets the current list of color gradients.
  86129. * You must use addColorGradient and removeColorGradient to udpate this list
  86130. * @returns the list of color gradients
  86131. */
  86132. getColorGradients(): Nullable<Array<ColorGradient>>;
  86133. /**
  86134. * Adds a new ramp gradient used to remap particle colors
  86135. * @param gradient defines the gradient to use (between 0 and 1)
  86136. * @param color defines the color to affect to the specified gradient
  86137. * @returns the current particle system
  86138. */
  86139. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  86140. /**
  86141. * Gets the current list of ramp gradients.
  86142. * You must use addRampGradient and removeRampGradient to udpate this list
  86143. * @returns the list of ramp gradients
  86144. */
  86145. getRampGradients(): Nullable<Array<Color3Gradient>>;
  86146. /** Gets or sets a boolean indicating that ramp gradients must be used
  86147. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  86148. */
  86149. useRampGradients: boolean;
  86150. /**
  86151. * Adds a new color remap gradient
  86152. * @param gradient defines the gradient to use (between 0 and 1)
  86153. * @param min defines the color remap minimal range
  86154. * @param max defines the color remap maximal range
  86155. * @returns the current particle system
  86156. */
  86157. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86158. /**
  86159. * Gets the current list of color remap gradients.
  86160. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  86161. * @returns the list of color remap gradients
  86162. */
  86163. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  86164. /**
  86165. * Adds a new alpha remap gradient
  86166. * @param gradient defines the gradient to use (between 0 and 1)
  86167. * @param min defines the alpha remap minimal range
  86168. * @param max defines the alpha remap maximal range
  86169. * @returns the current particle system
  86170. */
  86171. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86172. /**
  86173. * Gets the current list of alpha remap gradients.
  86174. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  86175. * @returns the list of alpha remap gradients
  86176. */
  86177. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  86178. /**
  86179. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  86180. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86181. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86182. * @returns the emitter
  86183. */
  86184. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  86185. /**
  86186. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  86187. * @param radius The radius of the hemisphere to emit from
  86188. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86189. * @returns the emitter
  86190. */
  86191. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  86192. /**
  86193. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  86194. * @param radius The radius of the sphere to emit from
  86195. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86196. * @returns the emitter
  86197. */
  86198. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  86199. /**
  86200. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  86201. * @param radius The radius of the sphere to emit from
  86202. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  86203. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  86204. * @returns the emitter
  86205. */
  86206. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86207. /**
  86208. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  86209. * @param radius The radius of the emission cylinder
  86210. * @param height The height of the emission cylinder
  86211. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  86212. * @param directionRandomizer How much to randomize the particle direction [0-1]
  86213. * @returns the emitter
  86214. */
  86215. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  86216. /**
  86217. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  86218. * @param radius The radius of the cylinder to emit from
  86219. * @param height The height of the emission cylinder
  86220. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86221. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  86222. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  86223. * @returns the emitter
  86224. */
  86225. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86226. /**
  86227. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  86228. * @param radius The radius of the cone to emit from
  86229. * @param angle The base angle of the cone
  86230. * @returns the emitter
  86231. */
  86232. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  86233. /**
  86234. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  86235. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86236. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86237. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86238. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86239. * @returns the emitter
  86240. */
  86241. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  86242. /**
  86243. * Get hosting scene
  86244. * @returns the scene
  86245. */
  86246. getScene(): Scene;
  86247. }
  86248. }
  86249. declare module BABYLON {
  86250. /**
  86251. * Creates an instance based on a source mesh.
  86252. */
  86253. export class InstancedMesh extends AbstractMesh {
  86254. private _sourceMesh;
  86255. private _currentLOD;
  86256. /** @hidden */
  86257. _indexInSourceMeshInstanceArray: number;
  86258. constructor(name: string, source: Mesh);
  86259. /**
  86260. * Returns the string "InstancedMesh".
  86261. */
  86262. getClassName(): string;
  86263. /** Gets the list of lights affecting that mesh */
  86264. readonly lightSources: Light[];
  86265. _resyncLightSources(): void;
  86266. _resyncLighSource(light: Light): void;
  86267. _removeLightSource(light: Light, dispose: boolean): void;
  86268. /**
  86269. * If the source mesh receives shadows
  86270. */
  86271. readonly receiveShadows: boolean;
  86272. /**
  86273. * The material of the source mesh
  86274. */
  86275. readonly material: Nullable<Material>;
  86276. /**
  86277. * Visibility of the source mesh
  86278. */
  86279. readonly visibility: number;
  86280. /**
  86281. * Skeleton of the source mesh
  86282. */
  86283. readonly skeleton: Nullable<Skeleton>;
  86284. /**
  86285. * Rendering ground id of the source mesh
  86286. */
  86287. renderingGroupId: number;
  86288. /**
  86289. * Returns the total number of vertices (integer).
  86290. */
  86291. getTotalVertices(): number;
  86292. /**
  86293. * Returns a positive integer : the total number of indices in this mesh geometry.
  86294. * @returns the numner of indices or zero if the mesh has no geometry.
  86295. */
  86296. getTotalIndices(): number;
  86297. /**
  86298. * The source mesh of the instance
  86299. */
  86300. readonly sourceMesh: Mesh;
  86301. /**
  86302. * Is this node ready to be used/rendered
  86303. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  86304. * @return {boolean} is it ready
  86305. */
  86306. isReady(completeCheck?: boolean): boolean;
  86307. /**
  86308. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86309. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  86310. * @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.
  86311. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  86312. */
  86313. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  86314. /**
  86315. * Sets the vertex data of the mesh geometry for the requested `kind`.
  86316. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  86317. * The `data` are either a numeric array either a Float32Array.
  86318. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  86319. * 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).
  86320. * Note that a new underlying VertexBuffer object is created each call.
  86321. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  86322. *
  86323. * Possible `kind` values :
  86324. * - VertexBuffer.PositionKind
  86325. * - VertexBuffer.UVKind
  86326. * - VertexBuffer.UV2Kind
  86327. * - VertexBuffer.UV3Kind
  86328. * - VertexBuffer.UV4Kind
  86329. * - VertexBuffer.UV5Kind
  86330. * - VertexBuffer.UV6Kind
  86331. * - VertexBuffer.ColorKind
  86332. * - VertexBuffer.MatricesIndicesKind
  86333. * - VertexBuffer.MatricesIndicesExtraKind
  86334. * - VertexBuffer.MatricesWeightsKind
  86335. * - VertexBuffer.MatricesWeightsExtraKind
  86336. *
  86337. * Returns the Mesh.
  86338. */
  86339. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  86340. /**
  86341. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  86342. * If the mesh has no geometry, it is simply returned as it is.
  86343. * The `data` are either a numeric array either a Float32Array.
  86344. * No new underlying VertexBuffer object is created.
  86345. * 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.
  86346. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  86347. *
  86348. * Possible `kind` values :
  86349. * - VertexBuffer.PositionKind
  86350. * - VertexBuffer.UVKind
  86351. * - VertexBuffer.UV2Kind
  86352. * - VertexBuffer.UV3Kind
  86353. * - VertexBuffer.UV4Kind
  86354. * - VertexBuffer.UV5Kind
  86355. * - VertexBuffer.UV6Kind
  86356. * - VertexBuffer.ColorKind
  86357. * - VertexBuffer.MatricesIndicesKind
  86358. * - VertexBuffer.MatricesIndicesExtraKind
  86359. * - VertexBuffer.MatricesWeightsKind
  86360. * - VertexBuffer.MatricesWeightsExtraKind
  86361. *
  86362. * Returns the Mesh.
  86363. */
  86364. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  86365. /**
  86366. * Sets the mesh indices.
  86367. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  86368. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  86369. * This method creates a new index buffer each call.
  86370. * Returns the Mesh.
  86371. */
  86372. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  86373. /**
  86374. * Boolean : True if the mesh owns the requested kind of data.
  86375. */
  86376. isVerticesDataPresent(kind: string): boolean;
  86377. /**
  86378. * Returns an array of indices (IndicesArray).
  86379. */
  86380. getIndices(): Nullable<IndicesArray>;
  86381. readonly _positions: Nullable<Vector3[]>;
  86382. /**
  86383. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  86384. * This means the mesh underlying bounding box and sphere are recomputed.
  86385. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  86386. * @returns the current mesh
  86387. */
  86388. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  86389. /** @hidden */
  86390. _preActivate(): InstancedMesh;
  86391. /** @hidden */
  86392. _activate(renderId: number, intermediateRendering: boolean): boolean;
  86393. /** @hidden */
  86394. _postActivate(): void;
  86395. getWorldMatrix(): Matrix;
  86396. readonly isAnInstance: boolean;
  86397. /**
  86398. * Returns the current associated LOD AbstractMesh.
  86399. */
  86400. getLOD(camera: Camera): AbstractMesh;
  86401. /** @hidden */
  86402. _syncSubMeshes(): InstancedMesh;
  86403. /** @hidden */
  86404. _generatePointsArray(): boolean;
  86405. /**
  86406. * Creates a new InstancedMesh from the current mesh.
  86407. * - name (string) : the cloned mesh name
  86408. * - newParent (optional Node) : the optional Node to parent the clone to.
  86409. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  86410. *
  86411. * Returns the clone.
  86412. */
  86413. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  86414. /**
  86415. * Disposes the InstancedMesh.
  86416. * Returns nothing.
  86417. */
  86418. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  86419. }
  86420. interface Mesh {
  86421. /**
  86422. * Register a custom buffer that will be instanced
  86423. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  86424. * @param kind defines the buffer kind
  86425. * @param stride defines the stride in floats
  86426. */
  86427. registerInstancedBuffer(kind: string, stride: number): void;
  86428. /** @hidden */
  86429. _userInstancedBuffersStorage: {
  86430. data: {
  86431. [key: string]: Float32Array;
  86432. };
  86433. sizes: {
  86434. [key: string]: number;
  86435. };
  86436. vertexBuffers: {
  86437. [key: string]: Nullable<VertexBuffer>;
  86438. };
  86439. strides: {
  86440. [key: string]: number;
  86441. };
  86442. };
  86443. }
  86444. interface AbstractMesh {
  86445. /**
  86446. * Object used to store instanced buffers defined by user
  86447. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  86448. */
  86449. instancedBuffers: {
  86450. [key: string]: any;
  86451. };
  86452. }
  86453. }
  86454. declare module BABYLON {
  86455. /**
  86456. * Defines the options associated with the creation of a shader material.
  86457. */
  86458. export interface IShaderMaterialOptions {
  86459. /**
  86460. * Does the material work in alpha blend mode
  86461. */
  86462. needAlphaBlending: boolean;
  86463. /**
  86464. * Does the material work in alpha test mode
  86465. */
  86466. needAlphaTesting: boolean;
  86467. /**
  86468. * The list of attribute names used in the shader
  86469. */
  86470. attributes: string[];
  86471. /**
  86472. * The list of unifrom names used in the shader
  86473. */
  86474. uniforms: string[];
  86475. /**
  86476. * The list of UBO names used in the shader
  86477. */
  86478. uniformBuffers: string[];
  86479. /**
  86480. * The list of sampler names used in the shader
  86481. */
  86482. samplers: string[];
  86483. /**
  86484. * The list of defines used in the shader
  86485. */
  86486. defines: string[];
  86487. }
  86488. /**
  86489. * 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.
  86490. *
  86491. * This returned material effects how the mesh will look based on the code in the shaders.
  86492. *
  86493. * @see http://doc.babylonjs.com/how_to/shader_material
  86494. */
  86495. export class ShaderMaterial extends Material {
  86496. private _shaderPath;
  86497. private _options;
  86498. private _textures;
  86499. private _textureArrays;
  86500. private _floats;
  86501. private _ints;
  86502. private _floatsArrays;
  86503. private _colors3;
  86504. private _colors3Arrays;
  86505. private _colors4;
  86506. private _colors4Arrays;
  86507. private _vectors2;
  86508. private _vectors3;
  86509. private _vectors4;
  86510. private _matrices;
  86511. private _matrices3x3;
  86512. private _matrices2x2;
  86513. private _vectors2Arrays;
  86514. private _vectors3Arrays;
  86515. private _vectors4Arrays;
  86516. private _cachedWorldViewMatrix;
  86517. private _cachedWorldViewProjectionMatrix;
  86518. private _renderId;
  86519. /**
  86520. * Instantiate a new shader material.
  86521. * 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.
  86522. * This returned material effects how the mesh will look based on the code in the shaders.
  86523. * @see http://doc.babylonjs.com/how_to/shader_material
  86524. * @param name Define the name of the material in the scene
  86525. * @param scene Define the scene the material belongs to
  86526. * @param shaderPath Defines the route to the shader code in one of three ways:
  86527. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  86528. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  86529. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  86530. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  86531. * @param options Define the options used to create the shader
  86532. */
  86533. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  86534. /**
  86535. * Gets the options used to compile the shader.
  86536. * They can be modified to trigger a new compilation
  86537. */
  86538. readonly options: IShaderMaterialOptions;
  86539. /**
  86540. * Gets the current class name of the material e.g. "ShaderMaterial"
  86541. * Mainly use in serialization.
  86542. * @returns the class name
  86543. */
  86544. getClassName(): string;
  86545. /**
  86546. * Specifies if the material will require alpha blending
  86547. * @returns a boolean specifying if alpha blending is needed
  86548. */
  86549. needAlphaBlending(): boolean;
  86550. /**
  86551. * Specifies if this material should be rendered in alpha test mode
  86552. * @returns a boolean specifying if an alpha test is needed.
  86553. */
  86554. needAlphaTesting(): boolean;
  86555. private _checkUniform;
  86556. /**
  86557. * Set a texture in the shader.
  86558. * @param name Define the name of the uniform samplers as defined in the shader
  86559. * @param texture Define the texture to bind to this sampler
  86560. * @return the material itself allowing "fluent" like uniform updates
  86561. */
  86562. setTexture(name: string, texture: Texture): ShaderMaterial;
  86563. /**
  86564. * Set a texture array in the shader.
  86565. * @param name Define the name of the uniform sampler array as defined in the shader
  86566. * @param textures Define the list of textures to bind to this sampler
  86567. * @return the material itself allowing "fluent" like uniform updates
  86568. */
  86569. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  86570. /**
  86571. * Set a float in the shader.
  86572. * @param name Define the name of the uniform as defined in the shader
  86573. * @param value Define the value to give to the uniform
  86574. * @return the material itself allowing "fluent" like uniform updates
  86575. */
  86576. setFloat(name: string, value: number): ShaderMaterial;
  86577. /**
  86578. * Set a int in the shader.
  86579. * @param name Define the name of the uniform as defined in the shader
  86580. * @param value Define the value to give to the uniform
  86581. * @return the material itself allowing "fluent" like uniform updates
  86582. */
  86583. setInt(name: string, value: number): ShaderMaterial;
  86584. /**
  86585. * Set an array of floats in the shader.
  86586. * @param name Define the name of the uniform as defined in the shader
  86587. * @param value Define the value to give to the uniform
  86588. * @return the material itself allowing "fluent" like uniform updates
  86589. */
  86590. setFloats(name: string, value: number[]): ShaderMaterial;
  86591. /**
  86592. * Set a vec3 in the shader from a Color3.
  86593. * @param name Define the name of the uniform as defined in the shader
  86594. * @param value Define the value to give to the uniform
  86595. * @return the material itself allowing "fluent" like uniform updates
  86596. */
  86597. setColor3(name: string, value: Color3): ShaderMaterial;
  86598. /**
  86599. * Set a vec3 array in the shader from a Color3 array.
  86600. * @param name Define the name of the uniform as defined in the shader
  86601. * @param value Define the value to give to the uniform
  86602. * @return the material itself allowing "fluent" like uniform updates
  86603. */
  86604. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  86605. /**
  86606. * Set a vec4 in the shader from a Color4.
  86607. * @param name Define the name of the uniform as defined in the shader
  86608. * @param value Define the value to give to the uniform
  86609. * @return the material itself allowing "fluent" like uniform updates
  86610. */
  86611. setColor4(name: string, value: Color4): ShaderMaterial;
  86612. /**
  86613. * Set a vec4 array in the shader from a Color4 array.
  86614. * @param name Define the name of the uniform as defined in the shader
  86615. * @param value Define the value to give to the uniform
  86616. * @return the material itself allowing "fluent" like uniform updates
  86617. */
  86618. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  86619. /**
  86620. * Set a vec2 in the shader from a Vector2.
  86621. * @param name Define the name of the uniform as defined in the shader
  86622. * @param value Define the value to give to the uniform
  86623. * @return the material itself allowing "fluent" like uniform updates
  86624. */
  86625. setVector2(name: string, value: Vector2): ShaderMaterial;
  86626. /**
  86627. * Set a vec3 in the shader from a Vector3.
  86628. * @param name Define the name of the uniform as defined in the shader
  86629. * @param value Define the value to give to the uniform
  86630. * @return the material itself allowing "fluent" like uniform updates
  86631. */
  86632. setVector3(name: string, value: Vector3): ShaderMaterial;
  86633. /**
  86634. * Set a vec4 in the shader from a Vector4.
  86635. * @param name Define the name of the uniform as defined in the shader
  86636. * @param value Define the value to give to the uniform
  86637. * @return the material itself allowing "fluent" like uniform updates
  86638. */
  86639. setVector4(name: string, value: Vector4): ShaderMaterial;
  86640. /**
  86641. * Set a mat4 in the shader from a Matrix.
  86642. * @param name Define the name of the uniform as defined in the shader
  86643. * @param value Define the value to give to the uniform
  86644. * @return the material itself allowing "fluent" like uniform updates
  86645. */
  86646. setMatrix(name: string, value: Matrix): ShaderMaterial;
  86647. /**
  86648. * Set a mat3 in the shader from a Float32Array.
  86649. * @param name Define the name of the uniform as defined in the shader
  86650. * @param value Define the value to give to the uniform
  86651. * @return the material itself allowing "fluent" like uniform updates
  86652. */
  86653. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  86654. /**
  86655. * Set a mat2 in the shader from a Float32Array.
  86656. * @param name Define the name of the uniform as defined in the shader
  86657. * @param value Define the value to give to the uniform
  86658. * @return the material itself allowing "fluent" like uniform updates
  86659. */
  86660. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  86661. /**
  86662. * Set a vec2 array in the shader from a number array.
  86663. * @param name Define the name of the uniform as defined in the shader
  86664. * @param value Define the value to give to the uniform
  86665. * @return the material itself allowing "fluent" like uniform updates
  86666. */
  86667. setArray2(name: string, value: number[]): ShaderMaterial;
  86668. /**
  86669. * Set a vec3 array in the shader from a number array.
  86670. * @param name Define the name of the uniform as defined in the shader
  86671. * @param value Define the value to give to the uniform
  86672. * @return the material itself allowing "fluent" like uniform updates
  86673. */
  86674. setArray3(name: string, value: number[]): ShaderMaterial;
  86675. /**
  86676. * Set a vec4 array in the shader from a number array.
  86677. * @param name Define the name of the uniform as defined in the shader
  86678. * @param value Define the value to give to the uniform
  86679. * @return the material itself allowing "fluent" like uniform updates
  86680. */
  86681. setArray4(name: string, value: number[]): ShaderMaterial;
  86682. private _checkCache;
  86683. /**
  86684. * Specifies that the submesh is ready to be used
  86685. * @param mesh defines the mesh to check
  86686. * @param subMesh defines which submesh to check
  86687. * @param useInstances specifies that instances should be used
  86688. * @returns a boolean indicating that the submesh is ready or not
  86689. */
  86690. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86691. /**
  86692. * Checks if the material is ready to render the requested mesh
  86693. * @param mesh Define the mesh to render
  86694. * @param useInstances Define whether or not the material is used with instances
  86695. * @returns true if ready, otherwise false
  86696. */
  86697. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  86698. /**
  86699. * Binds the world matrix to the material
  86700. * @param world defines the world transformation matrix
  86701. */
  86702. bindOnlyWorldMatrix(world: Matrix): void;
  86703. /**
  86704. * Binds the material to the mesh
  86705. * @param world defines the world transformation matrix
  86706. * @param mesh defines the mesh to bind the material to
  86707. */
  86708. bind(world: Matrix, mesh?: Mesh): void;
  86709. /**
  86710. * Gets the active textures from the material
  86711. * @returns an array of textures
  86712. */
  86713. getActiveTextures(): BaseTexture[];
  86714. /**
  86715. * Specifies if the material uses a texture
  86716. * @param texture defines the texture to check against the material
  86717. * @returns a boolean specifying if the material uses the texture
  86718. */
  86719. hasTexture(texture: BaseTexture): boolean;
  86720. /**
  86721. * Makes a duplicate of the material, and gives it a new name
  86722. * @param name defines the new name for the duplicated material
  86723. * @returns the cloned material
  86724. */
  86725. clone(name: string): ShaderMaterial;
  86726. /**
  86727. * Disposes the material
  86728. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  86729. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  86730. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  86731. */
  86732. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  86733. /**
  86734. * Serializes this material in a JSON representation
  86735. * @returns the serialized material object
  86736. */
  86737. serialize(): any;
  86738. /**
  86739. * Creates a shader material from parsed shader material data
  86740. * @param source defines the JSON represnetation of the material
  86741. * @param scene defines the hosting scene
  86742. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  86743. * @returns a new material
  86744. */
  86745. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  86746. }
  86747. }
  86748. declare module BABYLON {
  86749. /** @hidden */
  86750. export var colorPixelShader: {
  86751. name: string;
  86752. shader: string;
  86753. };
  86754. }
  86755. declare module BABYLON {
  86756. /** @hidden */
  86757. export var colorVertexShader: {
  86758. name: string;
  86759. shader: string;
  86760. };
  86761. }
  86762. declare module BABYLON {
  86763. /**
  86764. * Line mesh
  86765. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  86766. */
  86767. export class LinesMesh extends Mesh {
  86768. /**
  86769. * If vertex color should be applied to the mesh
  86770. */
  86771. readonly useVertexColor?: boolean | undefined;
  86772. /**
  86773. * If vertex alpha should be applied to the mesh
  86774. */
  86775. readonly useVertexAlpha?: boolean | undefined;
  86776. /**
  86777. * Color of the line (Default: White)
  86778. */
  86779. color: Color3;
  86780. /**
  86781. * Alpha of the line (Default: 1)
  86782. */
  86783. alpha: number;
  86784. /**
  86785. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  86786. * This margin is expressed in world space coordinates, so its value may vary.
  86787. * Default value is 0.1
  86788. */
  86789. intersectionThreshold: number;
  86790. private _colorShader;
  86791. private color4;
  86792. /**
  86793. * Creates a new LinesMesh
  86794. * @param name defines the name
  86795. * @param scene defines the hosting scene
  86796. * @param parent defines the parent mesh if any
  86797. * @param source defines the optional source LinesMesh used to clone data from
  86798. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  86799. * When false, achieved by calling a clone(), also passing False.
  86800. * This will make creation of children, recursive.
  86801. * @param useVertexColor defines if this LinesMesh supports vertex color
  86802. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  86803. */
  86804. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  86805. /**
  86806. * If vertex color should be applied to the mesh
  86807. */
  86808. useVertexColor?: boolean | undefined,
  86809. /**
  86810. * If vertex alpha should be applied to the mesh
  86811. */
  86812. useVertexAlpha?: boolean | undefined);
  86813. private _addClipPlaneDefine;
  86814. private _removeClipPlaneDefine;
  86815. isReady(): boolean;
  86816. /**
  86817. * Returns the string "LineMesh"
  86818. */
  86819. getClassName(): string;
  86820. /**
  86821. * @hidden
  86822. */
  86823. /**
  86824. * @hidden
  86825. */
  86826. material: Material;
  86827. /**
  86828. * @hidden
  86829. */
  86830. readonly checkCollisions: boolean;
  86831. /** @hidden */
  86832. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  86833. /** @hidden */
  86834. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  86835. /**
  86836. * Disposes of the line mesh
  86837. * @param doNotRecurse If children should be disposed
  86838. */
  86839. dispose(doNotRecurse?: boolean): void;
  86840. /**
  86841. * Returns a new LineMesh object cloned from the current one.
  86842. */
  86843. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  86844. /**
  86845. * Creates a new InstancedLinesMesh object from the mesh model.
  86846. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  86847. * @param name defines the name of the new instance
  86848. * @returns a new InstancedLinesMesh
  86849. */
  86850. createInstance(name: string): InstancedLinesMesh;
  86851. }
  86852. /**
  86853. * Creates an instance based on a source LinesMesh
  86854. */
  86855. export class InstancedLinesMesh extends InstancedMesh {
  86856. /**
  86857. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  86858. * This margin is expressed in world space coordinates, so its value may vary.
  86859. * Initilized with the intersectionThreshold value of the source LinesMesh
  86860. */
  86861. intersectionThreshold: number;
  86862. constructor(name: string, source: LinesMesh);
  86863. /**
  86864. * Returns the string "InstancedLinesMesh".
  86865. */
  86866. getClassName(): string;
  86867. }
  86868. }
  86869. declare module BABYLON {
  86870. /** @hidden */
  86871. export var linePixelShader: {
  86872. name: string;
  86873. shader: string;
  86874. };
  86875. }
  86876. declare module BABYLON {
  86877. /** @hidden */
  86878. export var lineVertexShader: {
  86879. name: string;
  86880. shader: string;
  86881. };
  86882. }
  86883. declare module BABYLON {
  86884. interface AbstractMesh {
  86885. /**
  86886. * Gets the edgesRenderer associated with the mesh
  86887. */
  86888. edgesRenderer: Nullable<EdgesRenderer>;
  86889. }
  86890. interface LinesMesh {
  86891. /**
  86892. * Enables the edge rendering mode on the mesh.
  86893. * This mode makes the mesh edges visible
  86894. * @param epsilon defines the maximal distance between two angles to detect a face
  86895. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  86896. * @returns the currentAbstractMesh
  86897. * @see https://www.babylonjs-playground.com/#19O9TU#0
  86898. */
  86899. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  86900. }
  86901. interface InstancedLinesMesh {
  86902. /**
  86903. * Enables the edge rendering mode on the mesh.
  86904. * This mode makes the mesh edges visible
  86905. * @param epsilon defines the maximal distance between two angles to detect a face
  86906. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  86907. * @returns the current InstancedLinesMesh
  86908. * @see https://www.babylonjs-playground.com/#19O9TU#0
  86909. */
  86910. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  86911. }
  86912. /**
  86913. * Defines the minimum contract an Edges renderer should follow.
  86914. */
  86915. export interface IEdgesRenderer extends IDisposable {
  86916. /**
  86917. * Gets or sets a boolean indicating if the edgesRenderer is active
  86918. */
  86919. isEnabled: boolean;
  86920. /**
  86921. * Renders the edges of the attached mesh,
  86922. */
  86923. render(): void;
  86924. /**
  86925. * Checks wether or not the edges renderer is ready to render.
  86926. * @return true if ready, otherwise false.
  86927. */
  86928. isReady(): boolean;
  86929. }
  86930. /**
  86931. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  86932. */
  86933. export class EdgesRenderer implements IEdgesRenderer {
  86934. /**
  86935. * Define the size of the edges with an orthographic camera
  86936. */
  86937. edgesWidthScalerForOrthographic: number;
  86938. /**
  86939. * Define the size of the edges with a perspective camera
  86940. */
  86941. edgesWidthScalerForPerspective: number;
  86942. protected _source: AbstractMesh;
  86943. protected _linesPositions: number[];
  86944. protected _linesNormals: number[];
  86945. protected _linesIndices: number[];
  86946. protected _epsilon: number;
  86947. protected _indicesCount: number;
  86948. protected _lineShader: ShaderMaterial;
  86949. protected _ib: DataBuffer;
  86950. protected _buffers: {
  86951. [key: string]: Nullable<VertexBuffer>;
  86952. };
  86953. protected _checkVerticesInsteadOfIndices: boolean;
  86954. private _meshRebuildObserver;
  86955. private _meshDisposeObserver;
  86956. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  86957. isEnabled: boolean;
  86958. /**
  86959. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  86960. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  86961. * @param source Mesh used to create edges
  86962. * @param epsilon sum of angles in adjacency to check for edge
  86963. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  86964. * @param generateEdgesLines - should generate Lines or only prepare resources.
  86965. */
  86966. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  86967. protected _prepareRessources(): void;
  86968. /** @hidden */
  86969. _rebuild(): void;
  86970. /**
  86971. * Releases the required resources for the edges renderer
  86972. */
  86973. dispose(): void;
  86974. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  86975. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  86976. /**
  86977. * Checks if the pair of p0 and p1 is en edge
  86978. * @param faceIndex
  86979. * @param edge
  86980. * @param faceNormals
  86981. * @param p0
  86982. * @param p1
  86983. * @private
  86984. */
  86985. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  86986. /**
  86987. * push line into the position, normal and index buffer
  86988. * @protected
  86989. */
  86990. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  86991. /**
  86992. * Generates lines edges from adjacencjes
  86993. * @private
  86994. */
  86995. _generateEdgesLines(): void;
  86996. /**
  86997. * Checks wether or not the edges renderer is ready to render.
  86998. * @return true if ready, otherwise false.
  86999. */
  87000. isReady(): boolean;
  87001. /**
  87002. * Renders the edges of the attached mesh,
  87003. */
  87004. render(): void;
  87005. }
  87006. /**
  87007. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  87008. */
  87009. export class LineEdgesRenderer extends EdgesRenderer {
  87010. /**
  87011. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  87012. * @param source LineMesh used to generate edges
  87013. * @param epsilon not important (specified angle for edge detection)
  87014. * @param checkVerticesInsteadOfIndices not important for LineMesh
  87015. */
  87016. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  87017. /**
  87018. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  87019. */
  87020. _generateEdgesLines(): void;
  87021. }
  87022. }
  87023. declare module BABYLON {
  87024. /**
  87025. * This represents the object necessary to create a rendering group.
  87026. * This is exclusively used and created by the rendering manager.
  87027. * To modify the behavior, you use the available helpers in your scene or meshes.
  87028. * @hidden
  87029. */
  87030. export class RenderingGroup {
  87031. index: number;
  87032. private static _zeroVector;
  87033. private _scene;
  87034. private _opaqueSubMeshes;
  87035. private _transparentSubMeshes;
  87036. private _alphaTestSubMeshes;
  87037. private _depthOnlySubMeshes;
  87038. private _particleSystems;
  87039. private _spriteManagers;
  87040. private _opaqueSortCompareFn;
  87041. private _alphaTestSortCompareFn;
  87042. private _transparentSortCompareFn;
  87043. private _renderOpaque;
  87044. private _renderAlphaTest;
  87045. private _renderTransparent;
  87046. /** @hidden */
  87047. _edgesRenderers: SmartArray<IEdgesRenderer>;
  87048. onBeforeTransparentRendering: () => void;
  87049. /**
  87050. * Set the opaque sort comparison function.
  87051. * If null the sub meshes will be render in the order they were created
  87052. */
  87053. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87054. /**
  87055. * Set the alpha test sort comparison function.
  87056. * If null the sub meshes will be render in the order they were created
  87057. */
  87058. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87059. /**
  87060. * Set the transparent sort comparison function.
  87061. * If null the sub meshes will be render in the order they were created
  87062. */
  87063. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87064. /**
  87065. * Creates a new rendering group.
  87066. * @param index The rendering group index
  87067. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  87068. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  87069. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  87070. */
  87071. 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>);
  87072. /**
  87073. * Render all the sub meshes contained in the group.
  87074. * @param customRenderFunction Used to override the default render behaviour of the group.
  87075. * @returns true if rendered some submeshes.
  87076. */
  87077. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  87078. /**
  87079. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  87080. * @param subMeshes The submeshes to render
  87081. */
  87082. private renderOpaqueSorted;
  87083. /**
  87084. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  87085. * @param subMeshes The submeshes to render
  87086. */
  87087. private renderAlphaTestSorted;
  87088. /**
  87089. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  87090. * @param subMeshes The submeshes to render
  87091. */
  87092. private renderTransparentSorted;
  87093. /**
  87094. * Renders the submeshes in a specified order.
  87095. * @param subMeshes The submeshes to sort before render
  87096. * @param sortCompareFn The comparison function use to sort
  87097. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  87098. * @param transparent Specifies to activate blending if true
  87099. */
  87100. private static renderSorted;
  87101. /**
  87102. * Renders the submeshes in the order they were dispatched (no sort applied).
  87103. * @param subMeshes The submeshes to render
  87104. */
  87105. private static renderUnsorted;
  87106. /**
  87107. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87108. * are rendered back to front if in the same alpha index.
  87109. *
  87110. * @param a The first submesh
  87111. * @param b The second submesh
  87112. * @returns The result of the comparison
  87113. */
  87114. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  87115. /**
  87116. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87117. * are rendered back to front.
  87118. *
  87119. * @param a The first submesh
  87120. * @param b The second submesh
  87121. * @returns The result of the comparison
  87122. */
  87123. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  87124. /**
  87125. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87126. * are rendered front to back (prevent overdraw).
  87127. *
  87128. * @param a The first submesh
  87129. * @param b The second submesh
  87130. * @returns The result of the comparison
  87131. */
  87132. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  87133. /**
  87134. * Resets the different lists of submeshes to prepare a new frame.
  87135. */
  87136. prepare(): void;
  87137. dispose(): void;
  87138. /**
  87139. * Inserts the submesh in its correct queue depending on its material.
  87140. * @param subMesh The submesh to dispatch
  87141. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87142. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87143. */
  87144. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87145. dispatchSprites(spriteManager: ISpriteManager): void;
  87146. dispatchParticles(particleSystem: IParticleSystem): void;
  87147. private _renderParticles;
  87148. private _renderSprites;
  87149. }
  87150. }
  87151. declare module BABYLON {
  87152. /**
  87153. * Interface describing the different options available in the rendering manager
  87154. * regarding Auto Clear between groups.
  87155. */
  87156. export interface IRenderingManagerAutoClearSetup {
  87157. /**
  87158. * Defines whether or not autoclear is enable.
  87159. */
  87160. autoClear: boolean;
  87161. /**
  87162. * Defines whether or not to autoclear the depth buffer.
  87163. */
  87164. depth: boolean;
  87165. /**
  87166. * Defines whether or not to autoclear the stencil buffer.
  87167. */
  87168. stencil: boolean;
  87169. }
  87170. /**
  87171. * This class is used by the onRenderingGroupObservable
  87172. */
  87173. export class RenderingGroupInfo {
  87174. /**
  87175. * The Scene that being rendered
  87176. */
  87177. scene: Scene;
  87178. /**
  87179. * The camera currently used for the rendering pass
  87180. */
  87181. camera: Nullable<Camera>;
  87182. /**
  87183. * The ID of the renderingGroup being processed
  87184. */
  87185. renderingGroupId: number;
  87186. }
  87187. /**
  87188. * This is the manager responsible of all the rendering for meshes sprites and particles.
  87189. * It is enable to manage the different groups as well as the different necessary sort functions.
  87190. * This should not be used directly aside of the few static configurations
  87191. */
  87192. export class RenderingManager {
  87193. /**
  87194. * The max id used for rendering groups (not included)
  87195. */
  87196. static MAX_RENDERINGGROUPS: number;
  87197. /**
  87198. * The min id used for rendering groups (included)
  87199. */
  87200. static MIN_RENDERINGGROUPS: number;
  87201. /**
  87202. * Used to globally prevent autoclearing scenes.
  87203. */
  87204. static AUTOCLEAR: boolean;
  87205. /**
  87206. * @hidden
  87207. */
  87208. _useSceneAutoClearSetup: boolean;
  87209. private _scene;
  87210. private _renderingGroups;
  87211. private _depthStencilBufferAlreadyCleaned;
  87212. private _autoClearDepthStencil;
  87213. private _customOpaqueSortCompareFn;
  87214. private _customAlphaTestSortCompareFn;
  87215. private _customTransparentSortCompareFn;
  87216. private _renderingGroupInfo;
  87217. /**
  87218. * Instantiates a new rendering group for a particular scene
  87219. * @param scene Defines the scene the groups belongs to
  87220. */
  87221. constructor(scene: Scene);
  87222. private _clearDepthStencilBuffer;
  87223. /**
  87224. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  87225. * @hidden
  87226. */
  87227. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  87228. /**
  87229. * Resets the different information of the group to prepare a new frame
  87230. * @hidden
  87231. */
  87232. reset(): void;
  87233. /**
  87234. * Dispose and release the group and its associated resources.
  87235. * @hidden
  87236. */
  87237. dispose(): void;
  87238. /**
  87239. * Clear the info related to rendering groups preventing retention points during dispose.
  87240. */
  87241. freeRenderingGroups(): void;
  87242. private _prepareRenderingGroup;
  87243. /**
  87244. * Add a sprite manager to the rendering manager in order to render it this frame.
  87245. * @param spriteManager Define the sprite manager to render
  87246. */
  87247. dispatchSprites(spriteManager: ISpriteManager): void;
  87248. /**
  87249. * Add a particle system to the rendering manager in order to render it this frame.
  87250. * @param particleSystem Define the particle system to render
  87251. */
  87252. dispatchParticles(particleSystem: IParticleSystem): void;
  87253. /**
  87254. * Add a submesh to the manager in order to render it this frame
  87255. * @param subMesh The submesh to dispatch
  87256. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87257. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87258. */
  87259. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87260. /**
  87261. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87262. * This allowed control for front to back rendering or reversly depending of the special needs.
  87263. *
  87264. * @param renderingGroupId The rendering group id corresponding to its index
  87265. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87266. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87267. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87268. */
  87269. 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;
  87270. /**
  87271. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87272. *
  87273. * @param renderingGroupId The rendering group id corresponding to its index
  87274. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87275. * @param depth Automatically clears depth between groups if true and autoClear is true.
  87276. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  87277. */
  87278. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  87279. /**
  87280. * Gets the current auto clear configuration for one rendering group of the rendering
  87281. * manager.
  87282. * @param index the rendering group index to get the information for
  87283. * @returns The auto clear setup for the requested rendering group
  87284. */
  87285. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  87286. }
  87287. }
  87288. declare module BABYLON {
  87289. /**
  87290. * This Helps creating a texture that will be created from a camera in your scene.
  87291. * It is basically a dynamic texture that could be used to create special effects for instance.
  87292. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  87293. */
  87294. export class RenderTargetTexture extends Texture {
  87295. isCube: boolean;
  87296. /**
  87297. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  87298. */
  87299. static readonly REFRESHRATE_RENDER_ONCE: number;
  87300. /**
  87301. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  87302. */
  87303. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  87304. /**
  87305. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  87306. * the central point of your effect and can save a lot of performances.
  87307. */
  87308. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  87309. /**
  87310. * Use this predicate to dynamically define the list of mesh you want to render.
  87311. * If set, the renderList property will be overwritten.
  87312. */
  87313. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  87314. private _renderList;
  87315. /**
  87316. * Use this list to define the list of mesh you want to render.
  87317. */
  87318. renderList: Nullable<Array<AbstractMesh>>;
  87319. private _hookArray;
  87320. /**
  87321. * Define if particles should be rendered in your texture.
  87322. */
  87323. renderParticles: boolean;
  87324. /**
  87325. * Define if sprites should be rendered in your texture.
  87326. */
  87327. renderSprites: boolean;
  87328. /**
  87329. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  87330. */
  87331. coordinatesMode: number;
  87332. /**
  87333. * Define the camera used to render the texture.
  87334. */
  87335. activeCamera: Nullable<Camera>;
  87336. /**
  87337. * Override the render function of the texture with your own one.
  87338. */
  87339. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  87340. /**
  87341. * Define if camera post processes should be use while rendering the texture.
  87342. */
  87343. useCameraPostProcesses: boolean;
  87344. /**
  87345. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  87346. */
  87347. ignoreCameraViewport: boolean;
  87348. private _postProcessManager;
  87349. private _postProcesses;
  87350. private _resizeObserver;
  87351. /**
  87352. * An event triggered when the texture is unbind.
  87353. */
  87354. onBeforeBindObservable: Observable<RenderTargetTexture>;
  87355. /**
  87356. * An event triggered when the texture is unbind.
  87357. */
  87358. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  87359. private _onAfterUnbindObserver;
  87360. /**
  87361. * Set a after unbind callback in the texture.
  87362. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  87363. */
  87364. onAfterUnbind: () => void;
  87365. /**
  87366. * An event triggered before rendering the texture
  87367. */
  87368. onBeforeRenderObservable: Observable<number>;
  87369. private _onBeforeRenderObserver;
  87370. /**
  87371. * Set a before render callback in the texture.
  87372. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  87373. */
  87374. onBeforeRender: (faceIndex: number) => void;
  87375. /**
  87376. * An event triggered after rendering the texture
  87377. */
  87378. onAfterRenderObservable: Observable<number>;
  87379. private _onAfterRenderObserver;
  87380. /**
  87381. * Set a after render callback in the texture.
  87382. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  87383. */
  87384. onAfterRender: (faceIndex: number) => void;
  87385. /**
  87386. * An event triggered after the texture clear
  87387. */
  87388. onClearObservable: Observable<Engine>;
  87389. private _onClearObserver;
  87390. /**
  87391. * Set a clear callback in the texture.
  87392. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  87393. */
  87394. onClear: (Engine: Engine) => void;
  87395. /**
  87396. * An event triggered when the texture is resized.
  87397. */
  87398. onResizeObservable: Observable<RenderTargetTexture>;
  87399. /**
  87400. * Define the clear color of the Render Target if it should be different from the scene.
  87401. */
  87402. clearColor: Color4;
  87403. protected _size: number | {
  87404. width: number;
  87405. height: number;
  87406. };
  87407. protected _initialSizeParameter: number | {
  87408. width: number;
  87409. height: number;
  87410. } | {
  87411. ratio: number;
  87412. };
  87413. protected _sizeRatio: Nullable<number>;
  87414. /** @hidden */
  87415. _generateMipMaps: boolean;
  87416. protected _renderingManager: RenderingManager;
  87417. /** @hidden */
  87418. _waitingRenderList: string[];
  87419. protected _doNotChangeAspectRatio: boolean;
  87420. protected _currentRefreshId: number;
  87421. protected _refreshRate: number;
  87422. protected _textureMatrix: Matrix;
  87423. protected _samples: number;
  87424. protected _renderTargetOptions: RenderTargetCreationOptions;
  87425. /**
  87426. * Gets render target creation options that were used.
  87427. */
  87428. readonly renderTargetOptions: RenderTargetCreationOptions;
  87429. protected _engine: Engine;
  87430. protected _onRatioRescale(): void;
  87431. /**
  87432. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  87433. * It must define where the camera used to render the texture is set
  87434. */
  87435. boundingBoxPosition: Vector3;
  87436. private _boundingBoxSize;
  87437. /**
  87438. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  87439. * When defined, the cubemap will switch to local mode
  87440. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  87441. * @example https://www.babylonjs-playground.com/#RNASML
  87442. */
  87443. boundingBoxSize: Vector3;
  87444. /**
  87445. * In case the RTT has been created with a depth texture, get the associated
  87446. * depth texture.
  87447. * Otherwise, return null.
  87448. */
  87449. depthStencilTexture: Nullable<InternalTexture>;
  87450. /**
  87451. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  87452. * or used a shadow, depth texture...
  87453. * @param name The friendly name of the texture
  87454. * @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)
  87455. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  87456. * @param generateMipMaps True if mip maps need to be generated after render.
  87457. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  87458. * @param type The type of the buffer in the RTT (int, half float, float...)
  87459. * @param isCube True if a cube texture needs to be created
  87460. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  87461. * @param generateDepthBuffer True to generate a depth buffer
  87462. * @param generateStencilBuffer True to generate a stencil buffer
  87463. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  87464. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  87465. * @param delayAllocation if the texture allocation should be delayed (default: false)
  87466. */
  87467. constructor(name: string, size: number | {
  87468. width: number;
  87469. height: number;
  87470. } | {
  87471. ratio: number;
  87472. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  87473. /**
  87474. * Creates a depth stencil texture.
  87475. * This is only available in WebGL 2 or with the depth texture extension available.
  87476. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  87477. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  87478. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  87479. */
  87480. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  87481. private _processSizeParameter;
  87482. /**
  87483. * Define the number of samples to use in case of MSAA.
  87484. * It defaults to one meaning no MSAA has been enabled.
  87485. */
  87486. samples: number;
  87487. /**
  87488. * Resets the refresh counter of the texture and start bak from scratch.
  87489. * Could be useful to regenerate the texture if it is setup to render only once.
  87490. */
  87491. resetRefreshCounter(): void;
  87492. /**
  87493. * Define the refresh rate of the texture or the rendering frequency.
  87494. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  87495. */
  87496. refreshRate: number;
  87497. /**
  87498. * Adds a post process to the render target rendering passes.
  87499. * @param postProcess define the post process to add
  87500. */
  87501. addPostProcess(postProcess: PostProcess): void;
  87502. /**
  87503. * Clear all the post processes attached to the render target
  87504. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  87505. */
  87506. clearPostProcesses(dispose?: boolean): void;
  87507. /**
  87508. * Remove one of the post process from the list of attached post processes to the texture
  87509. * @param postProcess define the post process to remove from the list
  87510. */
  87511. removePostProcess(postProcess: PostProcess): void;
  87512. /** @hidden */
  87513. _shouldRender(): boolean;
  87514. /**
  87515. * Gets the actual render size of the texture.
  87516. * @returns the width of the render size
  87517. */
  87518. getRenderSize(): number;
  87519. /**
  87520. * Gets the actual render width of the texture.
  87521. * @returns the width of the render size
  87522. */
  87523. getRenderWidth(): number;
  87524. /**
  87525. * Gets the actual render height of the texture.
  87526. * @returns the height of the render size
  87527. */
  87528. getRenderHeight(): number;
  87529. /**
  87530. * Get if the texture can be rescaled or not.
  87531. */
  87532. readonly canRescale: boolean;
  87533. /**
  87534. * Resize the texture using a ratio.
  87535. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  87536. */
  87537. scale(ratio: number): void;
  87538. /**
  87539. * Get the texture reflection matrix used to rotate/transform the reflection.
  87540. * @returns the reflection matrix
  87541. */
  87542. getReflectionTextureMatrix(): Matrix;
  87543. /**
  87544. * Resize the texture to a new desired size.
  87545. * Be carrefull as it will recreate all the data in the new texture.
  87546. * @param size Define the new size. It can be:
  87547. * - a number for squared texture,
  87548. * - an object containing { width: number, height: number }
  87549. * - or an object containing a ratio { ratio: number }
  87550. */
  87551. resize(size: number | {
  87552. width: number;
  87553. height: number;
  87554. } | {
  87555. ratio: number;
  87556. }): void;
  87557. /**
  87558. * Renders all the objects from the render list into the texture.
  87559. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  87560. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  87561. */
  87562. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  87563. private _bestReflectionRenderTargetDimension;
  87564. /**
  87565. * @hidden
  87566. * @param faceIndex face index to bind to if this is a cubetexture
  87567. */
  87568. _bindFrameBuffer(faceIndex?: number): void;
  87569. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  87570. private renderToTarget;
  87571. /**
  87572. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87573. * This allowed control for front to back rendering or reversly depending of the special needs.
  87574. *
  87575. * @param renderingGroupId The rendering group id corresponding to its index
  87576. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87577. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87578. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87579. */
  87580. 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;
  87581. /**
  87582. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87583. *
  87584. * @param renderingGroupId The rendering group id corresponding to its index
  87585. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87586. */
  87587. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  87588. /**
  87589. * Clones the texture.
  87590. * @returns the cloned texture
  87591. */
  87592. clone(): RenderTargetTexture;
  87593. /**
  87594. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  87595. * @returns The JSON representation of the texture
  87596. */
  87597. serialize(): any;
  87598. /**
  87599. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  87600. */
  87601. disposeFramebufferObjects(): void;
  87602. /**
  87603. * Dispose the texture and release its associated resources.
  87604. */
  87605. dispose(): void;
  87606. /** @hidden */
  87607. _rebuild(): void;
  87608. /**
  87609. * Clear the info related to rendering groups preventing retention point in material dispose.
  87610. */
  87611. freeRenderingGroups(): void;
  87612. /**
  87613. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  87614. * @returns the view count
  87615. */
  87616. getViewCount(): number;
  87617. }
  87618. }
  87619. declare module BABYLON {
  87620. /**
  87621. * Options for compiling materials.
  87622. */
  87623. export interface IMaterialCompilationOptions {
  87624. /**
  87625. * Defines whether clip planes are enabled.
  87626. */
  87627. clipPlane: boolean;
  87628. /**
  87629. * Defines whether instances are enabled.
  87630. */
  87631. useInstances: boolean;
  87632. }
  87633. /**
  87634. * Base class for the main features of a material in Babylon.js
  87635. */
  87636. export class Material implements IAnimatable {
  87637. /**
  87638. * Returns the triangle fill mode
  87639. */
  87640. static readonly TriangleFillMode: number;
  87641. /**
  87642. * Returns the wireframe mode
  87643. */
  87644. static readonly WireFrameFillMode: number;
  87645. /**
  87646. * Returns the point fill mode
  87647. */
  87648. static readonly PointFillMode: number;
  87649. /**
  87650. * Returns the point list draw mode
  87651. */
  87652. static readonly PointListDrawMode: number;
  87653. /**
  87654. * Returns the line list draw mode
  87655. */
  87656. static readonly LineListDrawMode: number;
  87657. /**
  87658. * Returns the line loop draw mode
  87659. */
  87660. static readonly LineLoopDrawMode: number;
  87661. /**
  87662. * Returns the line strip draw mode
  87663. */
  87664. static readonly LineStripDrawMode: number;
  87665. /**
  87666. * Returns the triangle strip draw mode
  87667. */
  87668. static readonly TriangleStripDrawMode: number;
  87669. /**
  87670. * Returns the triangle fan draw mode
  87671. */
  87672. static readonly TriangleFanDrawMode: number;
  87673. /**
  87674. * Stores the clock-wise side orientation
  87675. */
  87676. static readonly ClockWiseSideOrientation: number;
  87677. /**
  87678. * Stores the counter clock-wise side orientation
  87679. */
  87680. static readonly CounterClockWiseSideOrientation: number;
  87681. /**
  87682. * The dirty texture flag value
  87683. */
  87684. static readonly TextureDirtyFlag: number;
  87685. /**
  87686. * The dirty light flag value
  87687. */
  87688. static readonly LightDirtyFlag: number;
  87689. /**
  87690. * The dirty fresnel flag value
  87691. */
  87692. static readonly FresnelDirtyFlag: number;
  87693. /**
  87694. * The dirty attribute flag value
  87695. */
  87696. static readonly AttributesDirtyFlag: number;
  87697. /**
  87698. * The dirty misc flag value
  87699. */
  87700. static readonly MiscDirtyFlag: number;
  87701. /**
  87702. * The all dirty flag value
  87703. */
  87704. static readonly AllDirtyFlag: number;
  87705. /**
  87706. * The ID of the material
  87707. */
  87708. id: string;
  87709. /**
  87710. * Gets or sets the unique id of the material
  87711. */
  87712. uniqueId: number;
  87713. /**
  87714. * The name of the material
  87715. */
  87716. name: string;
  87717. /**
  87718. * Gets or sets user defined metadata
  87719. */
  87720. metadata: any;
  87721. /**
  87722. * For internal use only. Please do not use.
  87723. */
  87724. reservedDataStore: any;
  87725. /**
  87726. * Specifies if the ready state should be checked on each call
  87727. */
  87728. checkReadyOnEveryCall: boolean;
  87729. /**
  87730. * Specifies if the ready state should be checked once
  87731. */
  87732. checkReadyOnlyOnce: boolean;
  87733. /**
  87734. * The state of the material
  87735. */
  87736. state: string;
  87737. /**
  87738. * The alpha value of the material
  87739. */
  87740. protected _alpha: number;
  87741. /**
  87742. * List of inspectable custom properties (used by the Inspector)
  87743. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  87744. */
  87745. inspectableCustomProperties: IInspectable[];
  87746. /**
  87747. * Sets the alpha value of the material
  87748. */
  87749. /**
  87750. * Gets the alpha value of the material
  87751. */
  87752. alpha: number;
  87753. /**
  87754. * Specifies if back face culling is enabled
  87755. */
  87756. protected _backFaceCulling: boolean;
  87757. /**
  87758. * Sets the back-face culling state
  87759. */
  87760. /**
  87761. * Gets the back-face culling state
  87762. */
  87763. backFaceCulling: boolean;
  87764. /**
  87765. * Stores the value for side orientation
  87766. */
  87767. sideOrientation: number;
  87768. /**
  87769. * Callback triggered when the material is compiled
  87770. */
  87771. onCompiled: Nullable<(effect: Effect) => void>;
  87772. /**
  87773. * Callback triggered when an error occurs
  87774. */
  87775. onError: Nullable<(effect: Effect, errors: string) => void>;
  87776. /**
  87777. * Callback triggered to get the render target textures
  87778. */
  87779. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  87780. /**
  87781. * Gets a boolean indicating that current material needs to register RTT
  87782. */
  87783. readonly hasRenderTargetTextures: boolean;
  87784. /**
  87785. * Specifies if the material should be serialized
  87786. */
  87787. doNotSerialize: boolean;
  87788. /**
  87789. * @hidden
  87790. */
  87791. _storeEffectOnSubMeshes: boolean;
  87792. /**
  87793. * Stores the animations for the material
  87794. */
  87795. animations: Nullable<Array<Animation>>;
  87796. /**
  87797. * An event triggered when the material is disposed
  87798. */
  87799. onDisposeObservable: Observable<Material>;
  87800. /**
  87801. * An observer which watches for dispose events
  87802. */
  87803. private _onDisposeObserver;
  87804. private _onUnBindObservable;
  87805. /**
  87806. * Called during a dispose event
  87807. */
  87808. onDispose: () => void;
  87809. private _onBindObservable;
  87810. /**
  87811. * An event triggered when the material is bound
  87812. */
  87813. readonly onBindObservable: Observable<AbstractMesh>;
  87814. /**
  87815. * An observer which watches for bind events
  87816. */
  87817. private _onBindObserver;
  87818. /**
  87819. * Called during a bind event
  87820. */
  87821. onBind: (Mesh: AbstractMesh) => void;
  87822. /**
  87823. * An event triggered when the material is unbound
  87824. */
  87825. readonly onUnBindObservable: Observable<Material>;
  87826. /**
  87827. * Stores the value of the alpha mode
  87828. */
  87829. private _alphaMode;
  87830. /**
  87831. * Sets the value of the alpha mode.
  87832. *
  87833. * | Value | Type | Description |
  87834. * | --- | --- | --- |
  87835. * | 0 | ALPHA_DISABLE | |
  87836. * | 1 | ALPHA_ADD | |
  87837. * | 2 | ALPHA_COMBINE | |
  87838. * | 3 | ALPHA_SUBTRACT | |
  87839. * | 4 | ALPHA_MULTIPLY | |
  87840. * | 5 | ALPHA_MAXIMIZED | |
  87841. * | 6 | ALPHA_ONEONE | |
  87842. * | 7 | ALPHA_PREMULTIPLIED | |
  87843. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  87844. * | 9 | ALPHA_INTERPOLATE | |
  87845. * | 10 | ALPHA_SCREENMODE | |
  87846. *
  87847. */
  87848. /**
  87849. * Gets the value of the alpha mode
  87850. */
  87851. alphaMode: number;
  87852. /**
  87853. * Stores the state of the need depth pre-pass value
  87854. */
  87855. private _needDepthPrePass;
  87856. /**
  87857. * Sets the need depth pre-pass value
  87858. */
  87859. /**
  87860. * Gets the depth pre-pass value
  87861. */
  87862. needDepthPrePass: boolean;
  87863. /**
  87864. * Specifies if depth writing should be disabled
  87865. */
  87866. disableDepthWrite: boolean;
  87867. /**
  87868. * Specifies if depth writing should be forced
  87869. */
  87870. forceDepthWrite: boolean;
  87871. /**
  87872. * Specifies if there should be a separate pass for culling
  87873. */
  87874. separateCullingPass: boolean;
  87875. /**
  87876. * Stores the state specifing if fog should be enabled
  87877. */
  87878. private _fogEnabled;
  87879. /**
  87880. * Sets the state for enabling fog
  87881. */
  87882. /**
  87883. * Gets the value of the fog enabled state
  87884. */
  87885. fogEnabled: boolean;
  87886. /**
  87887. * Stores the size of points
  87888. */
  87889. pointSize: number;
  87890. /**
  87891. * Stores the z offset value
  87892. */
  87893. zOffset: number;
  87894. /**
  87895. * Gets a value specifying if wireframe mode is enabled
  87896. */
  87897. /**
  87898. * Sets the state of wireframe mode
  87899. */
  87900. wireframe: boolean;
  87901. /**
  87902. * Gets the value specifying if point clouds are enabled
  87903. */
  87904. /**
  87905. * Sets the state of point cloud mode
  87906. */
  87907. pointsCloud: boolean;
  87908. /**
  87909. * Gets the material fill mode
  87910. */
  87911. /**
  87912. * Sets the material fill mode
  87913. */
  87914. fillMode: number;
  87915. /**
  87916. * @hidden
  87917. * Stores the effects for the material
  87918. */
  87919. _effect: Nullable<Effect>;
  87920. /**
  87921. * @hidden
  87922. * Specifies if the material was previously ready
  87923. */
  87924. _wasPreviouslyReady: boolean;
  87925. /**
  87926. * Specifies if uniform buffers should be used
  87927. */
  87928. private _useUBO;
  87929. /**
  87930. * Stores a reference to the scene
  87931. */
  87932. private _scene;
  87933. /**
  87934. * Stores the fill mode state
  87935. */
  87936. private _fillMode;
  87937. /**
  87938. * Specifies if the depth write state should be cached
  87939. */
  87940. private _cachedDepthWriteState;
  87941. /**
  87942. * Stores the uniform buffer
  87943. */
  87944. protected _uniformBuffer: UniformBuffer;
  87945. /** @hidden */
  87946. _indexInSceneMaterialArray: number;
  87947. /** @hidden */
  87948. meshMap: Nullable<{
  87949. [id: string]: AbstractMesh | undefined;
  87950. }>;
  87951. /**
  87952. * Creates a material instance
  87953. * @param name defines the name of the material
  87954. * @param scene defines the scene to reference
  87955. * @param doNotAdd specifies if the material should be added to the scene
  87956. */
  87957. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  87958. /**
  87959. * Returns a string representation of the current material
  87960. * @param fullDetails defines a boolean indicating which levels of logging is desired
  87961. * @returns a string with material information
  87962. */
  87963. toString(fullDetails?: boolean): string;
  87964. /**
  87965. * Gets the class name of the material
  87966. * @returns a string with the class name of the material
  87967. */
  87968. getClassName(): string;
  87969. /**
  87970. * Specifies if updates for the material been locked
  87971. */
  87972. readonly isFrozen: boolean;
  87973. /**
  87974. * Locks updates for the material
  87975. */
  87976. freeze(): void;
  87977. /**
  87978. * Unlocks updates for the material
  87979. */
  87980. unfreeze(): void;
  87981. /**
  87982. * Specifies if the material is ready to be used
  87983. * @param mesh defines the mesh to check
  87984. * @param useInstances specifies if instances should be used
  87985. * @returns a boolean indicating if the material is ready to be used
  87986. */
  87987. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  87988. /**
  87989. * Specifies that the submesh is ready to be used
  87990. * @param mesh defines the mesh to check
  87991. * @param subMesh defines which submesh to check
  87992. * @param useInstances specifies that instances should be used
  87993. * @returns a boolean indicating that the submesh is ready or not
  87994. */
  87995. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  87996. /**
  87997. * Returns the material effect
  87998. * @returns the effect associated with the material
  87999. */
  88000. getEffect(): Nullable<Effect>;
  88001. /**
  88002. * Returns the current scene
  88003. * @returns a Scene
  88004. */
  88005. getScene(): Scene;
  88006. /**
  88007. * Specifies if the material will require alpha blending
  88008. * @returns a boolean specifying if alpha blending is needed
  88009. */
  88010. needAlphaBlending(): boolean;
  88011. /**
  88012. * Specifies if the mesh will require alpha blending
  88013. * @param mesh defines the mesh to check
  88014. * @returns a boolean specifying if alpha blending is needed for the mesh
  88015. */
  88016. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  88017. /**
  88018. * Specifies if this material should be rendered in alpha test mode
  88019. * @returns a boolean specifying if an alpha test is needed.
  88020. */
  88021. needAlphaTesting(): boolean;
  88022. /**
  88023. * Gets the texture used for the alpha test
  88024. * @returns the texture to use for alpha testing
  88025. */
  88026. getAlphaTestTexture(): Nullable<BaseTexture>;
  88027. /**
  88028. * Marks the material to indicate that it needs to be re-calculated
  88029. */
  88030. markDirty(): void;
  88031. /** @hidden */
  88032. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  88033. /**
  88034. * Binds the material to the mesh
  88035. * @param world defines the world transformation matrix
  88036. * @param mesh defines the mesh to bind the material to
  88037. */
  88038. bind(world: Matrix, mesh?: Mesh): void;
  88039. /**
  88040. * Binds the submesh to the material
  88041. * @param world defines the world transformation matrix
  88042. * @param mesh defines the mesh containing the submesh
  88043. * @param subMesh defines the submesh to bind the material to
  88044. */
  88045. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  88046. /**
  88047. * Binds the world matrix to the material
  88048. * @param world defines the world transformation matrix
  88049. */
  88050. bindOnlyWorldMatrix(world: Matrix): void;
  88051. /**
  88052. * Binds the scene's uniform buffer to the effect.
  88053. * @param effect defines the effect to bind to the scene uniform buffer
  88054. * @param sceneUbo defines the uniform buffer storing scene data
  88055. */
  88056. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  88057. /**
  88058. * Binds the view matrix to the effect
  88059. * @param effect defines the effect to bind the view matrix to
  88060. */
  88061. bindView(effect: Effect): void;
  88062. /**
  88063. * Binds the view projection matrix to the effect
  88064. * @param effect defines the effect to bind the view projection matrix to
  88065. */
  88066. bindViewProjection(effect: Effect): void;
  88067. /**
  88068. * Specifies if material alpha testing should be turned on for the mesh
  88069. * @param mesh defines the mesh to check
  88070. */
  88071. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  88072. /**
  88073. * Processes to execute after binding the material to a mesh
  88074. * @param mesh defines the rendered mesh
  88075. */
  88076. protected _afterBind(mesh?: Mesh): void;
  88077. /**
  88078. * Unbinds the material from the mesh
  88079. */
  88080. unbind(): void;
  88081. /**
  88082. * Gets the active textures from the material
  88083. * @returns an array of textures
  88084. */
  88085. getActiveTextures(): BaseTexture[];
  88086. /**
  88087. * Specifies if the material uses a texture
  88088. * @param texture defines the texture to check against the material
  88089. * @returns a boolean specifying if the material uses the texture
  88090. */
  88091. hasTexture(texture: BaseTexture): boolean;
  88092. /**
  88093. * Makes a duplicate of the material, and gives it a new name
  88094. * @param name defines the new name for the duplicated material
  88095. * @returns the cloned material
  88096. */
  88097. clone(name: string): Nullable<Material>;
  88098. /**
  88099. * Gets the meshes bound to the material
  88100. * @returns an array of meshes bound to the material
  88101. */
  88102. getBindedMeshes(): AbstractMesh[];
  88103. /**
  88104. * Force shader compilation
  88105. * @param mesh defines the mesh associated with this material
  88106. * @param onCompiled defines a function to execute once the material is compiled
  88107. * @param options defines the options to configure the compilation
  88108. * @param onError defines a function to execute if the material fails compiling
  88109. */
  88110. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  88111. /**
  88112. * Force shader compilation
  88113. * @param mesh defines the mesh that will use this material
  88114. * @param options defines additional options for compiling the shaders
  88115. * @returns a promise that resolves when the compilation completes
  88116. */
  88117. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  88118. private static readonly _AllDirtyCallBack;
  88119. private static readonly _ImageProcessingDirtyCallBack;
  88120. private static readonly _TextureDirtyCallBack;
  88121. private static readonly _FresnelDirtyCallBack;
  88122. private static readonly _MiscDirtyCallBack;
  88123. private static readonly _LightsDirtyCallBack;
  88124. private static readonly _AttributeDirtyCallBack;
  88125. private static _FresnelAndMiscDirtyCallBack;
  88126. private static _TextureAndMiscDirtyCallBack;
  88127. private static readonly _DirtyCallbackArray;
  88128. private static readonly _RunDirtyCallBacks;
  88129. /**
  88130. * Marks a define in the material to indicate that it needs to be re-computed
  88131. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  88132. */
  88133. markAsDirty(flag: number): void;
  88134. /**
  88135. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  88136. * @param func defines a function which checks material defines against the submeshes
  88137. */
  88138. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  88139. /**
  88140. * Indicates that we need to re-calculated for all submeshes
  88141. */
  88142. protected _markAllSubMeshesAsAllDirty(): void;
  88143. /**
  88144. * Indicates that image processing needs to be re-calculated for all submeshes
  88145. */
  88146. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  88147. /**
  88148. * Indicates that textures need to be re-calculated for all submeshes
  88149. */
  88150. protected _markAllSubMeshesAsTexturesDirty(): void;
  88151. /**
  88152. * Indicates that fresnel needs to be re-calculated for all submeshes
  88153. */
  88154. protected _markAllSubMeshesAsFresnelDirty(): void;
  88155. /**
  88156. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  88157. */
  88158. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  88159. /**
  88160. * Indicates that lights need to be re-calculated for all submeshes
  88161. */
  88162. protected _markAllSubMeshesAsLightsDirty(): void;
  88163. /**
  88164. * Indicates that attributes need to be re-calculated for all submeshes
  88165. */
  88166. protected _markAllSubMeshesAsAttributesDirty(): void;
  88167. /**
  88168. * Indicates that misc needs to be re-calculated for all submeshes
  88169. */
  88170. protected _markAllSubMeshesAsMiscDirty(): void;
  88171. /**
  88172. * Indicates that textures and misc need to be re-calculated for all submeshes
  88173. */
  88174. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  88175. /**
  88176. * Disposes the material
  88177. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  88178. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  88179. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  88180. */
  88181. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  88182. /** @hidden */
  88183. private releaseVertexArrayObject;
  88184. /**
  88185. * Serializes this material
  88186. * @returns the serialized material object
  88187. */
  88188. serialize(): any;
  88189. /**
  88190. * Creates a material from parsed material data
  88191. * @param parsedMaterial defines parsed material data
  88192. * @param scene defines the hosting scene
  88193. * @param rootUrl defines the root URL to use to load textures
  88194. * @returns a new material
  88195. */
  88196. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  88197. }
  88198. }
  88199. declare module BABYLON {
  88200. /**
  88201. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88202. * separate meshes. This can be use to improve performances.
  88203. * @see http://doc.babylonjs.com/how_to/multi_materials
  88204. */
  88205. export class MultiMaterial extends Material {
  88206. private _subMaterials;
  88207. /**
  88208. * Gets or Sets the list of Materials used within the multi material.
  88209. * They need to be ordered according to the submeshes order in the associated mesh
  88210. */
  88211. subMaterials: Nullable<Material>[];
  88212. /**
  88213. * Function used to align with Node.getChildren()
  88214. * @returns the list of Materials used within the multi material
  88215. */
  88216. getChildren(): Nullable<Material>[];
  88217. /**
  88218. * Instantiates a new Multi Material
  88219. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88220. * separate meshes. This can be use to improve performances.
  88221. * @see http://doc.babylonjs.com/how_to/multi_materials
  88222. * @param name Define the name in the scene
  88223. * @param scene Define the scene the material belongs to
  88224. */
  88225. constructor(name: string, scene: Scene);
  88226. private _hookArray;
  88227. /**
  88228. * Get one of the submaterial by its index in the submaterials array
  88229. * @param index The index to look the sub material at
  88230. * @returns The Material if the index has been defined
  88231. */
  88232. getSubMaterial(index: number): Nullable<Material>;
  88233. /**
  88234. * Get the list of active textures for the whole sub materials list.
  88235. * @returns All the textures that will be used during the rendering
  88236. */
  88237. getActiveTextures(): BaseTexture[];
  88238. /**
  88239. * Gets the current class name of the material e.g. "MultiMaterial"
  88240. * Mainly use in serialization.
  88241. * @returns the class name
  88242. */
  88243. getClassName(): string;
  88244. /**
  88245. * Checks if the material is ready to render the requested sub mesh
  88246. * @param mesh Define the mesh the submesh belongs to
  88247. * @param subMesh Define the sub mesh to look readyness for
  88248. * @param useInstances Define whether or not the material is used with instances
  88249. * @returns true if ready, otherwise false
  88250. */
  88251. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88252. /**
  88253. * Clones the current material and its related sub materials
  88254. * @param name Define the name of the newly cloned material
  88255. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  88256. * @returns the cloned material
  88257. */
  88258. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  88259. /**
  88260. * Serializes the materials into a JSON representation.
  88261. * @returns the JSON representation
  88262. */
  88263. serialize(): any;
  88264. /**
  88265. * Dispose the material and release its associated resources
  88266. * @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)
  88267. * @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)
  88268. * @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)
  88269. */
  88270. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  88271. /**
  88272. * Creates a MultiMaterial from parsed MultiMaterial data.
  88273. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  88274. * @param scene defines the hosting scene
  88275. * @returns a new MultiMaterial
  88276. */
  88277. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  88278. }
  88279. }
  88280. declare module BABYLON {
  88281. /**
  88282. * Base class for submeshes
  88283. */
  88284. export class BaseSubMesh {
  88285. /** @hidden */
  88286. _materialDefines: Nullable<MaterialDefines>;
  88287. /** @hidden */
  88288. _materialEffect: Nullable<Effect>;
  88289. /**
  88290. * Gets associated effect
  88291. */
  88292. readonly effect: Nullable<Effect>;
  88293. /**
  88294. * Sets associated effect (effect used to render this submesh)
  88295. * @param effect defines the effect to associate with
  88296. * @param defines defines the set of defines used to compile this effect
  88297. */
  88298. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  88299. }
  88300. /**
  88301. * Defines a subdivision inside a mesh
  88302. */
  88303. export class SubMesh extends BaseSubMesh implements ICullable {
  88304. /** the material index to use */
  88305. materialIndex: number;
  88306. /** vertex index start */
  88307. verticesStart: number;
  88308. /** vertices count */
  88309. verticesCount: number;
  88310. /** index start */
  88311. indexStart: number;
  88312. /** indices count */
  88313. indexCount: number;
  88314. /** @hidden */
  88315. _linesIndexCount: number;
  88316. private _mesh;
  88317. private _renderingMesh;
  88318. private _boundingInfo;
  88319. private _linesIndexBuffer;
  88320. /** @hidden */
  88321. _lastColliderWorldVertices: Nullable<Vector3[]>;
  88322. /** @hidden */
  88323. _trianglePlanes: Plane[];
  88324. /** @hidden */
  88325. _lastColliderTransformMatrix: Nullable<Matrix>;
  88326. /** @hidden */
  88327. _renderId: number;
  88328. /** @hidden */
  88329. _alphaIndex: number;
  88330. /** @hidden */
  88331. _distanceToCamera: number;
  88332. /** @hidden */
  88333. _id: number;
  88334. private _currentMaterial;
  88335. /**
  88336. * Add a new submesh to a mesh
  88337. * @param materialIndex defines the material index to use
  88338. * @param verticesStart defines vertex index start
  88339. * @param verticesCount defines vertices count
  88340. * @param indexStart defines index start
  88341. * @param indexCount defines indices count
  88342. * @param mesh defines the parent mesh
  88343. * @param renderingMesh defines an optional rendering mesh
  88344. * @param createBoundingBox defines if bounding box should be created for this submesh
  88345. * @returns the new submesh
  88346. */
  88347. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  88348. /**
  88349. * Creates a new submesh
  88350. * @param materialIndex defines the material index to use
  88351. * @param verticesStart defines vertex index start
  88352. * @param verticesCount defines vertices count
  88353. * @param indexStart defines index start
  88354. * @param indexCount defines indices count
  88355. * @param mesh defines the parent mesh
  88356. * @param renderingMesh defines an optional rendering mesh
  88357. * @param createBoundingBox defines if bounding box should be created for this submesh
  88358. */
  88359. constructor(
  88360. /** the material index to use */
  88361. materialIndex: number,
  88362. /** vertex index start */
  88363. verticesStart: number,
  88364. /** vertices count */
  88365. verticesCount: number,
  88366. /** index start */
  88367. indexStart: number,
  88368. /** indices count */
  88369. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  88370. /**
  88371. * Returns true if this submesh covers the entire parent mesh
  88372. * @ignorenaming
  88373. */
  88374. readonly IsGlobal: boolean;
  88375. /**
  88376. * Returns the submesh BoudingInfo object
  88377. * @returns current bounding info (or mesh's one if the submesh is global)
  88378. */
  88379. getBoundingInfo(): BoundingInfo;
  88380. /**
  88381. * Sets the submesh BoundingInfo
  88382. * @param boundingInfo defines the new bounding info to use
  88383. * @returns the SubMesh
  88384. */
  88385. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  88386. /**
  88387. * Returns the mesh of the current submesh
  88388. * @return the parent mesh
  88389. */
  88390. getMesh(): AbstractMesh;
  88391. /**
  88392. * Returns the rendering mesh of the submesh
  88393. * @returns the rendering mesh (could be different from parent mesh)
  88394. */
  88395. getRenderingMesh(): Mesh;
  88396. /**
  88397. * Returns the submesh material
  88398. * @returns null or the current material
  88399. */
  88400. getMaterial(): Nullable<Material>;
  88401. /**
  88402. * Sets a new updated BoundingInfo object to the submesh
  88403. * @param data defines an optional position array to use to determine the bounding info
  88404. * @returns the SubMesh
  88405. */
  88406. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  88407. /** @hidden */
  88408. _checkCollision(collider: Collider): boolean;
  88409. /**
  88410. * Updates the submesh BoundingInfo
  88411. * @param world defines the world matrix to use to update the bounding info
  88412. * @returns the submesh
  88413. */
  88414. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  88415. /**
  88416. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  88417. * @param frustumPlanes defines the frustum planes
  88418. * @returns true if the submesh is intersecting with the frustum
  88419. */
  88420. isInFrustum(frustumPlanes: Plane[]): boolean;
  88421. /**
  88422. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  88423. * @param frustumPlanes defines the frustum planes
  88424. * @returns true if the submesh is inside the frustum
  88425. */
  88426. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  88427. /**
  88428. * Renders the submesh
  88429. * @param enableAlphaMode defines if alpha needs to be used
  88430. * @returns the submesh
  88431. */
  88432. render(enableAlphaMode: boolean): SubMesh;
  88433. /**
  88434. * @hidden
  88435. */
  88436. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  88437. /**
  88438. * Checks if the submesh intersects with a ray
  88439. * @param ray defines the ray to test
  88440. * @returns true is the passed ray intersects the submesh bounding box
  88441. */
  88442. canIntersects(ray: Ray): boolean;
  88443. /**
  88444. * Intersects current submesh with a ray
  88445. * @param ray defines the ray to test
  88446. * @param positions defines mesh's positions array
  88447. * @param indices defines mesh's indices array
  88448. * @param fastCheck defines if only bounding info should be used
  88449. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  88450. * @returns intersection info or null if no intersection
  88451. */
  88452. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  88453. /** @hidden */
  88454. private _intersectLines;
  88455. /** @hidden */
  88456. private _intersectUnIndexedLines;
  88457. /** @hidden */
  88458. private _intersectTriangles;
  88459. /** @hidden */
  88460. private _intersectUnIndexedTriangles;
  88461. /** @hidden */
  88462. _rebuild(): void;
  88463. /**
  88464. * Creates a new submesh from the passed mesh
  88465. * @param newMesh defines the new hosting mesh
  88466. * @param newRenderingMesh defines an optional rendering mesh
  88467. * @returns the new submesh
  88468. */
  88469. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  88470. /**
  88471. * Release associated resources
  88472. */
  88473. dispose(): void;
  88474. /**
  88475. * Gets the class name
  88476. * @returns the string "SubMesh".
  88477. */
  88478. getClassName(): string;
  88479. /**
  88480. * Creates a new submesh from indices data
  88481. * @param materialIndex the index of the main mesh material
  88482. * @param startIndex the index where to start the copy in the mesh indices array
  88483. * @param indexCount the number of indices to copy then from the startIndex
  88484. * @param mesh the main mesh to create the submesh from
  88485. * @param renderingMesh the optional rendering mesh
  88486. * @returns a new submesh
  88487. */
  88488. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  88489. }
  88490. }
  88491. declare module BABYLON {
  88492. /**
  88493. * Class used to represent data loading progression
  88494. */
  88495. export class SceneLoaderFlags {
  88496. private static _ForceFullSceneLoadingForIncremental;
  88497. private static _ShowLoadingScreen;
  88498. private static _CleanBoneMatrixWeights;
  88499. private static _loggingLevel;
  88500. /**
  88501. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  88502. */
  88503. static ForceFullSceneLoadingForIncremental: boolean;
  88504. /**
  88505. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  88506. */
  88507. static ShowLoadingScreen: boolean;
  88508. /**
  88509. * Defines the current logging level (while loading the scene)
  88510. * @ignorenaming
  88511. */
  88512. static loggingLevel: number;
  88513. /**
  88514. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  88515. */
  88516. static CleanBoneMatrixWeights: boolean;
  88517. }
  88518. }
  88519. declare module BABYLON {
  88520. /**
  88521. * Class used to store geometry data (vertex buffers + index buffer)
  88522. */
  88523. export class Geometry implements IGetSetVerticesData {
  88524. /**
  88525. * Gets or sets the ID of the geometry
  88526. */
  88527. id: string;
  88528. /**
  88529. * Gets or sets the unique ID of the geometry
  88530. */
  88531. uniqueId: number;
  88532. /**
  88533. * Gets the delay loading state of the geometry (none by default which means not delayed)
  88534. */
  88535. delayLoadState: number;
  88536. /**
  88537. * Gets the file containing the data to load when running in delay load state
  88538. */
  88539. delayLoadingFile: Nullable<string>;
  88540. /**
  88541. * Callback called when the geometry is updated
  88542. */
  88543. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  88544. private _scene;
  88545. private _engine;
  88546. private _meshes;
  88547. private _totalVertices;
  88548. /** @hidden */
  88549. _indices: IndicesArray;
  88550. /** @hidden */
  88551. _vertexBuffers: {
  88552. [key: string]: VertexBuffer;
  88553. };
  88554. private _isDisposed;
  88555. private _extend;
  88556. private _boundingBias;
  88557. /** @hidden */
  88558. _delayInfo: Array<string>;
  88559. private _indexBuffer;
  88560. private _indexBufferIsUpdatable;
  88561. /** @hidden */
  88562. _boundingInfo: Nullable<BoundingInfo>;
  88563. /** @hidden */
  88564. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  88565. /** @hidden */
  88566. _softwareSkinningFrameId: number;
  88567. private _vertexArrayObjects;
  88568. private _updatable;
  88569. /** @hidden */
  88570. _positions: Nullable<Vector3[]>;
  88571. /**
  88572. * 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
  88573. */
  88574. /**
  88575. * 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
  88576. */
  88577. boundingBias: Vector2;
  88578. /**
  88579. * Static function used to attach a new empty geometry to a mesh
  88580. * @param mesh defines the mesh to attach the geometry to
  88581. * @returns the new Geometry
  88582. */
  88583. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  88584. /**
  88585. * Creates a new geometry
  88586. * @param id defines the unique ID
  88587. * @param scene defines the hosting scene
  88588. * @param vertexData defines the VertexData used to get geometry data
  88589. * @param updatable defines if geometry must be updatable (false by default)
  88590. * @param mesh defines the mesh that will be associated with the geometry
  88591. */
  88592. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  88593. /**
  88594. * Gets the current extend of the geometry
  88595. */
  88596. readonly extend: {
  88597. minimum: Vector3;
  88598. maximum: Vector3;
  88599. };
  88600. /**
  88601. * Gets the hosting scene
  88602. * @returns the hosting Scene
  88603. */
  88604. getScene(): Scene;
  88605. /**
  88606. * Gets the hosting engine
  88607. * @returns the hosting Engine
  88608. */
  88609. getEngine(): Engine;
  88610. /**
  88611. * Defines if the geometry is ready to use
  88612. * @returns true if the geometry is ready to be used
  88613. */
  88614. isReady(): boolean;
  88615. /**
  88616. * Gets a value indicating that the geometry should not be serialized
  88617. */
  88618. readonly doNotSerialize: boolean;
  88619. /** @hidden */
  88620. _rebuild(): void;
  88621. /**
  88622. * Affects all geometry data in one call
  88623. * @param vertexData defines the geometry data
  88624. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  88625. */
  88626. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  88627. /**
  88628. * Set specific vertex data
  88629. * @param kind defines the data kind (Position, normal, etc...)
  88630. * @param data defines the vertex data to use
  88631. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  88632. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  88633. */
  88634. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  88635. /**
  88636. * Removes a specific vertex data
  88637. * @param kind defines the data kind (Position, normal, etc...)
  88638. */
  88639. removeVerticesData(kind: string): void;
  88640. /**
  88641. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  88642. * @param buffer defines the vertex buffer to use
  88643. * @param totalVertices defines the total number of vertices for position kind (could be null)
  88644. */
  88645. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  88646. /**
  88647. * Update a specific vertex buffer
  88648. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  88649. * It will do nothing if the buffer is not updatable
  88650. * @param kind defines the data kind (Position, normal, etc...)
  88651. * @param data defines the data to use
  88652. * @param offset defines the offset in the target buffer where to store the data
  88653. * @param useBytes set to true if the offset is in bytes
  88654. */
  88655. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  88656. /**
  88657. * Update a specific vertex buffer
  88658. * This function will create a new buffer if the current one is not updatable
  88659. * @param kind defines the data kind (Position, normal, etc...)
  88660. * @param data defines the data to use
  88661. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  88662. */
  88663. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  88664. private _updateBoundingInfo;
  88665. /** @hidden */
  88666. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  88667. /**
  88668. * Gets total number of vertices
  88669. * @returns the total number of vertices
  88670. */
  88671. getTotalVertices(): number;
  88672. /**
  88673. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  88674. * @param kind defines the data kind (Position, normal, etc...)
  88675. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  88676. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88677. * @returns a float array containing vertex data
  88678. */
  88679. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  88680. /**
  88681. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  88682. * @param kind defines the data kind (Position, normal, etc...)
  88683. * @returns true if the vertex buffer with the specified kind is updatable
  88684. */
  88685. isVertexBufferUpdatable(kind: string): boolean;
  88686. /**
  88687. * Gets a specific vertex buffer
  88688. * @param kind defines the data kind (Position, normal, etc...)
  88689. * @returns a VertexBuffer
  88690. */
  88691. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  88692. /**
  88693. * Returns all vertex buffers
  88694. * @return an object holding all vertex buffers indexed by kind
  88695. */
  88696. getVertexBuffers(): Nullable<{
  88697. [key: string]: VertexBuffer;
  88698. }>;
  88699. /**
  88700. * Gets a boolean indicating if specific vertex buffer is present
  88701. * @param kind defines the data kind (Position, normal, etc...)
  88702. * @returns true if data is present
  88703. */
  88704. isVerticesDataPresent(kind: string): boolean;
  88705. /**
  88706. * Gets a list of all attached data kinds (Position, normal, etc...)
  88707. * @returns a list of string containing all kinds
  88708. */
  88709. getVerticesDataKinds(): string[];
  88710. /**
  88711. * Update index buffer
  88712. * @param indices defines the indices to store in the index buffer
  88713. * @param offset defines the offset in the target buffer where to store the data
  88714. * @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)
  88715. */
  88716. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  88717. /**
  88718. * Creates a new index buffer
  88719. * @param indices defines the indices to store in the index buffer
  88720. * @param totalVertices defines the total number of vertices (could be null)
  88721. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  88722. */
  88723. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  88724. /**
  88725. * Return the total number of indices
  88726. * @returns the total number of indices
  88727. */
  88728. getTotalIndices(): number;
  88729. /**
  88730. * Gets the index buffer array
  88731. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  88732. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88733. * @returns the index buffer array
  88734. */
  88735. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  88736. /**
  88737. * Gets the index buffer
  88738. * @return the index buffer
  88739. */
  88740. getIndexBuffer(): Nullable<DataBuffer>;
  88741. /** @hidden */
  88742. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  88743. /**
  88744. * Release the associated resources for a specific mesh
  88745. * @param mesh defines the source mesh
  88746. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  88747. */
  88748. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  88749. /**
  88750. * Apply current geometry to a given mesh
  88751. * @param mesh defines the mesh to apply geometry to
  88752. */
  88753. applyToMesh(mesh: Mesh): void;
  88754. private _updateExtend;
  88755. private _applyToMesh;
  88756. private notifyUpdate;
  88757. /**
  88758. * Load the geometry if it was flagged as delay loaded
  88759. * @param scene defines the hosting scene
  88760. * @param onLoaded defines a callback called when the geometry is loaded
  88761. */
  88762. load(scene: Scene, onLoaded?: () => void): void;
  88763. private _queueLoad;
  88764. /**
  88765. * Invert the geometry to move from a right handed system to a left handed one.
  88766. */
  88767. toLeftHanded(): void;
  88768. /** @hidden */
  88769. _resetPointsArrayCache(): void;
  88770. /** @hidden */
  88771. _generatePointsArray(): boolean;
  88772. /**
  88773. * Gets a value indicating if the geometry is disposed
  88774. * @returns true if the geometry was disposed
  88775. */
  88776. isDisposed(): boolean;
  88777. private _disposeVertexArrayObjects;
  88778. /**
  88779. * Free all associated resources
  88780. */
  88781. dispose(): void;
  88782. /**
  88783. * Clone the current geometry into a new geometry
  88784. * @param id defines the unique ID of the new geometry
  88785. * @returns a new geometry object
  88786. */
  88787. copy(id: string): Geometry;
  88788. /**
  88789. * Serialize the current geometry info (and not the vertices data) into a JSON object
  88790. * @return a JSON representation of the current geometry data (without the vertices data)
  88791. */
  88792. serialize(): any;
  88793. private toNumberArray;
  88794. /**
  88795. * Serialize all vertices data into a JSON oject
  88796. * @returns a JSON representation of the current geometry data
  88797. */
  88798. serializeVerticeData(): any;
  88799. /**
  88800. * Extracts a clone of a mesh geometry
  88801. * @param mesh defines the source mesh
  88802. * @param id defines the unique ID of the new geometry object
  88803. * @returns the new geometry object
  88804. */
  88805. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  88806. /**
  88807. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  88808. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  88809. * Be aware Math.random() could cause collisions, but:
  88810. * "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"
  88811. * @returns a string containing a new GUID
  88812. */
  88813. static RandomId(): string;
  88814. /** @hidden */
  88815. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  88816. private static _CleanMatricesWeights;
  88817. /**
  88818. * Create a new geometry from persisted data (Using .babylon file format)
  88819. * @param parsedVertexData defines the persisted data
  88820. * @param scene defines the hosting scene
  88821. * @param rootUrl defines the root url to use to load assets (like delayed data)
  88822. * @returns the new geometry object
  88823. */
  88824. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  88825. }
  88826. }
  88827. declare module BABYLON {
  88828. /**
  88829. * Define an interface for all classes that will get and set the data on vertices
  88830. */
  88831. export interface IGetSetVerticesData {
  88832. /**
  88833. * Gets a boolean indicating if specific vertex data is present
  88834. * @param kind defines the vertex data kind to use
  88835. * @returns true is data kind is present
  88836. */
  88837. isVerticesDataPresent(kind: string): boolean;
  88838. /**
  88839. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  88840. * @param kind defines the data kind (Position, normal, etc...)
  88841. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  88842. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88843. * @returns a float array containing vertex data
  88844. */
  88845. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  88846. /**
  88847. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  88848. * @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.
  88849. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88850. * @returns the indices array or an empty array if the mesh has no geometry
  88851. */
  88852. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  88853. /**
  88854. * Set specific vertex data
  88855. * @param kind defines the data kind (Position, normal, etc...)
  88856. * @param data defines the vertex data to use
  88857. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  88858. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  88859. */
  88860. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  88861. /**
  88862. * Update a specific associated vertex buffer
  88863. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88864. * - VertexBuffer.PositionKind
  88865. * - VertexBuffer.UVKind
  88866. * - VertexBuffer.UV2Kind
  88867. * - VertexBuffer.UV3Kind
  88868. * - VertexBuffer.UV4Kind
  88869. * - VertexBuffer.UV5Kind
  88870. * - VertexBuffer.UV6Kind
  88871. * - VertexBuffer.ColorKind
  88872. * - VertexBuffer.MatricesIndicesKind
  88873. * - VertexBuffer.MatricesIndicesExtraKind
  88874. * - VertexBuffer.MatricesWeightsKind
  88875. * - VertexBuffer.MatricesWeightsExtraKind
  88876. * @param data defines the data source
  88877. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  88878. * @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)
  88879. */
  88880. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  88881. /**
  88882. * Creates a new index buffer
  88883. * @param indices defines the indices to store in the index buffer
  88884. * @param totalVertices defines the total number of vertices (could be null)
  88885. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  88886. */
  88887. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  88888. }
  88889. /**
  88890. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  88891. */
  88892. export class VertexData {
  88893. /**
  88894. * Mesh side orientation : usually the external or front surface
  88895. */
  88896. static readonly FRONTSIDE: number;
  88897. /**
  88898. * Mesh side orientation : usually the internal or back surface
  88899. */
  88900. static readonly BACKSIDE: number;
  88901. /**
  88902. * Mesh side orientation : both internal and external or front and back surfaces
  88903. */
  88904. static readonly DOUBLESIDE: number;
  88905. /**
  88906. * Mesh side orientation : by default, `FRONTSIDE`
  88907. */
  88908. static readonly DEFAULTSIDE: number;
  88909. /**
  88910. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  88911. */
  88912. positions: Nullable<FloatArray>;
  88913. /**
  88914. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  88915. */
  88916. normals: Nullable<FloatArray>;
  88917. /**
  88918. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  88919. */
  88920. tangents: Nullable<FloatArray>;
  88921. /**
  88922. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  88923. */
  88924. uvs: Nullable<FloatArray>;
  88925. /**
  88926. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  88927. */
  88928. uvs2: Nullable<FloatArray>;
  88929. /**
  88930. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  88931. */
  88932. uvs3: Nullable<FloatArray>;
  88933. /**
  88934. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  88935. */
  88936. uvs4: Nullable<FloatArray>;
  88937. /**
  88938. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  88939. */
  88940. uvs5: Nullable<FloatArray>;
  88941. /**
  88942. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  88943. */
  88944. uvs6: Nullable<FloatArray>;
  88945. /**
  88946. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  88947. */
  88948. colors: Nullable<FloatArray>;
  88949. /**
  88950. * 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).
  88951. */
  88952. matricesIndices: Nullable<FloatArray>;
  88953. /**
  88954. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  88955. */
  88956. matricesWeights: Nullable<FloatArray>;
  88957. /**
  88958. * An array extending the number of possible indices
  88959. */
  88960. matricesIndicesExtra: Nullable<FloatArray>;
  88961. /**
  88962. * An array extending the number of possible weights when the number of indices is extended
  88963. */
  88964. matricesWeightsExtra: Nullable<FloatArray>;
  88965. /**
  88966. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  88967. */
  88968. indices: Nullable<IndicesArray>;
  88969. /**
  88970. * Uses the passed data array to set the set the values for the specified kind of data
  88971. * @param data a linear array of floating numbers
  88972. * @param kind the type of data that is being set, eg positions, colors etc
  88973. */
  88974. set(data: FloatArray, kind: string): void;
  88975. /**
  88976. * Associates the vertexData to the passed Mesh.
  88977. * Sets it as updatable or not (default `false`)
  88978. * @param mesh the mesh the vertexData is applied to
  88979. * @param updatable when used and having the value true allows new data to update the vertexData
  88980. * @returns the VertexData
  88981. */
  88982. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  88983. /**
  88984. * Associates the vertexData to the passed Geometry.
  88985. * Sets it as updatable or not (default `false`)
  88986. * @param geometry the geometry the vertexData is applied to
  88987. * @param updatable when used and having the value true allows new data to update the vertexData
  88988. * @returns VertexData
  88989. */
  88990. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  88991. /**
  88992. * Updates the associated mesh
  88993. * @param mesh the mesh to be updated
  88994. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  88995. * @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
  88996. * @returns VertexData
  88997. */
  88998. updateMesh(mesh: Mesh): VertexData;
  88999. /**
  89000. * Updates the associated geometry
  89001. * @param geometry the geometry to be updated
  89002. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89003. * @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
  89004. * @returns VertexData.
  89005. */
  89006. updateGeometry(geometry: Geometry): VertexData;
  89007. private _applyTo;
  89008. private _update;
  89009. /**
  89010. * Transforms each position and each normal of the vertexData according to the passed Matrix
  89011. * @param matrix the transforming matrix
  89012. * @returns the VertexData
  89013. */
  89014. transform(matrix: Matrix): VertexData;
  89015. /**
  89016. * Merges the passed VertexData into the current one
  89017. * @param other the VertexData to be merged into the current one
  89018. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  89019. * @returns the modified VertexData
  89020. */
  89021. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  89022. private _mergeElement;
  89023. private _validate;
  89024. /**
  89025. * Serializes the VertexData
  89026. * @returns a serialized object
  89027. */
  89028. serialize(): any;
  89029. /**
  89030. * Extracts the vertexData from a mesh
  89031. * @param mesh the mesh from which to extract the VertexData
  89032. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  89033. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89034. * @returns the object VertexData associated to the passed mesh
  89035. */
  89036. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89037. /**
  89038. * Extracts the vertexData from the geometry
  89039. * @param geometry the geometry from which to extract the VertexData
  89040. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  89041. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89042. * @returns the object VertexData associated to the passed mesh
  89043. */
  89044. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89045. private static _ExtractFrom;
  89046. /**
  89047. * Creates the VertexData for a Ribbon
  89048. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  89049. * * pathArray array of paths, each of which an array of successive Vector3
  89050. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  89051. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  89052. * * 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
  89053. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89054. * * 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)
  89055. * * 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)
  89056. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  89057. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  89058. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  89059. * @returns the VertexData of the ribbon
  89060. */
  89061. static CreateRibbon(options: {
  89062. pathArray: Vector3[][];
  89063. closeArray?: boolean;
  89064. closePath?: boolean;
  89065. offset?: number;
  89066. sideOrientation?: number;
  89067. frontUVs?: Vector4;
  89068. backUVs?: Vector4;
  89069. invertUV?: boolean;
  89070. uvs?: Vector2[];
  89071. colors?: Color4[];
  89072. }): VertexData;
  89073. /**
  89074. * Creates the VertexData for a box
  89075. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89076. * * size sets the width, height and depth of the box to the value of size, optional default 1
  89077. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  89078. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  89079. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  89080. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89081. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89082. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89083. * * 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)
  89084. * * 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)
  89085. * @returns the VertexData of the box
  89086. */
  89087. static CreateBox(options: {
  89088. size?: number;
  89089. width?: number;
  89090. height?: number;
  89091. depth?: number;
  89092. faceUV?: Vector4[];
  89093. faceColors?: Color4[];
  89094. sideOrientation?: number;
  89095. frontUVs?: Vector4;
  89096. backUVs?: Vector4;
  89097. }): VertexData;
  89098. /**
  89099. * Creates the VertexData for a tiled box
  89100. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89101. * * faceTiles sets the pattern, tile size and number of tiles for a face
  89102. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89103. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89104. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89105. * @returns the VertexData of the box
  89106. */
  89107. static CreateTiledBox(options: {
  89108. pattern?: number;
  89109. width?: number;
  89110. height?: number;
  89111. depth?: number;
  89112. tileSize?: number;
  89113. tileWidth?: number;
  89114. tileHeight?: number;
  89115. alignHorizontal?: number;
  89116. alignVertical?: number;
  89117. faceUV?: Vector4[];
  89118. faceColors?: Color4[];
  89119. sideOrientation?: number;
  89120. }): VertexData;
  89121. /**
  89122. * Creates the VertexData for a tiled plane
  89123. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89124. * * pattern a limited pattern arrangement depending on the number
  89125. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  89126. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  89127. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  89128. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89129. * * 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)
  89130. * * 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)
  89131. * @returns the VertexData of the tiled plane
  89132. */
  89133. static CreateTiledPlane(options: {
  89134. pattern?: number;
  89135. tileSize?: number;
  89136. tileWidth?: number;
  89137. tileHeight?: number;
  89138. size?: number;
  89139. width?: number;
  89140. height?: number;
  89141. alignHorizontal?: number;
  89142. alignVertical?: number;
  89143. sideOrientation?: number;
  89144. frontUVs?: Vector4;
  89145. backUVs?: Vector4;
  89146. }): VertexData;
  89147. /**
  89148. * Creates the VertexData for an ellipsoid, defaults to a sphere
  89149. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89150. * * segments sets the number of horizontal strips optional, default 32
  89151. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  89152. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  89153. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  89154. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  89155. * * 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
  89156. * * 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
  89157. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89158. * * 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)
  89159. * * 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)
  89160. * @returns the VertexData of the ellipsoid
  89161. */
  89162. static CreateSphere(options: {
  89163. segments?: number;
  89164. diameter?: number;
  89165. diameterX?: number;
  89166. diameterY?: number;
  89167. diameterZ?: number;
  89168. arc?: number;
  89169. slice?: number;
  89170. sideOrientation?: number;
  89171. frontUVs?: Vector4;
  89172. backUVs?: Vector4;
  89173. }): VertexData;
  89174. /**
  89175. * Creates the VertexData for a cylinder, cone or prism
  89176. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89177. * * height sets the height (y direction) of the cylinder, optional, default 2
  89178. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  89179. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  89180. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  89181. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89182. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  89183. * * 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
  89184. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89185. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89186. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  89187. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  89188. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89189. * * 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)
  89190. * * 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)
  89191. * @returns the VertexData of the cylinder, cone or prism
  89192. */
  89193. static CreateCylinder(options: {
  89194. height?: number;
  89195. diameterTop?: number;
  89196. diameterBottom?: number;
  89197. diameter?: number;
  89198. tessellation?: number;
  89199. subdivisions?: number;
  89200. arc?: number;
  89201. faceColors?: Color4[];
  89202. faceUV?: Vector4[];
  89203. hasRings?: boolean;
  89204. enclose?: boolean;
  89205. sideOrientation?: number;
  89206. frontUVs?: Vector4;
  89207. backUVs?: Vector4;
  89208. }): VertexData;
  89209. /**
  89210. * Creates the VertexData for a torus
  89211. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89212. * * diameter the diameter of the torus, optional default 1
  89213. * * thickness the diameter of the tube forming the torus, optional default 0.5
  89214. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89215. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89216. * * 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)
  89217. * * 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)
  89218. * @returns the VertexData of the torus
  89219. */
  89220. static CreateTorus(options: {
  89221. diameter?: number;
  89222. thickness?: number;
  89223. tessellation?: number;
  89224. sideOrientation?: number;
  89225. frontUVs?: Vector4;
  89226. backUVs?: Vector4;
  89227. }): VertexData;
  89228. /**
  89229. * Creates the VertexData of the LineSystem
  89230. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  89231. * - lines an array of lines, each line being an array of successive Vector3
  89232. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  89233. * @returns the VertexData of the LineSystem
  89234. */
  89235. static CreateLineSystem(options: {
  89236. lines: Vector3[][];
  89237. colors?: Nullable<Color4[][]>;
  89238. }): VertexData;
  89239. /**
  89240. * Create the VertexData for a DashedLines
  89241. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  89242. * - points an array successive Vector3
  89243. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  89244. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  89245. * - dashNb the intended total number of dashes, optional, default 200
  89246. * @returns the VertexData for the DashedLines
  89247. */
  89248. static CreateDashedLines(options: {
  89249. points: Vector3[];
  89250. dashSize?: number;
  89251. gapSize?: number;
  89252. dashNb?: number;
  89253. }): VertexData;
  89254. /**
  89255. * Creates the VertexData for a Ground
  89256. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89257. * - width the width (x direction) of the ground, optional, default 1
  89258. * - height the height (z direction) of the ground, optional, default 1
  89259. * - subdivisions the number of subdivisions per side, optional, default 1
  89260. * @returns the VertexData of the Ground
  89261. */
  89262. static CreateGround(options: {
  89263. width?: number;
  89264. height?: number;
  89265. subdivisions?: number;
  89266. subdivisionsX?: number;
  89267. subdivisionsY?: number;
  89268. }): VertexData;
  89269. /**
  89270. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  89271. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89272. * * xmin the ground minimum X coordinate, optional, default -1
  89273. * * zmin the ground minimum Z coordinate, optional, default -1
  89274. * * xmax the ground maximum X coordinate, optional, default 1
  89275. * * zmax the ground maximum Z coordinate, optional, default 1
  89276. * * 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}
  89277. * * 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}
  89278. * @returns the VertexData of the TiledGround
  89279. */
  89280. static CreateTiledGround(options: {
  89281. xmin: number;
  89282. zmin: number;
  89283. xmax: number;
  89284. zmax: number;
  89285. subdivisions?: {
  89286. w: number;
  89287. h: number;
  89288. };
  89289. precision?: {
  89290. w: number;
  89291. h: number;
  89292. };
  89293. }): VertexData;
  89294. /**
  89295. * Creates the VertexData of the Ground designed from a heightmap
  89296. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  89297. * * width the width (x direction) of the ground
  89298. * * height the height (z direction) of the ground
  89299. * * subdivisions the number of subdivisions per side
  89300. * * minHeight the minimum altitude on the ground, optional, default 0
  89301. * * maxHeight the maximum altitude on the ground, optional default 1
  89302. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  89303. * * buffer the array holding the image color data
  89304. * * bufferWidth the width of image
  89305. * * bufferHeight the height of image
  89306. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  89307. * @returns the VertexData of the Ground designed from a heightmap
  89308. */
  89309. static CreateGroundFromHeightMap(options: {
  89310. width: number;
  89311. height: number;
  89312. subdivisions: number;
  89313. minHeight: number;
  89314. maxHeight: number;
  89315. colorFilter: Color3;
  89316. buffer: Uint8Array;
  89317. bufferWidth: number;
  89318. bufferHeight: number;
  89319. alphaFilter: number;
  89320. }): VertexData;
  89321. /**
  89322. * Creates the VertexData for a Plane
  89323. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  89324. * * size sets the width and height of the plane to the value of size, optional default 1
  89325. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  89326. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  89327. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89328. * * 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)
  89329. * * 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)
  89330. * @returns the VertexData of the box
  89331. */
  89332. static CreatePlane(options: {
  89333. size?: number;
  89334. width?: number;
  89335. height?: number;
  89336. sideOrientation?: number;
  89337. frontUVs?: Vector4;
  89338. backUVs?: Vector4;
  89339. }): VertexData;
  89340. /**
  89341. * Creates the VertexData of the Disc or regular Polygon
  89342. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  89343. * * radius the radius of the disc, optional default 0.5
  89344. * * tessellation the number of polygon sides, optional, default 64
  89345. * * 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
  89346. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89347. * * 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)
  89348. * * 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)
  89349. * @returns the VertexData of the box
  89350. */
  89351. static CreateDisc(options: {
  89352. radius?: number;
  89353. tessellation?: number;
  89354. arc?: number;
  89355. sideOrientation?: number;
  89356. frontUVs?: Vector4;
  89357. backUVs?: Vector4;
  89358. }): VertexData;
  89359. /**
  89360. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  89361. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  89362. * @param polygon a mesh built from polygonTriangulation.build()
  89363. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89364. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89365. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89366. * @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)
  89367. * @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)
  89368. * @returns the VertexData of the Polygon
  89369. */
  89370. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  89371. /**
  89372. * Creates the VertexData of the IcoSphere
  89373. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  89374. * * radius the radius of the IcoSphere, optional default 1
  89375. * * radiusX allows stretching in the x direction, optional, default radius
  89376. * * radiusY allows stretching in the y direction, optional, default radius
  89377. * * radiusZ allows stretching in the z direction, optional, default radius
  89378. * * flat when true creates a flat shaded mesh, optional, default true
  89379. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  89380. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89381. * * 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)
  89382. * * 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)
  89383. * @returns the VertexData of the IcoSphere
  89384. */
  89385. static CreateIcoSphere(options: {
  89386. radius?: number;
  89387. radiusX?: number;
  89388. radiusY?: number;
  89389. radiusZ?: number;
  89390. flat?: boolean;
  89391. subdivisions?: number;
  89392. sideOrientation?: number;
  89393. frontUVs?: Vector4;
  89394. backUVs?: Vector4;
  89395. }): VertexData;
  89396. /**
  89397. * Creates the VertexData for a Polyhedron
  89398. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  89399. * * type provided types are:
  89400. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  89401. * * 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)
  89402. * * size the size of the IcoSphere, optional default 1
  89403. * * sizeX allows stretching in the x direction, optional, default size
  89404. * * sizeY allows stretching in the y direction, optional, default size
  89405. * * sizeZ allows stretching in the z direction, optional, default size
  89406. * * 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
  89407. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89408. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89409. * * flat when true creates a flat shaded mesh, optional, default true
  89410. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  89411. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89412. * * 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)
  89413. * * 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)
  89414. * @returns the VertexData of the Polyhedron
  89415. */
  89416. static CreatePolyhedron(options: {
  89417. type?: number;
  89418. size?: number;
  89419. sizeX?: number;
  89420. sizeY?: number;
  89421. sizeZ?: number;
  89422. custom?: any;
  89423. faceUV?: Vector4[];
  89424. faceColors?: Color4[];
  89425. flat?: boolean;
  89426. sideOrientation?: number;
  89427. frontUVs?: Vector4;
  89428. backUVs?: Vector4;
  89429. }): VertexData;
  89430. /**
  89431. * Creates the VertexData for a TorusKnot
  89432. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  89433. * * radius the radius of the torus knot, optional, default 2
  89434. * * tube the thickness of the tube, optional, default 0.5
  89435. * * radialSegments the number of sides on each tube segments, optional, default 32
  89436. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  89437. * * p the number of windings around the z axis, optional, default 2
  89438. * * q the number of windings around the x axis, optional, default 3
  89439. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89440. * * 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)
  89441. * * 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)
  89442. * @returns the VertexData of the Torus Knot
  89443. */
  89444. static CreateTorusKnot(options: {
  89445. radius?: number;
  89446. tube?: number;
  89447. radialSegments?: number;
  89448. tubularSegments?: number;
  89449. p?: number;
  89450. q?: number;
  89451. sideOrientation?: number;
  89452. frontUVs?: Vector4;
  89453. backUVs?: Vector4;
  89454. }): VertexData;
  89455. /**
  89456. * Compute normals for given positions and indices
  89457. * @param positions an array of vertex positions, [...., x, y, z, ......]
  89458. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  89459. * @param normals an array of vertex normals, [...., x, y, z, ......]
  89460. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  89461. * * facetNormals : optional array of facet normals (vector3)
  89462. * * facetPositions : optional array of facet positions (vector3)
  89463. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  89464. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  89465. * * bInfo : optional bounding info, required for facetPartitioning computation
  89466. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  89467. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  89468. * * useRightHandedSystem: optional boolean to for right handed system computation
  89469. * * depthSort : optional boolean to enable the facet depth sort computation
  89470. * * distanceTo : optional Vector3 to compute the facet depth from this location
  89471. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  89472. */
  89473. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  89474. facetNormals?: any;
  89475. facetPositions?: any;
  89476. facetPartitioning?: any;
  89477. ratio?: number;
  89478. bInfo?: any;
  89479. bbSize?: Vector3;
  89480. subDiv?: any;
  89481. useRightHandedSystem?: boolean;
  89482. depthSort?: boolean;
  89483. distanceTo?: Vector3;
  89484. depthSortedFacets?: any;
  89485. }): void;
  89486. /** @hidden */
  89487. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  89488. /**
  89489. * Applies VertexData created from the imported parameters to the geometry
  89490. * @param parsedVertexData the parsed data from an imported file
  89491. * @param geometry the geometry to apply the VertexData to
  89492. */
  89493. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  89494. }
  89495. }
  89496. declare module BABYLON {
  89497. /**
  89498. * Defines a target to use with MorphTargetManager
  89499. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89500. */
  89501. export class MorphTarget implements IAnimatable {
  89502. /** defines the name of the target */
  89503. name: string;
  89504. /**
  89505. * Gets or sets the list of animations
  89506. */
  89507. animations: Animation[];
  89508. private _scene;
  89509. private _positions;
  89510. private _normals;
  89511. private _tangents;
  89512. private _uvs;
  89513. private _influence;
  89514. /**
  89515. * Observable raised when the influence changes
  89516. */
  89517. onInfluenceChanged: Observable<boolean>;
  89518. /** @hidden */
  89519. _onDataLayoutChanged: Observable<void>;
  89520. /**
  89521. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  89522. */
  89523. influence: number;
  89524. /**
  89525. * Gets or sets the id of the morph Target
  89526. */
  89527. id: string;
  89528. private _animationPropertiesOverride;
  89529. /**
  89530. * Gets or sets the animation properties override
  89531. */
  89532. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  89533. /**
  89534. * Creates a new MorphTarget
  89535. * @param name defines the name of the target
  89536. * @param influence defines the influence to use
  89537. * @param scene defines the scene the morphtarget belongs to
  89538. */
  89539. constructor(
  89540. /** defines the name of the target */
  89541. name: string, influence?: number, scene?: Nullable<Scene>);
  89542. /**
  89543. * Gets a boolean defining if the target contains position data
  89544. */
  89545. readonly hasPositions: boolean;
  89546. /**
  89547. * Gets a boolean defining if the target contains normal data
  89548. */
  89549. readonly hasNormals: boolean;
  89550. /**
  89551. * Gets a boolean defining if the target contains tangent data
  89552. */
  89553. readonly hasTangents: boolean;
  89554. /**
  89555. * Gets a boolean defining if the target contains texture coordinates data
  89556. */
  89557. readonly hasUVs: boolean;
  89558. /**
  89559. * Affects position data to this target
  89560. * @param data defines the position data to use
  89561. */
  89562. setPositions(data: Nullable<FloatArray>): void;
  89563. /**
  89564. * Gets the position data stored in this target
  89565. * @returns a FloatArray containing the position data (or null if not present)
  89566. */
  89567. getPositions(): Nullable<FloatArray>;
  89568. /**
  89569. * Affects normal data to this target
  89570. * @param data defines the normal data to use
  89571. */
  89572. setNormals(data: Nullable<FloatArray>): void;
  89573. /**
  89574. * Gets the normal data stored in this target
  89575. * @returns a FloatArray containing the normal data (or null if not present)
  89576. */
  89577. getNormals(): Nullable<FloatArray>;
  89578. /**
  89579. * Affects tangent data to this target
  89580. * @param data defines the tangent data to use
  89581. */
  89582. setTangents(data: Nullable<FloatArray>): void;
  89583. /**
  89584. * Gets the tangent data stored in this target
  89585. * @returns a FloatArray containing the tangent data (or null if not present)
  89586. */
  89587. getTangents(): Nullable<FloatArray>;
  89588. /**
  89589. * Affects texture coordinates data to this target
  89590. * @param data defines the texture coordinates data to use
  89591. */
  89592. setUVs(data: Nullable<FloatArray>): void;
  89593. /**
  89594. * Gets the texture coordinates data stored in this target
  89595. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  89596. */
  89597. getUVs(): Nullable<FloatArray>;
  89598. /**
  89599. * Serializes the current target into a Serialization object
  89600. * @returns the serialized object
  89601. */
  89602. serialize(): any;
  89603. /**
  89604. * Returns the string "MorphTarget"
  89605. * @returns "MorphTarget"
  89606. */
  89607. getClassName(): string;
  89608. /**
  89609. * Creates a new target from serialized data
  89610. * @param serializationObject defines the serialized data to use
  89611. * @returns a new MorphTarget
  89612. */
  89613. static Parse(serializationObject: any): MorphTarget;
  89614. /**
  89615. * Creates a MorphTarget from mesh data
  89616. * @param mesh defines the source mesh
  89617. * @param name defines the name to use for the new target
  89618. * @param influence defines the influence to attach to the target
  89619. * @returns a new MorphTarget
  89620. */
  89621. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  89622. }
  89623. }
  89624. declare module BABYLON {
  89625. /**
  89626. * This class is used to deform meshes using morphing between different targets
  89627. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89628. */
  89629. export class MorphTargetManager {
  89630. private _targets;
  89631. private _targetInfluenceChangedObservers;
  89632. private _targetDataLayoutChangedObservers;
  89633. private _activeTargets;
  89634. private _scene;
  89635. private _influences;
  89636. private _supportsNormals;
  89637. private _supportsTangents;
  89638. private _supportsUVs;
  89639. private _vertexCount;
  89640. private _uniqueId;
  89641. private _tempInfluences;
  89642. /**
  89643. * Gets or sets a boolean indicating if normals must be morphed
  89644. */
  89645. enableNormalMorphing: boolean;
  89646. /**
  89647. * Gets or sets a boolean indicating if tangents must be morphed
  89648. */
  89649. enableTangentMorphing: boolean;
  89650. /**
  89651. * Gets or sets a boolean indicating if UV must be morphed
  89652. */
  89653. enableUVMorphing: boolean;
  89654. /**
  89655. * Creates a new MorphTargetManager
  89656. * @param scene defines the current scene
  89657. */
  89658. constructor(scene?: Nullable<Scene>);
  89659. /**
  89660. * Gets the unique ID of this manager
  89661. */
  89662. readonly uniqueId: number;
  89663. /**
  89664. * Gets the number of vertices handled by this manager
  89665. */
  89666. readonly vertexCount: number;
  89667. /**
  89668. * Gets a boolean indicating if this manager supports morphing of normals
  89669. */
  89670. readonly supportsNormals: boolean;
  89671. /**
  89672. * Gets a boolean indicating if this manager supports morphing of tangents
  89673. */
  89674. readonly supportsTangents: boolean;
  89675. /**
  89676. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  89677. */
  89678. readonly supportsUVs: boolean;
  89679. /**
  89680. * Gets the number of targets stored in this manager
  89681. */
  89682. readonly numTargets: number;
  89683. /**
  89684. * Gets the number of influencers (ie. the number of targets with influences > 0)
  89685. */
  89686. readonly numInfluencers: number;
  89687. /**
  89688. * Gets the list of influences (one per target)
  89689. */
  89690. readonly influences: Float32Array;
  89691. /**
  89692. * Gets the active target at specified index. An active target is a target with an influence > 0
  89693. * @param index defines the index to check
  89694. * @returns the requested target
  89695. */
  89696. getActiveTarget(index: number): MorphTarget;
  89697. /**
  89698. * Gets the target at specified index
  89699. * @param index defines the index to check
  89700. * @returns the requested target
  89701. */
  89702. getTarget(index: number): MorphTarget;
  89703. /**
  89704. * Add a new target to this manager
  89705. * @param target defines the target to add
  89706. */
  89707. addTarget(target: MorphTarget): void;
  89708. /**
  89709. * Removes a target from the manager
  89710. * @param target defines the target to remove
  89711. */
  89712. removeTarget(target: MorphTarget): void;
  89713. /**
  89714. * Serializes the current manager into a Serialization object
  89715. * @returns the serialized object
  89716. */
  89717. serialize(): any;
  89718. private _syncActiveTargets;
  89719. /**
  89720. * Syncrhonize the targets with all the meshes using this morph target manager
  89721. */
  89722. synchronize(): void;
  89723. /**
  89724. * Creates a new MorphTargetManager from serialized data
  89725. * @param serializationObject defines the serialized data
  89726. * @param scene defines the hosting scene
  89727. * @returns the new MorphTargetManager
  89728. */
  89729. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  89730. }
  89731. }
  89732. declare module BABYLON {
  89733. /**
  89734. * Class used to represent a specific level of detail of a mesh
  89735. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  89736. */
  89737. export class MeshLODLevel {
  89738. /** Defines the distance where this level should start being displayed */
  89739. distance: number;
  89740. /** Defines the mesh to use to render this level */
  89741. mesh: Nullable<Mesh>;
  89742. /**
  89743. * Creates a new LOD level
  89744. * @param distance defines the distance where this level should star being displayed
  89745. * @param mesh defines the mesh to use to render this level
  89746. */
  89747. constructor(
  89748. /** Defines the distance where this level should start being displayed */
  89749. distance: number,
  89750. /** Defines the mesh to use to render this level */
  89751. mesh: Nullable<Mesh>);
  89752. }
  89753. }
  89754. declare module BABYLON {
  89755. /**
  89756. * Mesh representing the gorund
  89757. */
  89758. export class GroundMesh extends Mesh {
  89759. /** If octree should be generated */
  89760. generateOctree: boolean;
  89761. private _heightQuads;
  89762. /** @hidden */
  89763. _subdivisionsX: number;
  89764. /** @hidden */
  89765. _subdivisionsY: number;
  89766. /** @hidden */
  89767. _width: number;
  89768. /** @hidden */
  89769. _height: number;
  89770. /** @hidden */
  89771. _minX: number;
  89772. /** @hidden */
  89773. _maxX: number;
  89774. /** @hidden */
  89775. _minZ: number;
  89776. /** @hidden */
  89777. _maxZ: number;
  89778. constructor(name: string, scene: Scene);
  89779. /**
  89780. * "GroundMesh"
  89781. * @returns "GroundMesh"
  89782. */
  89783. getClassName(): string;
  89784. /**
  89785. * The minimum of x and y subdivisions
  89786. */
  89787. readonly subdivisions: number;
  89788. /**
  89789. * X subdivisions
  89790. */
  89791. readonly subdivisionsX: number;
  89792. /**
  89793. * Y subdivisions
  89794. */
  89795. readonly subdivisionsY: number;
  89796. /**
  89797. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  89798. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  89799. * @param chunksCount the number of subdivisions for x and y
  89800. * @param octreeBlocksSize (Default: 32)
  89801. */
  89802. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  89803. /**
  89804. * Returns a height (y) value in the Worl system :
  89805. * the ground altitude at the coordinates (x, z) expressed in the World system.
  89806. * @param x x coordinate
  89807. * @param z z coordinate
  89808. * @returns the ground y position if (x, z) are outside the ground surface.
  89809. */
  89810. getHeightAtCoordinates(x: number, z: number): number;
  89811. /**
  89812. * Returns a normalized vector (Vector3) orthogonal to the ground
  89813. * at the ground coordinates (x, z) expressed in the World system.
  89814. * @param x x coordinate
  89815. * @param z z coordinate
  89816. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  89817. */
  89818. getNormalAtCoordinates(x: number, z: number): Vector3;
  89819. /**
  89820. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  89821. * at the ground coordinates (x, z) expressed in the World system.
  89822. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  89823. * @param x x coordinate
  89824. * @param z z coordinate
  89825. * @param ref vector to store the result
  89826. * @returns the GroundMesh.
  89827. */
  89828. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  89829. /**
  89830. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  89831. * if the ground has been updated.
  89832. * This can be used in the render loop.
  89833. * @returns the GroundMesh.
  89834. */
  89835. updateCoordinateHeights(): GroundMesh;
  89836. private _getFacetAt;
  89837. private _initHeightQuads;
  89838. private _computeHeightQuads;
  89839. /**
  89840. * Serializes this ground mesh
  89841. * @param serializationObject object to write serialization to
  89842. */
  89843. serialize(serializationObject: any): void;
  89844. /**
  89845. * Parses a serialized ground mesh
  89846. * @param parsedMesh the serialized mesh
  89847. * @param scene the scene to create the ground mesh in
  89848. * @returns the created ground mesh
  89849. */
  89850. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  89851. }
  89852. }
  89853. declare module BABYLON {
  89854. /**
  89855. * Interface for Physics-Joint data
  89856. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  89857. */
  89858. export interface PhysicsJointData {
  89859. /**
  89860. * The main pivot of the joint
  89861. */
  89862. mainPivot?: Vector3;
  89863. /**
  89864. * The connected pivot of the joint
  89865. */
  89866. connectedPivot?: Vector3;
  89867. /**
  89868. * The main axis of the joint
  89869. */
  89870. mainAxis?: Vector3;
  89871. /**
  89872. * The connected axis of the joint
  89873. */
  89874. connectedAxis?: Vector3;
  89875. /**
  89876. * The collision of the joint
  89877. */
  89878. collision?: boolean;
  89879. /**
  89880. * Native Oimo/Cannon/Energy data
  89881. */
  89882. nativeParams?: any;
  89883. }
  89884. /**
  89885. * This is a holder class for the physics joint created by the physics plugin
  89886. * It holds a set of functions to control the underlying joint
  89887. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  89888. */
  89889. export class PhysicsJoint {
  89890. /**
  89891. * The type of the physics joint
  89892. */
  89893. type: number;
  89894. /**
  89895. * The data for the physics joint
  89896. */
  89897. jointData: PhysicsJointData;
  89898. private _physicsJoint;
  89899. protected _physicsPlugin: IPhysicsEnginePlugin;
  89900. /**
  89901. * Initializes the physics joint
  89902. * @param type The type of the physics joint
  89903. * @param jointData The data for the physics joint
  89904. */
  89905. constructor(
  89906. /**
  89907. * The type of the physics joint
  89908. */
  89909. type: number,
  89910. /**
  89911. * The data for the physics joint
  89912. */
  89913. jointData: PhysicsJointData);
  89914. /**
  89915. * Gets the physics joint
  89916. */
  89917. /**
  89918. * Sets the physics joint
  89919. */
  89920. physicsJoint: any;
  89921. /**
  89922. * Sets the physics plugin
  89923. */
  89924. physicsPlugin: IPhysicsEnginePlugin;
  89925. /**
  89926. * Execute a function that is physics-plugin specific.
  89927. * @param {Function} func the function that will be executed.
  89928. * It accepts two parameters: the physics world and the physics joint
  89929. */
  89930. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  89931. /**
  89932. * Distance-Joint type
  89933. */
  89934. static DistanceJoint: number;
  89935. /**
  89936. * Hinge-Joint type
  89937. */
  89938. static HingeJoint: number;
  89939. /**
  89940. * Ball-and-Socket joint type
  89941. */
  89942. static BallAndSocketJoint: number;
  89943. /**
  89944. * Wheel-Joint type
  89945. */
  89946. static WheelJoint: number;
  89947. /**
  89948. * Slider-Joint type
  89949. */
  89950. static SliderJoint: number;
  89951. /**
  89952. * Prismatic-Joint type
  89953. */
  89954. static PrismaticJoint: number;
  89955. /**
  89956. * Universal-Joint type
  89957. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  89958. */
  89959. static UniversalJoint: number;
  89960. /**
  89961. * Hinge-Joint 2 type
  89962. */
  89963. static Hinge2Joint: number;
  89964. /**
  89965. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  89966. */
  89967. static PointToPointJoint: number;
  89968. /**
  89969. * Spring-Joint type
  89970. */
  89971. static SpringJoint: number;
  89972. /**
  89973. * Lock-Joint type
  89974. */
  89975. static LockJoint: number;
  89976. }
  89977. /**
  89978. * A class representing a physics distance joint
  89979. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  89980. */
  89981. export class DistanceJoint extends PhysicsJoint {
  89982. /**
  89983. *
  89984. * @param jointData The data for the Distance-Joint
  89985. */
  89986. constructor(jointData: DistanceJointData);
  89987. /**
  89988. * Update the predefined distance.
  89989. * @param maxDistance The maximum preferred distance
  89990. * @param minDistance The minimum preferred distance
  89991. */
  89992. updateDistance(maxDistance: number, minDistance?: number): void;
  89993. }
  89994. /**
  89995. * Represents a Motor-Enabled Joint
  89996. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  89997. */
  89998. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  89999. /**
  90000. * Initializes the Motor-Enabled Joint
  90001. * @param type The type of the joint
  90002. * @param jointData The physica joint data for the joint
  90003. */
  90004. constructor(type: number, jointData: PhysicsJointData);
  90005. /**
  90006. * Set the motor values.
  90007. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90008. * @param force the force to apply
  90009. * @param maxForce max force for this motor.
  90010. */
  90011. setMotor(force?: number, maxForce?: number): void;
  90012. /**
  90013. * Set the motor's limits.
  90014. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90015. * @param upperLimit The upper limit of the motor
  90016. * @param lowerLimit The lower limit of the motor
  90017. */
  90018. setLimit(upperLimit: number, lowerLimit?: number): void;
  90019. }
  90020. /**
  90021. * This class represents a single physics Hinge-Joint
  90022. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90023. */
  90024. export class HingeJoint extends MotorEnabledJoint {
  90025. /**
  90026. * Initializes the Hinge-Joint
  90027. * @param jointData The joint data for the Hinge-Joint
  90028. */
  90029. constructor(jointData: PhysicsJointData);
  90030. /**
  90031. * Set the motor values.
  90032. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90033. * @param {number} force the force to apply
  90034. * @param {number} maxForce max force for this motor.
  90035. */
  90036. setMotor(force?: number, maxForce?: number): void;
  90037. /**
  90038. * Set the motor's limits.
  90039. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90040. * @param upperLimit The upper limit of the motor
  90041. * @param lowerLimit The lower limit of the motor
  90042. */
  90043. setLimit(upperLimit: number, lowerLimit?: number): void;
  90044. }
  90045. /**
  90046. * This class represents a dual hinge physics joint (same as wheel joint)
  90047. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90048. */
  90049. export class Hinge2Joint extends MotorEnabledJoint {
  90050. /**
  90051. * Initializes the Hinge2-Joint
  90052. * @param jointData The joint data for the Hinge2-Joint
  90053. */
  90054. constructor(jointData: PhysicsJointData);
  90055. /**
  90056. * Set the motor values.
  90057. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90058. * @param {number} targetSpeed the speed the motor is to reach
  90059. * @param {number} maxForce max force for this motor.
  90060. * @param {motorIndex} the motor's index, 0 or 1.
  90061. */
  90062. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  90063. /**
  90064. * Set the motor limits.
  90065. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90066. * @param {number} upperLimit the upper limit
  90067. * @param {number} lowerLimit lower limit
  90068. * @param {motorIndex} the motor's index, 0 or 1.
  90069. */
  90070. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90071. }
  90072. /**
  90073. * Interface for a motor enabled joint
  90074. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90075. */
  90076. export interface IMotorEnabledJoint {
  90077. /**
  90078. * Physics joint
  90079. */
  90080. physicsJoint: any;
  90081. /**
  90082. * Sets the motor of the motor-enabled joint
  90083. * @param force The force of the motor
  90084. * @param maxForce The maximum force of the motor
  90085. * @param motorIndex The index of the motor
  90086. */
  90087. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  90088. /**
  90089. * Sets the limit of the motor
  90090. * @param upperLimit The upper limit of the motor
  90091. * @param lowerLimit The lower limit of the motor
  90092. * @param motorIndex The index of the motor
  90093. */
  90094. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90095. }
  90096. /**
  90097. * Joint data for a Distance-Joint
  90098. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90099. */
  90100. export interface DistanceJointData extends PhysicsJointData {
  90101. /**
  90102. * Max distance the 2 joint objects can be apart
  90103. */
  90104. maxDistance: number;
  90105. }
  90106. /**
  90107. * Joint data from a spring joint
  90108. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90109. */
  90110. export interface SpringJointData extends PhysicsJointData {
  90111. /**
  90112. * Length of the spring
  90113. */
  90114. length: number;
  90115. /**
  90116. * Stiffness of the spring
  90117. */
  90118. stiffness: number;
  90119. /**
  90120. * Damping of the spring
  90121. */
  90122. damping: number;
  90123. /** this callback will be called when applying the force to the impostors. */
  90124. forceApplicationCallback: () => void;
  90125. }
  90126. }
  90127. declare module BABYLON {
  90128. /**
  90129. * Holds the data for the raycast result
  90130. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90131. */
  90132. export class PhysicsRaycastResult {
  90133. private _hasHit;
  90134. private _hitDistance;
  90135. private _hitNormalWorld;
  90136. private _hitPointWorld;
  90137. private _rayFromWorld;
  90138. private _rayToWorld;
  90139. /**
  90140. * Gets if there was a hit
  90141. */
  90142. readonly hasHit: boolean;
  90143. /**
  90144. * Gets the distance from the hit
  90145. */
  90146. readonly hitDistance: number;
  90147. /**
  90148. * Gets the hit normal/direction in the world
  90149. */
  90150. readonly hitNormalWorld: Vector3;
  90151. /**
  90152. * Gets the hit point in the world
  90153. */
  90154. readonly hitPointWorld: Vector3;
  90155. /**
  90156. * Gets the ray "start point" of the ray in the world
  90157. */
  90158. readonly rayFromWorld: Vector3;
  90159. /**
  90160. * Gets the ray "end point" of the ray in the world
  90161. */
  90162. readonly rayToWorld: Vector3;
  90163. /**
  90164. * Sets the hit data (normal & point in world space)
  90165. * @param hitNormalWorld defines the normal in world space
  90166. * @param hitPointWorld defines the point in world space
  90167. */
  90168. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  90169. /**
  90170. * Sets the distance from the start point to the hit point
  90171. * @param distance
  90172. */
  90173. setHitDistance(distance: number): void;
  90174. /**
  90175. * Calculates the distance manually
  90176. */
  90177. calculateHitDistance(): void;
  90178. /**
  90179. * Resets all the values to default
  90180. * @param from The from point on world space
  90181. * @param to The to point on world space
  90182. */
  90183. reset(from?: Vector3, to?: Vector3): void;
  90184. }
  90185. /**
  90186. * Interface for the size containing width and height
  90187. */
  90188. interface IXYZ {
  90189. /**
  90190. * X
  90191. */
  90192. x: number;
  90193. /**
  90194. * Y
  90195. */
  90196. y: number;
  90197. /**
  90198. * Z
  90199. */
  90200. z: number;
  90201. }
  90202. }
  90203. declare module BABYLON {
  90204. /**
  90205. * Interface used to describe a physics joint
  90206. */
  90207. export interface PhysicsImpostorJoint {
  90208. /** Defines the main impostor to which the joint is linked */
  90209. mainImpostor: PhysicsImpostor;
  90210. /** Defines the impostor that is connected to the main impostor using this joint */
  90211. connectedImpostor: PhysicsImpostor;
  90212. /** Defines the joint itself */
  90213. joint: PhysicsJoint;
  90214. }
  90215. /** @hidden */
  90216. export interface IPhysicsEnginePlugin {
  90217. world: any;
  90218. name: string;
  90219. setGravity(gravity: Vector3): void;
  90220. setTimeStep(timeStep: number): void;
  90221. getTimeStep(): number;
  90222. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  90223. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90224. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90225. generatePhysicsBody(impostor: PhysicsImpostor): void;
  90226. removePhysicsBody(impostor: PhysicsImpostor): void;
  90227. generateJoint(joint: PhysicsImpostorJoint): void;
  90228. removeJoint(joint: PhysicsImpostorJoint): void;
  90229. isSupported(): boolean;
  90230. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  90231. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  90232. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90233. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90234. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90235. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90236. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  90237. getBodyMass(impostor: PhysicsImpostor): number;
  90238. getBodyFriction(impostor: PhysicsImpostor): number;
  90239. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  90240. getBodyRestitution(impostor: PhysicsImpostor): number;
  90241. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  90242. getBodyPressure?(impostor: PhysicsImpostor): number;
  90243. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  90244. getBodyStiffness?(impostor: PhysicsImpostor): number;
  90245. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  90246. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  90247. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  90248. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  90249. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  90250. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90251. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90252. sleepBody(impostor: PhysicsImpostor): void;
  90253. wakeUpBody(impostor: PhysicsImpostor): void;
  90254. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90255. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  90256. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  90257. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90258. getRadius(impostor: PhysicsImpostor): number;
  90259. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  90260. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  90261. dispose(): void;
  90262. }
  90263. /**
  90264. * Interface used to define a physics engine
  90265. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  90266. */
  90267. export interface IPhysicsEngine {
  90268. /**
  90269. * Gets the gravity vector used by the simulation
  90270. */
  90271. gravity: Vector3;
  90272. /**
  90273. * Sets the gravity vector used by the simulation
  90274. * @param gravity defines the gravity vector to use
  90275. */
  90276. setGravity(gravity: Vector3): void;
  90277. /**
  90278. * Set the time step of the physics engine.
  90279. * Default is 1/60.
  90280. * To slow it down, enter 1/600 for example.
  90281. * To speed it up, 1/30
  90282. * @param newTimeStep the new timestep to apply to this world.
  90283. */
  90284. setTimeStep(newTimeStep: number): void;
  90285. /**
  90286. * Get the time step of the physics engine.
  90287. * @returns the current time step
  90288. */
  90289. getTimeStep(): number;
  90290. /**
  90291. * Release all resources
  90292. */
  90293. dispose(): void;
  90294. /**
  90295. * Gets the name of the current physics plugin
  90296. * @returns the name of the plugin
  90297. */
  90298. getPhysicsPluginName(): string;
  90299. /**
  90300. * Adding a new impostor for the impostor tracking.
  90301. * This will be done by the impostor itself.
  90302. * @param impostor the impostor to add
  90303. */
  90304. addImpostor(impostor: PhysicsImpostor): void;
  90305. /**
  90306. * Remove an impostor from the engine.
  90307. * This impostor and its mesh will not longer be updated by the physics engine.
  90308. * @param impostor the impostor to remove
  90309. */
  90310. removeImpostor(impostor: PhysicsImpostor): void;
  90311. /**
  90312. * Add a joint to the physics engine
  90313. * @param mainImpostor defines the main impostor to which the joint is added.
  90314. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  90315. * @param joint defines the joint that will connect both impostors.
  90316. */
  90317. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  90318. /**
  90319. * Removes a joint from the simulation
  90320. * @param mainImpostor defines the impostor used with the joint
  90321. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  90322. * @param joint defines the joint to remove
  90323. */
  90324. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  90325. /**
  90326. * Gets the current plugin used to run the simulation
  90327. * @returns current plugin
  90328. */
  90329. getPhysicsPlugin(): IPhysicsEnginePlugin;
  90330. /**
  90331. * Gets the list of physic impostors
  90332. * @returns an array of PhysicsImpostor
  90333. */
  90334. getImpostors(): Array<PhysicsImpostor>;
  90335. /**
  90336. * Gets the impostor for a physics enabled object
  90337. * @param object defines the object impersonated by the impostor
  90338. * @returns the PhysicsImpostor or null if not found
  90339. */
  90340. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  90341. /**
  90342. * Gets the impostor for a physics body object
  90343. * @param body defines physics body used by the impostor
  90344. * @returns the PhysicsImpostor or null if not found
  90345. */
  90346. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  90347. /**
  90348. * Does a raycast in the physics world
  90349. * @param from when should the ray start?
  90350. * @param to when should the ray end?
  90351. * @returns PhysicsRaycastResult
  90352. */
  90353. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90354. /**
  90355. * Called by the scene. No need to call it.
  90356. * @param delta defines the timespam between frames
  90357. */
  90358. _step(delta: number): void;
  90359. }
  90360. }
  90361. declare module BABYLON {
  90362. /**
  90363. * The interface for the physics imposter parameters
  90364. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90365. */
  90366. export interface PhysicsImpostorParameters {
  90367. /**
  90368. * The mass of the physics imposter
  90369. */
  90370. mass: number;
  90371. /**
  90372. * The friction of the physics imposter
  90373. */
  90374. friction?: number;
  90375. /**
  90376. * The coefficient of restitution of the physics imposter
  90377. */
  90378. restitution?: number;
  90379. /**
  90380. * The native options of the physics imposter
  90381. */
  90382. nativeOptions?: any;
  90383. /**
  90384. * Specifies if the parent should be ignored
  90385. */
  90386. ignoreParent?: boolean;
  90387. /**
  90388. * Specifies if bi-directional transformations should be disabled
  90389. */
  90390. disableBidirectionalTransformation?: boolean;
  90391. /**
  90392. * The pressure inside the physics imposter, soft object only
  90393. */
  90394. pressure?: number;
  90395. /**
  90396. * The stiffness the physics imposter, soft object only
  90397. */
  90398. stiffness?: number;
  90399. /**
  90400. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  90401. */
  90402. velocityIterations?: number;
  90403. /**
  90404. * The number of iterations used in maintaining consistent vertex positions, soft object only
  90405. */
  90406. positionIterations?: number;
  90407. /**
  90408. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  90409. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  90410. * Add to fix multiple points
  90411. */
  90412. fixedPoints?: number;
  90413. /**
  90414. * The collision margin around a soft object
  90415. */
  90416. margin?: number;
  90417. /**
  90418. * The collision margin around a soft object
  90419. */
  90420. damping?: number;
  90421. /**
  90422. * The path for a rope based on an extrusion
  90423. */
  90424. path?: any;
  90425. /**
  90426. * The shape of an extrusion used for a rope based on an extrusion
  90427. */
  90428. shape?: any;
  90429. }
  90430. /**
  90431. * Interface for a physics-enabled object
  90432. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90433. */
  90434. export interface IPhysicsEnabledObject {
  90435. /**
  90436. * The position of the physics-enabled object
  90437. */
  90438. position: Vector3;
  90439. /**
  90440. * The rotation of the physics-enabled object
  90441. */
  90442. rotationQuaternion: Nullable<Quaternion>;
  90443. /**
  90444. * The scale of the physics-enabled object
  90445. */
  90446. scaling: Vector3;
  90447. /**
  90448. * The rotation of the physics-enabled object
  90449. */
  90450. rotation?: Vector3;
  90451. /**
  90452. * The parent of the physics-enabled object
  90453. */
  90454. parent?: any;
  90455. /**
  90456. * The bounding info of the physics-enabled object
  90457. * @returns The bounding info of the physics-enabled object
  90458. */
  90459. getBoundingInfo(): BoundingInfo;
  90460. /**
  90461. * Computes the world matrix
  90462. * @param force Specifies if the world matrix should be computed by force
  90463. * @returns A world matrix
  90464. */
  90465. computeWorldMatrix(force: boolean): Matrix;
  90466. /**
  90467. * Gets the world matrix
  90468. * @returns A world matrix
  90469. */
  90470. getWorldMatrix?(): Matrix;
  90471. /**
  90472. * Gets the child meshes
  90473. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  90474. * @returns An array of abstract meshes
  90475. */
  90476. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  90477. /**
  90478. * Gets the vertex data
  90479. * @param kind The type of vertex data
  90480. * @returns A nullable array of numbers, or a float32 array
  90481. */
  90482. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  90483. /**
  90484. * Gets the indices from the mesh
  90485. * @returns A nullable array of index arrays
  90486. */
  90487. getIndices?(): Nullable<IndicesArray>;
  90488. /**
  90489. * Gets the scene from the mesh
  90490. * @returns the indices array or null
  90491. */
  90492. getScene?(): Scene;
  90493. /**
  90494. * Gets the absolute position from the mesh
  90495. * @returns the absolute position
  90496. */
  90497. getAbsolutePosition(): Vector3;
  90498. /**
  90499. * Gets the absolute pivot point from the mesh
  90500. * @returns the absolute pivot point
  90501. */
  90502. getAbsolutePivotPoint(): Vector3;
  90503. /**
  90504. * Rotates the mesh
  90505. * @param axis The axis of rotation
  90506. * @param amount The amount of rotation
  90507. * @param space The space of the rotation
  90508. * @returns The rotation transform node
  90509. */
  90510. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  90511. /**
  90512. * Translates the mesh
  90513. * @param axis The axis of translation
  90514. * @param distance The distance of translation
  90515. * @param space The space of the translation
  90516. * @returns The transform node
  90517. */
  90518. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  90519. /**
  90520. * Sets the absolute position of the mesh
  90521. * @param absolutePosition The absolute position of the mesh
  90522. * @returns The transform node
  90523. */
  90524. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  90525. /**
  90526. * Gets the class name of the mesh
  90527. * @returns The class name
  90528. */
  90529. getClassName(): string;
  90530. }
  90531. /**
  90532. * Represents a physics imposter
  90533. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90534. */
  90535. export class PhysicsImpostor {
  90536. /**
  90537. * The physics-enabled object used as the physics imposter
  90538. */
  90539. object: IPhysicsEnabledObject;
  90540. /**
  90541. * The type of the physics imposter
  90542. */
  90543. type: number;
  90544. private _options;
  90545. private _scene?;
  90546. /**
  90547. * The default object size of the imposter
  90548. */
  90549. static DEFAULT_OBJECT_SIZE: Vector3;
  90550. /**
  90551. * The identity quaternion of the imposter
  90552. */
  90553. static IDENTITY_QUATERNION: Quaternion;
  90554. /** @hidden */
  90555. _pluginData: any;
  90556. private _physicsEngine;
  90557. private _physicsBody;
  90558. private _bodyUpdateRequired;
  90559. private _onBeforePhysicsStepCallbacks;
  90560. private _onAfterPhysicsStepCallbacks;
  90561. /** @hidden */
  90562. _onPhysicsCollideCallbacks: Array<{
  90563. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  90564. otherImpostors: Array<PhysicsImpostor>;
  90565. }>;
  90566. private _deltaPosition;
  90567. private _deltaRotation;
  90568. private _deltaRotationConjugated;
  90569. /** @hidden */
  90570. _isFromLine: boolean;
  90571. private _parent;
  90572. private _isDisposed;
  90573. private static _tmpVecs;
  90574. private static _tmpQuat;
  90575. /**
  90576. * Specifies if the physics imposter is disposed
  90577. */
  90578. readonly isDisposed: boolean;
  90579. /**
  90580. * Gets the mass of the physics imposter
  90581. */
  90582. mass: number;
  90583. /**
  90584. * Gets the coefficient of friction
  90585. */
  90586. /**
  90587. * Sets the coefficient of friction
  90588. */
  90589. friction: number;
  90590. /**
  90591. * Gets the coefficient of restitution
  90592. */
  90593. /**
  90594. * Sets the coefficient of restitution
  90595. */
  90596. restitution: number;
  90597. /**
  90598. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  90599. */
  90600. /**
  90601. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  90602. */
  90603. pressure: number;
  90604. /**
  90605. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  90606. */
  90607. /**
  90608. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  90609. */
  90610. stiffness: number;
  90611. /**
  90612. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  90613. */
  90614. /**
  90615. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  90616. */
  90617. velocityIterations: number;
  90618. /**
  90619. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  90620. */
  90621. /**
  90622. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  90623. */
  90624. positionIterations: number;
  90625. /**
  90626. * The unique id of the physics imposter
  90627. * set by the physics engine when adding this impostor to the array
  90628. */
  90629. uniqueId: number;
  90630. /**
  90631. * @hidden
  90632. */
  90633. soft: boolean;
  90634. /**
  90635. * @hidden
  90636. */
  90637. segments: number;
  90638. private _joints;
  90639. /**
  90640. * Initializes the physics imposter
  90641. * @param object The physics-enabled object used as the physics imposter
  90642. * @param type The type of the physics imposter
  90643. * @param _options The options for the physics imposter
  90644. * @param _scene The Babylon scene
  90645. */
  90646. constructor(
  90647. /**
  90648. * The physics-enabled object used as the physics imposter
  90649. */
  90650. object: IPhysicsEnabledObject,
  90651. /**
  90652. * The type of the physics imposter
  90653. */
  90654. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  90655. /**
  90656. * This function will completly initialize this impostor.
  90657. * It will create a new body - but only if this mesh has no parent.
  90658. * If it has, this impostor will not be used other than to define the impostor
  90659. * of the child mesh.
  90660. * @hidden
  90661. */
  90662. _init(): void;
  90663. private _getPhysicsParent;
  90664. /**
  90665. * Should a new body be generated.
  90666. * @returns boolean specifying if body initialization is required
  90667. */
  90668. isBodyInitRequired(): boolean;
  90669. /**
  90670. * Sets the updated scaling
  90671. * @param updated Specifies if the scaling is updated
  90672. */
  90673. setScalingUpdated(): void;
  90674. /**
  90675. * Force a regeneration of this or the parent's impostor's body.
  90676. * Use under cautious - This will remove all joints already implemented.
  90677. */
  90678. forceUpdate(): void;
  90679. /**
  90680. * Gets the body that holds this impostor. Either its own, or its parent.
  90681. */
  90682. /**
  90683. * Set the physics body. Used mainly by the physics engine/plugin
  90684. */
  90685. physicsBody: any;
  90686. /**
  90687. * Get the parent of the physics imposter
  90688. * @returns Physics imposter or null
  90689. */
  90690. /**
  90691. * Sets the parent of the physics imposter
  90692. */
  90693. parent: Nullable<PhysicsImpostor>;
  90694. /**
  90695. * Resets the update flags
  90696. */
  90697. resetUpdateFlags(): void;
  90698. /**
  90699. * Gets the object extend size
  90700. * @returns the object extend size
  90701. */
  90702. getObjectExtendSize(): Vector3;
  90703. /**
  90704. * Gets the object center
  90705. * @returns The object center
  90706. */
  90707. getObjectCenter(): Vector3;
  90708. /**
  90709. * Get a specific parametes from the options parameter
  90710. * @param paramName The object parameter name
  90711. * @returns The object parameter
  90712. */
  90713. getParam(paramName: string): any;
  90714. /**
  90715. * Sets a specific parameter in the options given to the physics plugin
  90716. * @param paramName The parameter name
  90717. * @param value The value of the parameter
  90718. */
  90719. setParam(paramName: string, value: number): void;
  90720. /**
  90721. * Specifically change the body's mass option. Won't recreate the physics body object
  90722. * @param mass The mass of the physics imposter
  90723. */
  90724. setMass(mass: number): void;
  90725. /**
  90726. * Gets the linear velocity
  90727. * @returns linear velocity or null
  90728. */
  90729. getLinearVelocity(): Nullable<Vector3>;
  90730. /**
  90731. * Sets the linear velocity
  90732. * @param velocity linear velocity or null
  90733. */
  90734. setLinearVelocity(velocity: Nullable<Vector3>): void;
  90735. /**
  90736. * Gets the angular velocity
  90737. * @returns angular velocity or null
  90738. */
  90739. getAngularVelocity(): Nullable<Vector3>;
  90740. /**
  90741. * Sets the angular velocity
  90742. * @param velocity The velocity or null
  90743. */
  90744. setAngularVelocity(velocity: Nullable<Vector3>): void;
  90745. /**
  90746. * Execute a function with the physics plugin native code
  90747. * Provide a function the will have two variables - the world object and the physics body object
  90748. * @param func The function to execute with the physics plugin native code
  90749. */
  90750. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  90751. /**
  90752. * Register a function that will be executed before the physics world is stepping forward
  90753. * @param func The function to execute before the physics world is stepped forward
  90754. */
  90755. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  90756. /**
  90757. * Unregister a function that will be executed before the physics world is stepping forward
  90758. * @param func The function to execute before the physics world is stepped forward
  90759. */
  90760. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  90761. /**
  90762. * Register a function that will be executed after the physics step
  90763. * @param func The function to execute after physics step
  90764. */
  90765. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  90766. /**
  90767. * Unregisters a function that will be executed after the physics step
  90768. * @param func The function to execute after physics step
  90769. */
  90770. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  90771. /**
  90772. * register a function that will be executed when this impostor collides against a different body
  90773. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  90774. * @param func Callback that is executed on collision
  90775. */
  90776. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  90777. /**
  90778. * Unregisters the physics imposter on contact
  90779. * @param collideAgainst The physics object to collide against
  90780. * @param func Callback to execute on collision
  90781. */
  90782. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  90783. private _tmpQuat;
  90784. private _tmpQuat2;
  90785. /**
  90786. * Get the parent rotation
  90787. * @returns The parent rotation
  90788. */
  90789. getParentsRotation(): Quaternion;
  90790. /**
  90791. * this function is executed by the physics engine.
  90792. */
  90793. beforeStep: () => void;
  90794. /**
  90795. * this function is executed by the physics engine
  90796. */
  90797. afterStep: () => void;
  90798. /**
  90799. * Legacy collision detection event support
  90800. */
  90801. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  90802. /**
  90803. * event and body object due to cannon's event-based architecture.
  90804. */
  90805. onCollide: (e: {
  90806. body: any;
  90807. }) => void;
  90808. /**
  90809. * Apply a force
  90810. * @param force The force to apply
  90811. * @param contactPoint The contact point for the force
  90812. * @returns The physics imposter
  90813. */
  90814. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  90815. /**
  90816. * Apply an impulse
  90817. * @param force The impulse force
  90818. * @param contactPoint The contact point for the impulse force
  90819. * @returns The physics imposter
  90820. */
  90821. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  90822. /**
  90823. * A help function to create a joint
  90824. * @param otherImpostor A physics imposter used to create a joint
  90825. * @param jointType The type of joint
  90826. * @param jointData The data for the joint
  90827. * @returns The physics imposter
  90828. */
  90829. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  90830. /**
  90831. * Add a joint to this impostor with a different impostor
  90832. * @param otherImpostor A physics imposter used to add a joint
  90833. * @param joint The joint to add
  90834. * @returns The physics imposter
  90835. */
  90836. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  90837. /**
  90838. * Add an anchor to a cloth impostor
  90839. * @param otherImpostor rigid impostor to anchor to
  90840. * @param width ratio across width from 0 to 1
  90841. * @param height ratio up height from 0 to 1
  90842. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  90843. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  90844. * @returns impostor the soft imposter
  90845. */
  90846. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  90847. /**
  90848. * Add a hook to a rope impostor
  90849. * @param otherImpostor rigid impostor to anchor to
  90850. * @param length ratio across rope from 0 to 1
  90851. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  90852. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  90853. * @returns impostor the rope imposter
  90854. */
  90855. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  90856. /**
  90857. * Will keep this body still, in a sleep mode.
  90858. * @returns the physics imposter
  90859. */
  90860. sleep(): PhysicsImpostor;
  90861. /**
  90862. * Wake the body up.
  90863. * @returns The physics imposter
  90864. */
  90865. wakeUp(): PhysicsImpostor;
  90866. /**
  90867. * Clones the physics imposter
  90868. * @param newObject The physics imposter clones to this physics-enabled object
  90869. * @returns A nullable physics imposter
  90870. */
  90871. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  90872. /**
  90873. * Disposes the physics imposter
  90874. */
  90875. dispose(): void;
  90876. /**
  90877. * Sets the delta position
  90878. * @param position The delta position amount
  90879. */
  90880. setDeltaPosition(position: Vector3): void;
  90881. /**
  90882. * Sets the delta rotation
  90883. * @param rotation The delta rotation amount
  90884. */
  90885. setDeltaRotation(rotation: Quaternion): void;
  90886. /**
  90887. * Gets the box size of the physics imposter and stores the result in the input parameter
  90888. * @param result Stores the box size
  90889. * @returns The physics imposter
  90890. */
  90891. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  90892. /**
  90893. * Gets the radius of the physics imposter
  90894. * @returns Radius of the physics imposter
  90895. */
  90896. getRadius(): number;
  90897. /**
  90898. * Sync a bone with this impostor
  90899. * @param bone The bone to sync to the impostor.
  90900. * @param boneMesh The mesh that the bone is influencing.
  90901. * @param jointPivot The pivot of the joint / bone in local space.
  90902. * @param distToJoint Optional distance from the impostor to the joint.
  90903. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  90904. */
  90905. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  90906. /**
  90907. * Sync impostor to a bone
  90908. * @param bone The bone that the impostor will be synced to.
  90909. * @param boneMesh The mesh that the bone is influencing.
  90910. * @param jointPivot The pivot of the joint / bone in local space.
  90911. * @param distToJoint Optional distance from the impostor to the joint.
  90912. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  90913. * @param boneAxis Optional vector3 axis the bone is aligned with
  90914. */
  90915. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  90916. /**
  90917. * No-Imposter type
  90918. */
  90919. static NoImpostor: number;
  90920. /**
  90921. * Sphere-Imposter type
  90922. */
  90923. static SphereImpostor: number;
  90924. /**
  90925. * Box-Imposter type
  90926. */
  90927. static BoxImpostor: number;
  90928. /**
  90929. * Plane-Imposter type
  90930. */
  90931. static PlaneImpostor: number;
  90932. /**
  90933. * Mesh-imposter type
  90934. */
  90935. static MeshImpostor: number;
  90936. /**
  90937. * Capsule-Impostor type (Ammo.js plugin only)
  90938. */
  90939. static CapsuleImpostor: number;
  90940. /**
  90941. * Cylinder-Imposter type
  90942. */
  90943. static CylinderImpostor: number;
  90944. /**
  90945. * Particle-Imposter type
  90946. */
  90947. static ParticleImpostor: number;
  90948. /**
  90949. * Heightmap-Imposter type
  90950. */
  90951. static HeightmapImpostor: number;
  90952. /**
  90953. * ConvexHull-Impostor type (Ammo.js plugin only)
  90954. */
  90955. static ConvexHullImpostor: number;
  90956. /**
  90957. * Rope-Imposter type
  90958. */
  90959. static RopeImpostor: number;
  90960. /**
  90961. * Cloth-Imposter type
  90962. */
  90963. static ClothImpostor: number;
  90964. /**
  90965. * Softbody-Imposter type
  90966. */
  90967. static SoftbodyImpostor: number;
  90968. }
  90969. }
  90970. declare module BABYLON {
  90971. /**
  90972. * @hidden
  90973. **/
  90974. export class _CreationDataStorage {
  90975. closePath?: boolean;
  90976. closeArray?: boolean;
  90977. idx: number[];
  90978. dashSize: number;
  90979. gapSize: number;
  90980. path3D: Path3D;
  90981. pathArray: Vector3[][];
  90982. arc: number;
  90983. radius: number;
  90984. cap: number;
  90985. tessellation: number;
  90986. }
  90987. /**
  90988. * @hidden
  90989. **/
  90990. class _InstanceDataStorage {
  90991. visibleInstances: any;
  90992. batchCache: _InstancesBatch;
  90993. instancesBufferSize: number;
  90994. instancesBuffer: Nullable<Buffer>;
  90995. instancesData: Float32Array;
  90996. overridenInstanceCount: number;
  90997. isFrozen: boolean;
  90998. previousBatch: Nullable<_InstancesBatch>;
  90999. hardwareInstancedRendering: boolean;
  91000. sideOrientation: number;
  91001. }
  91002. /**
  91003. * @hidden
  91004. **/
  91005. export class _InstancesBatch {
  91006. mustReturn: boolean;
  91007. visibleInstances: Nullable<InstancedMesh[]>[];
  91008. renderSelf: boolean[];
  91009. hardwareInstancedRendering: boolean[];
  91010. }
  91011. /**
  91012. * Class used to represent renderable models
  91013. */
  91014. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  91015. /**
  91016. * Mesh side orientation : usually the external or front surface
  91017. */
  91018. static readonly FRONTSIDE: number;
  91019. /**
  91020. * Mesh side orientation : usually the internal or back surface
  91021. */
  91022. static readonly BACKSIDE: number;
  91023. /**
  91024. * Mesh side orientation : both internal and external or front and back surfaces
  91025. */
  91026. static readonly DOUBLESIDE: number;
  91027. /**
  91028. * Mesh side orientation : by default, `FRONTSIDE`
  91029. */
  91030. static readonly DEFAULTSIDE: number;
  91031. /**
  91032. * Mesh cap setting : no cap
  91033. */
  91034. static readonly NO_CAP: number;
  91035. /**
  91036. * Mesh cap setting : one cap at the beginning of the mesh
  91037. */
  91038. static readonly CAP_START: number;
  91039. /**
  91040. * Mesh cap setting : one cap at the end of the mesh
  91041. */
  91042. static readonly CAP_END: number;
  91043. /**
  91044. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  91045. */
  91046. static readonly CAP_ALL: number;
  91047. /**
  91048. * Mesh pattern setting : no flip or rotate
  91049. */
  91050. static readonly NO_FLIP: number;
  91051. /**
  91052. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  91053. */
  91054. static readonly FLIP_TILE: number;
  91055. /**
  91056. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  91057. */
  91058. static readonly ROTATE_TILE: number;
  91059. /**
  91060. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  91061. */
  91062. static readonly FLIP_ROW: number;
  91063. /**
  91064. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  91065. */
  91066. static readonly ROTATE_ROW: number;
  91067. /**
  91068. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  91069. */
  91070. static readonly FLIP_N_ROTATE_TILE: number;
  91071. /**
  91072. * Mesh pattern setting : rotate pattern and rotate
  91073. */
  91074. static readonly FLIP_N_ROTATE_ROW: number;
  91075. /**
  91076. * Mesh tile positioning : part tiles same on left/right or top/bottom
  91077. */
  91078. static readonly CENTER: number;
  91079. /**
  91080. * Mesh tile positioning : part tiles on left
  91081. */
  91082. static readonly LEFT: number;
  91083. /**
  91084. * Mesh tile positioning : part tiles on right
  91085. */
  91086. static readonly RIGHT: number;
  91087. /**
  91088. * Mesh tile positioning : part tiles on top
  91089. */
  91090. static readonly TOP: number;
  91091. /**
  91092. * Mesh tile positioning : part tiles on bottom
  91093. */
  91094. static readonly BOTTOM: number;
  91095. /**
  91096. * Gets the default side orientation.
  91097. * @param orientation the orientation to value to attempt to get
  91098. * @returns the default orientation
  91099. * @hidden
  91100. */
  91101. static _GetDefaultSideOrientation(orientation?: number): number;
  91102. private _internalMeshDataInfo;
  91103. /**
  91104. * An event triggered before rendering the mesh
  91105. */
  91106. readonly onBeforeRenderObservable: Observable<Mesh>;
  91107. /**
  91108. * An event triggered before binding the mesh
  91109. */
  91110. readonly onBeforeBindObservable: Observable<Mesh>;
  91111. /**
  91112. * An event triggered after rendering the mesh
  91113. */
  91114. readonly onAfterRenderObservable: Observable<Mesh>;
  91115. /**
  91116. * An event triggered before drawing the mesh
  91117. */
  91118. readonly onBeforeDrawObservable: Observable<Mesh>;
  91119. private _onBeforeDrawObserver;
  91120. /**
  91121. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  91122. */
  91123. onBeforeDraw: () => void;
  91124. readonly hasInstances: boolean;
  91125. /**
  91126. * Gets the delay loading state of the mesh (when delay loading is turned on)
  91127. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  91128. */
  91129. delayLoadState: number;
  91130. /**
  91131. * Gets the list of instances created from this mesh
  91132. * it is not supposed to be modified manually.
  91133. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  91134. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  91135. */
  91136. instances: InstancedMesh[];
  91137. /**
  91138. * Gets the file containing delay loading data for this mesh
  91139. */
  91140. delayLoadingFile: string;
  91141. /** @hidden */
  91142. _binaryInfo: any;
  91143. /**
  91144. * User defined function used to change how LOD level selection is done
  91145. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  91146. */
  91147. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  91148. /**
  91149. * Gets or sets the morph target manager
  91150. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  91151. */
  91152. morphTargetManager: Nullable<MorphTargetManager>;
  91153. /** @hidden */
  91154. _creationDataStorage: Nullable<_CreationDataStorage>;
  91155. /** @hidden */
  91156. _geometry: Nullable<Geometry>;
  91157. /** @hidden */
  91158. _delayInfo: Array<string>;
  91159. /** @hidden */
  91160. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  91161. /** @hidden */
  91162. _instanceDataStorage: _InstanceDataStorage;
  91163. private _effectiveMaterial;
  91164. /** @hidden */
  91165. _shouldGenerateFlatShading: boolean;
  91166. /** @hidden */
  91167. _originalBuilderSideOrientation: number;
  91168. /**
  91169. * Use this property to change the original side orientation defined at construction time
  91170. */
  91171. overrideMaterialSideOrientation: Nullable<number>;
  91172. /**
  91173. * Gets the source mesh (the one used to clone this one from)
  91174. */
  91175. readonly source: Nullable<Mesh>;
  91176. /**
  91177. * Gets or sets a boolean indicating that this mesh does not use index buffer
  91178. */
  91179. isUnIndexed: boolean;
  91180. /**
  91181. * @constructor
  91182. * @param name The value used by scene.getMeshByName() to do a lookup.
  91183. * @param scene The scene to add this mesh to.
  91184. * @param parent The parent of this mesh, if it has one
  91185. * @param source An optional Mesh from which geometry is shared, cloned.
  91186. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  91187. * When false, achieved by calling a clone(), also passing False.
  91188. * This will make creation of children, recursive.
  91189. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  91190. */
  91191. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  91192. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  91193. /**
  91194. * Gets the class name
  91195. * @returns the string "Mesh".
  91196. */
  91197. getClassName(): string;
  91198. /** @hidden */
  91199. readonly _isMesh: boolean;
  91200. /**
  91201. * Returns a description of this mesh
  91202. * @param fullDetails define if full details about this mesh must be used
  91203. * @returns a descriptive string representing this mesh
  91204. */
  91205. toString(fullDetails?: boolean): string;
  91206. /** @hidden */
  91207. _unBindEffect(): void;
  91208. /**
  91209. * Gets a boolean indicating if this mesh has LOD
  91210. */
  91211. readonly hasLODLevels: boolean;
  91212. /**
  91213. * Gets the list of MeshLODLevel associated with the current mesh
  91214. * @returns an array of MeshLODLevel
  91215. */
  91216. getLODLevels(): MeshLODLevel[];
  91217. private _sortLODLevels;
  91218. /**
  91219. * Add a mesh as LOD level triggered at the given distance.
  91220. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91221. * @param distance The distance from the center of the object to show this level
  91222. * @param mesh The mesh to be added as LOD level (can be null)
  91223. * @return This mesh (for chaining)
  91224. */
  91225. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  91226. /**
  91227. * Returns the LOD level mesh at the passed distance or null if not found.
  91228. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91229. * @param distance The distance from the center of the object to show this level
  91230. * @returns a Mesh or `null`
  91231. */
  91232. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  91233. /**
  91234. * Remove a mesh from the LOD array
  91235. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91236. * @param mesh defines the mesh to be removed
  91237. * @return This mesh (for chaining)
  91238. */
  91239. removeLODLevel(mesh: Mesh): Mesh;
  91240. /**
  91241. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  91242. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91243. * @param camera defines the camera to use to compute distance
  91244. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  91245. * @return This mesh (for chaining)
  91246. */
  91247. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  91248. /**
  91249. * Gets the mesh internal Geometry object
  91250. */
  91251. readonly geometry: Nullable<Geometry>;
  91252. /**
  91253. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  91254. * @returns the total number of vertices
  91255. */
  91256. getTotalVertices(): number;
  91257. /**
  91258. * Returns the content of an associated vertex buffer
  91259. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91260. * - VertexBuffer.PositionKind
  91261. * - VertexBuffer.UVKind
  91262. * - VertexBuffer.UV2Kind
  91263. * - VertexBuffer.UV3Kind
  91264. * - VertexBuffer.UV4Kind
  91265. * - VertexBuffer.UV5Kind
  91266. * - VertexBuffer.UV6Kind
  91267. * - VertexBuffer.ColorKind
  91268. * - VertexBuffer.MatricesIndicesKind
  91269. * - VertexBuffer.MatricesIndicesExtraKind
  91270. * - VertexBuffer.MatricesWeightsKind
  91271. * - VertexBuffer.MatricesWeightsExtraKind
  91272. * @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
  91273. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  91274. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  91275. */
  91276. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  91277. /**
  91278. * Returns the mesh VertexBuffer object from the requested `kind`
  91279. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91280. * - VertexBuffer.PositionKind
  91281. * - VertexBuffer.NormalKind
  91282. * - VertexBuffer.UVKind
  91283. * - VertexBuffer.UV2Kind
  91284. * - VertexBuffer.UV3Kind
  91285. * - VertexBuffer.UV4Kind
  91286. * - VertexBuffer.UV5Kind
  91287. * - VertexBuffer.UV6Kind
  91288. * - VertexBuffer.ColorKind
  91289. * - VertexBuffer.MatricesIndicesKind
  91290. * - VertexBuffer.MatricesIndicesExtraKind
  91291. * - VertexBuffer.MatricesWeightsKind
  91292. * - VertexBuffer.MatricesWeightsExtraKind
  91293. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  91294. */
  91295. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  91296. /**
  91297. * Tests if a specific vertex buffer is associated with this mesh
  91298. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91299. * - VertexBuffer.PositionKind
  91300. * - VertexBuffer.NormalKind
  91301. * - VertexBuffer.UVKind
  91302. * - VertexBuffer.UV2Kind
  91303. * - VertexBuffer.UV3Kind
  91304. * - VertexBuffer.UV4Kind
  91305. * - VertexBuffer.UV5Kind
  91306. * - VertexBuffer.UV6Kind
  91307. * - VertexBuffer.ColorKind
  91308. * - VertexBuffer.MatricesIndicesKind
  91309. * - VertexBuffer.MatricesIndicesExtraKind
  91310. * - VertexBuffer.MatricesWeightsKind
  91311. * - VertexBuffer.MatricesWeightsExtraKind
  91312. * @returns a boolean
  91313. */
  91314. isVerticesDataPresent(kind: string): boolean;
  91315. /**
  91316. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  91317. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91318. * - VertexBuffer.PositionKind
  91319. * - VertexBuffer.UVKind
  91320. * - VertexBuffer.UV2Kind
  91321. * - VertexBuffer.UV3Kind
  91322. * - VertexBuffer.UV4Kind
  91323. * - VertexBuffer.UV5Kind
  91324. * - VertexBuffer.UV6Kind
  91325. * - VertexBuffer.ColorKind
  91326. * - VertexBuffer.MatricesIndicesKind
  91327. * - VertexBuffer.MatricesIndicesExtraKind
  91328. * - VertexBuffer.MatricesWeightsKind
  91329. * - VertexBuffer.MatricesWeightsExtraKind
  91330. * @returns a boolean
  91331. */
  91332. isVertexBufferUpdatable(kind: string): boolean;
  91333. /**
  91334. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  91335. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91336. * - VertexBuffer.PositionKind
  91337. * - VertexBuffer.NormalKind
  91338. * - VertexBuffer.UVKind
  91339. * - VertexBuffer.UV2Kind
  91340. * - VertexBuffer.UV3Kind
  91341. * - VertexBuffer.UV4Kind
  91342. * - VertexBuffer.UV5Kind
  91343. * - VertexBuffer.UV6Kind
  91344. * - VertexBuffer.ColorKind
  91345. * - VertexBuffer.MatricesIndicesKind
  91346. * - VertexBuffer.MatricesIndicesExtraKind
  91347. * - VertexBuffer.MatricesWeightsKind
  91348. * - VertexBuffer.MatricesWeightsExtraKind
  91349. * @returns an array of strings
  91350. */
  91351. getVerticesDataKinds(): string[];
  91352. /**
  91353. * Returns a positive integer : the total number of indices in this mesh geometry.
  91354. * @returns the numner of indices or zero if the mesh has no geometry.
  91355. */
  91356. getTotalIndices(): number;
  91357. /**
  91358. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  91359. * @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.
  91360. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  91361. * @returns the indices array or an empty array if the mesh has no geometry
  91362. */
  91363. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  91364. readonly isBlocked: boolean;
  91365. /**
  91366. * Determine if the current mesh is ready to be rendered
  91367. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91368. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  91369. * @returns true if all associated assets are ready (material, textures, shaders)
  91370. */
  91371. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  91372. /**
  91373. * 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.
  91374. */
  91375. readonly areNormalsFrozen: boolean;
  91376. /**
  91377. * 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.
  91378. * @returns the current mesh
  91379. */
  91380. freezeNormals(): Mesh;
  91381. /**
  91382. * 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
  91383. * @returns the current mesh
  91384. */
  91385. unfreezeNormals(): Mesh;
  91386. /**
  91387. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  91388. */
  91389. overridenInstanceCount: number;
  91390. /** @hidden */
  91391. _preActivate(): Mesh;
  91392. /** @hidden */
  91393. _preActivateForIntermediateRendering(renderId: number): Mesh;
  91394. /** @hidden */
  91395. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  91396. /**
  91397. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91398. * This means the mesh underlying bounding box and sphere are recomputed.
  91399. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91400. * @returns the current mesh
  91401. */
  91402. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  91403. /** @hidden */
  91404. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  91405. /**
  91406. * This function will subdivide the mesh into multiple submeshes
  91407. * @param count defines the expected number of submeshes
  91408. */
  91409. subdivide(count: number): void;
  91410. /**
  91411. * Copy a FloatArray into a specific associated vertex buffer
  91412. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  91413. * - VertexBuffer.PositionKind
  91414. * - VertexBuffer.UVKind
  91415. * - VertexBuffer.UV2Kind
  91416. * - VertexBuffer.UV3Kind
  91417. * - VertexBuffer.UV4Kind
  91418. * - VertexBuffer.UV5Kind
  91419. * - VertexBuffer.UV6Kind
  91420. * - VertexBuffer.ColorKind
  91421. * - VertexBuffer.MatricesIndicesKind
  91422. * - VertexBuffer.MatricesIndicesExtraKind
  91423. * - VertexBuffer.MatricesWeightsKind
  91424. * - VertexBuffer.MatricesWeightsExtraKind
  91425. * @param data defines the data source
  91426. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  91427. * @param stride defines the data stride size (can be null)
  91428. * @returns the current mesh
  91429. */
  91430. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91431. /**
  91432. * Delete a vertex buffer associated with this mesh
  91433. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  91434. * - VertexBuffer.PositionKind
  91435. * - VertexBuffer.UVKind
  91436. * - VertexBuffer.UV2Kind
  91437. * - VertexBuffer.UV3Kind
  91438. * - VertexBuffer.UV4Kind
  91439. * - VertexBuffer.UV5Kind
  91440. * - VertexBuffer.UV6Kind
  91441. * - VertexBuffer.ColorKind
  91442. * - VertexBuffer.MatricesIndicesKind
  91443. * - VertexBuffer.MatricesIndicesExtraKind
  91444. * - VertexBuffer.MatricesWeightsKind
  91445. * - VertexBuffer.MatricesWeightsExtraKind
  91446. */
  91447. removeVerticesData(kind: string): void;
  91448. /**
  91449. * Flags an associated vertex buffer as updatable
  91450. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  91451. * - VertexBuffer.PositionKind
  91452. * - VertexBuffer.UVKind
  91453. * - VertexBuffer.UV2Kind
  91454. * - VertexBuffer.UV3Kind
  91455. * - VertexBuffer.UV4Kind
  91456. * - VertexBuffer.UV5Kind
  91457. * - VertexBuffer.UV6Kind
  91458. * - VertexBuffer.ColorKind
  91459. * - VertexBuffer.MatricesIndicesKind
  91460. * - VertexBuffer.MatricesIndicesExtraKind
  91461. * - VertexBuffer.MatricesWeightsKind
  91462. * - VertexBuffer.MatricesWeightsExtraKind
  91463. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  91464. */
  91465. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  91466. /**
  91467. * Sets the mesh global Vertex Buffer
  91468. * @param buffer defines the buffer to use
  91469. * @returns the current mesh
  91470. */
  91471. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  91472. /**
  91473. * Update a specific associated vertex buffer
  91474. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  91475. * - VertexBuffer.PositionKind
  91476. * - VertexBuffer.UVKind
  91477. * - VertexBuffer.UV2Kind
  91478. * - VertexBuffer.UV3Kind
  91479. * - VertexBuffer.UV4Kind
  91480. * - VertexBuffer.UV5Kind
  91481. * - VertexBuffer.UV6Kind
  91482. * - VertexBuffer.ColorKind
  91483. * - VertexBuffer.MatricesIndicesKind
  91484. * - VertexBuffer.MatricesIndicesExtraKind
  91485. * - VertexBuffer.MatricesWeightsKind
  91486. * - VertexBuffer.MatricesWeightsExtraKind
  91487. * @param data defines the data source
  91488. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  91489. * @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)
  91490. * @returns the current mesh
  91491. */
  91492. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91493. /**
  91494. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  91495. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  91496. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  91497. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  91498. * @returns the current mesh
  91499. */
  91500. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  91501. /**
  91502. * Creates a un-shared specific occurence of the geometry for the mesh.
  91503. * @returns the current mesh
  91504. */
  91505. makeGeometryUnique(): Mesh;
  91506. /**
  91507. * Set the index buffer of this mesh
  91508. * @param indices defines the source data
  91509. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  91510. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  91511. * @returns the current mesh
  91512. */
  91513. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  91514. /**
  91515. * Update the current index buffer
  91516. * @param indices defines the source data
  91517. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91518. * @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)
  91519. * @returns the current mesh
  91520. */
  91521. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91522. /**
  91523. * Invert the geometry to move from a right handed system to a left handed one.
  91524. * @returns the current mesh
  91525. */
  91526. toLeftHanded(): Mesh;
  91527. /** @hidden */
  91528. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  91529. /** @hidden */
  91530. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  91531. /**
  91532. * Registers for this mesh a javascript function called just before the rendering process
  91533. * @param func defines the function to call before rendering this mesh
  91534. * @returns the current mesh
  91535. */
  91536. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  91537. /**
  91538. * Disposes a previously registered javascript function called before the rendering
  91539. * @param func defines the function to remove
  91540. * @returns the current mesh
  91541. */
  91542. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  91543. /**
  91544. * Registers for this mesh a javascript function called just after the rendering is complete
  91545. * @param func defines the function to call after rendering this mesh
  91546. * @returns the current mesh
  91547. */
  91548. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  91549. /**
  91550. * Disposes a previously registered javascript function called after the rendering.
  91551. * @param func defines the function to remove
  91552. * @returns the current mesh
  91553. */
  91554. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  91555. /** @hidden */
  91556. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  91557. /** @hidden */
  91558. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  91559. /** @hidden */
  91560. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  91561. /** @hidden */
  91562. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  91563. /** @hidden */
  91564. _rebuild(): void;
  91565. /** @hidden */
  91566. _freeze(): void;
  91567. /** @hidden */
  91568. _unFreeze(): void;
  91569. /**
  91570. * 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
  91571. * @param subMesh defines the subMesh to render
  91572. * @param enableAlphaMode defines if alpha mode can be changed
  91573. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  91574. * @returns the current mesh
  91575. */
  91576. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  91577. private _onBeforeDraw;
  91578. /**
  91579. * Renormalize the mesh and patch it up if there are no weights
  91580. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  91581. * However in the case of zero weights then we set just a single influence to 1.
  91582. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  91583. */
  91584. cleanMatrixWeights(): void;
  91585. private normalizeSkinFourWeights;
  91586. private normalizeSkinWeightsAndExtra;
  91587. /**
  91588. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  91589. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  91590. * the user know there was an issue with importing the mesh
  91591. * @returns a validation object with skinned, valid and report string
  91592. */
  91593. validateSkinning(): {
  91594. skinned: boolean;
  91595. valid: boolean;
  91596. report: string;
  91597. };
  91598. /** @hidden */
  91599. _checkDelayState(): Mesh;
  91600. private _queueLoad;
  91601. /**
  91602. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91603. * A mesh is in the frustum if its bounding box intersects the frustum
  91604. * @param frustumPlanes defines the frustum to test
  91605. * @returns true if the mesh is in the frustum planes
  91606. */
  91607. isInFrustum(frustumPlanes: Plane[]): boolean;
  91608. /**
  91609. * Sets the mesh material by the material or multiMaterial `id` property
  91610. * @param id is a string identifying the material or the multiMaterial
  91611. * @returns the current mesh
  91612. */
  91613. setMaterialByID(id: string): Mesh;
  91614. /**
  91615. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  91616. * @returns an array of IAnimatable
  91617. */
  91618. getAnimatables(): IAnimatable[];
  91619. /**
  91620. * Modifies the mesh geometry according to the passed transformation matrix.
  91621. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  91622. * The mesh normals are modified using the same transformation.
  91623. * Note that, under the hood, this method sets a new VertexBuffer each call.
  91624. * @param transform defines the transform matrix to use
  91625. * @see http://doc.babylonjs.com/resources/baking_transformations
  91626. * @returns the current mesh
  91627. */
  91628. bakeTransformIntoVertices(transform: Matrix): Mesh;
  91629. /**
  91630. * Modifies the mesh geometry according to its own current World Matrix.
  91631. * The mesh World Matrix is then reset.
  91632. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  91633. * Note that, under the hood, this method sets a new VertexBuffer each call.
  91634. * @see http://doc.babylonjs.com/resources/baking_transformations
  91635. * @returns the current mesh
  91636. */
  91637. bakeCurrentTransformIntoVertices(): Mesh;
  91638. /** @hidden */
  91639. readonly _positions: Nullable<Vector3[]>;
  91640. /** @hidden */
  91641. _resetPointsArrayCache(): Mesh;
  91642. /** @hidden */
  91643. _generatePointsArray(): boolean;
  91644. /**
  91645. * Returns a new Mesh object generated from the current mesh properties.
  91646. * This method must not get confused with createInstance()
  91647. * @param name is a string, the name given to the new mesh
  91648. * @param newParent can be any Node object (default `null`)
  91649. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  91650. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  91651. * @returns a new mesh
  91652. */
  91653. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  91654. /**
  91655. * Releases resources associated with this mesh.
  91656. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91657. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91658. */
  91659. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91660. /** @hidden */
  91661. _disposeInstanceSpecificData(): void;
  91662. /**
  91663. * Modifies the mesh geometry according to a displacement map.
  91664. * 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.
  91665. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  91666. * @param url is a string, the URL from the image file is to be downloaded.
  91667. * @param minHeight is the lower limit of the displacement.
  91668. * @param maxHeight is the upper limit of the displacement.
  91669. * @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.
  91670. * @param uvOffset is an optional vector2 used to offset UV.
  91671. * @param uvScale is an optional vector2 used to scale UV.
  91672. * @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.
  91673. * @returns the Mesh.
  91674. */
  91675. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  91676. /**
  91677. * Modifies the mesh geometry according to a displacementMap buffer.
  91678. * 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.
  91679. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  91680. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  91681. * @param heightMapWidth is the width of the buffer image.
  91682. * @param heightMapHeight is the height of the buffer image.
  91683. * @param minHeight is the lower limit of the displacement.
  91684. * @param maxHeight is the upper limit of the displacement.
  91685. * @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.
  91686. * @param uvOffset is an optional vector2 used to offset UV.
  91687. * @param uvScale is an optional vector2 used to scale UV.
  91688. * @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.
  91689. * @returns the Mesh.
  91690. */
  91691. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  91692. /**
  91693. * Modify the mesh to get a flat shading rendering.
  91694. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  91695. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  91696. * @returns current mesh
  91697. */
  91698. convertToFlatShadedMesh(): Mesh;
  91699. /**
  91700. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  91701. * In other words, more vertices, no more indices and a single bigger VBO.
  91702. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  91703. * @returns current mesh
  91704. */
  91705. convertToUnIndexedMesh(): Mesh;
  91706. /**
  91707. * Inverses facet orientations.
  91708. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  91709. * @param flipNormals will also inverts the normals
  91710. * @returns current mesh
  91711. */
  91712. flipFaces(flipNormals?: boolean): Mesh;
  91713. /**
  91714. * Increase the number of facets and hence vertices in a mesh
  91715. * Vertex normals are interpolated from existing vertex normals
  91716. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  91717. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  91718. */
  91719. increaseVertices(numberPerEdge: number): void;
  91720. /**
  91721. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  91722. * This will undo any application of covertToFlatShadedMesh
  91723. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  91724. */
  91725. forceSharedVertices(): void;
  91726. /** @hidden */
  91727. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  91728. /** @hidden */
  91729. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  91730. /**
  91731. * Creates a new InstancedMesh object from the mesh model.
  91732. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  91733. * @param name defines the name of the new instance
  91734. * @returns a new InstancedMesh
  91735. */
  91736. createInstance(name: string): InstancedMesh;
  91737. /**
  91738. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  91739. * After this call, all the mesh instances have the same submeshes than the current mesh.
  91740. * @returns the current mesh
  91741. */
  91742. synchronizeInstances(): Mesh;
  91743. /**
  91744. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  91745. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  91746. * This should be used together with the simplification to avoid disappearing triangles.
  91747. * @param successCallback an optional success callback to be called after the optimization finished.
  91748. * @returns the current mesh
  91749. */
  91750. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  91751. /**
  91752. * Serialize current mesh
  91753. * @param serializationObject defines the object which will receive the serialization data
  91754. */
  91755. serialize(serializationObject: any): void;
  91756. /** @hidden */
  91757. _syncGeometryWithMorphTargetManager(): void;
  91758. /** @hidden */
  91759. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  91760. /**
  91761. * Returns a new Mesh object parsed from the source provided.
  91762. * @param parsedMesh is the source
  91763. * @param scene defines the hosting scene
  91764. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  91765. * @returns a new Mesh
  91766. */
  91767. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  91768. /**
  91769. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  91770. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  91771. * @param name defines the name of the mesh to create
  91772. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  91773. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  91774. * @param closePath creates a seam between the first and the last points of each path of the path array
  91775. * @param offset is taken in account only if the `pathArray` is containing a single path
  91776. * @param scene defines the hosting scene
  91777. * @param updatable defines if the mesh must be flagged as updatable
  91778. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91779. * @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)
  91780. * @returns a new Mesh
  91781. */
  91782. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  91783. /**
  91784. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  91785. * @param name defines the name of the mesh to create
  91786. * @param radius sets the radius size (float) of the polygon (default 0.5)
  91787. * @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
  91788. * @param scene defines the hosting scene
  91789. * @param updatable defines if the mesh must be flagged as updatable
  91790. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91791. * @returns a new Mesh
  91792. */
  91793. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  91794. /**
  91795. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  91796. * @param name defines the name of the mesh to create
  91797. * @param size sets the size (float) of each box side (default 1)
  91798. * @param scene defines the hosting scene
  91799. * @param updatable defines if the mesh must be flagged as updatable
  91800. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91801. * @returns a new Mesh
  91802. */
  91803. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  91804. /**
  91805. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  91806. * @param name defines the name of the mesh to create
  91807. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  91808. * @param diameter sets the diameter size (float) of the sphere (default 1)
  91809. * @param scene defines the hosting scene
  91810. * @param updatable defines if the mesh must be flagged as updatable
  91811. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91812. * @returns a new Mesh
  91813. */
  91814. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  91815. /**
  91816. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  91817. * @param name defines the name of the mesh to create
  91818. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  91819. * @param diameter sets the diameter size (float) of the sphere (default 1)
  91820. * @param scene defines the hosting scene
  91821. * @returns a new Mesh
  91822. */
  91823. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  91824. /**
  91825. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  91826. * @param name defines the name of the mesh to create
  91827. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  91828. * @param diameterTop set the top cap diameter (floats, default 1)
  91829. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  91830. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  91831. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  91832. * @param scene defines the hosting scene
  91833. * @param updatable defines if the mesh must be flagged as updatable
  91834. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91835. * @returns a new Mesh
  91836. */
  91837. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  91838. /**
  91839. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  91840. * @param name defines the name of the mesh to create
  91841. * @param diameter sets the diameter size (float) of the torus (default 1)
  91842. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  91843. * @param tessellation sets the number of torus sides (postive integer, default 16)
  91844. * @param scene defines the hosting scene
  91845. * @param updatable defines if the mesh must be flagged as updatable
  91846. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91847. * @returns a new Mesh
  91848. */
  91849. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  91850. /**
  91851. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  91852. * @param name defines the name of the mesh to create
  91853. * @param radius sets the global radius size (float) of the torus knot (default 2)
  91854. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  91855. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  91856. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  91857. * @param p the number of windings on X axis (positive integers, default 2)
  91858. * @param q the number of windings on Y axis (positive integers, default 3)
  91859. * @param scene defines the hosting scene
  91860. * @param updatable defines if the mesh must be flagged as updatable
  91861. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91862. * @returns a new Mesh
  91863. */
  91864. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  91865. /**
  91866. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  91867. * @param name defines the name of the mesh to create
  91868. * @param points is an array successive Vector3
  91869. * @param scene defines the hosting scene
  91870. * @param updatable defines if the mesh must be flagged as updatable
  91871. * @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).
  91872. * @returns a new Mesh
  91873. */
  91874. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  91875. /**
  91876. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  91877. * @param name defines the name of the mesh to create
  91878. * @param points is an array successive Vector3
  91879. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  91880. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  91881. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  91882. * @param scene defines the hosting scene
  91883. * @param updatable defines if the mesh must be flagged as updatable
  91884. * @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)
  91885. * @returns a new Mesh
  91886. */
  91887. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  91888. /**
  91889. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  91890. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  91891. * 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.
  91892. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  91893. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  91894. * Remember you can only change the shape positions, not their number when updating a polygon.
  91895. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  91896. * @param name defines the name of the mesh to create
  91897. * @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
  91898. * @param scene defines the hosting scene
  91899. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  91900. * @param updatable defines if the mesh must be flagged as updatable
  91901. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91902. * @param earcutInjection can be used to inject your own earcut reference
  91903. * @returns a new Mesh
  91904. */
  91905. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  91906. /**
  91907. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  91908. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  91909. * @param name defines the name of the mesh to create
  91910. * @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
  91911. * @param depth defines the height of extrusion
  91912. * @param scene defines the hosting scene
  91913. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  91914. * @param updatable defines if the mesh must be flagged as updatable
  91915. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91916. * @param earcutInjection can be used to inject your own earcut reference
  91917. * @returns a new Mesh
  91918. */
  91919. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  91920. /**
  91921. * Creates an extruded shape mesh.
  91922. * 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
  91923. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  91924. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  91925. * @param name defines the name of the mesh to create
  91926. * @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
  91927. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  91928. * @param scale is the value to scale the shape
  91929. * @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
  91930. * @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
  91931. * @param scene defines the hosting scene
  91932. * @param updatable defines if the mesh must be flagged as updatable
  91933. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91934. * @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)
  91935. * @returns a new Mesh
  91936. */
  91937. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  91938. /**
  91939. * Creates an custom extruded shape mesh.
  91940. * The custom extrusion is a parametric shape.
  91941. * It has no predefined shape. Its final shape will depend on the input parameters.
  91942. * Please consider using the same method from the MeshBuilder class instead
  91943. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  91944. * @param name defines the name of the mesh to create
  91945. * @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
  91946. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  91947. * @param scaleFunction is a custom Javascript function called on each path point
  91948. * @param rotationFunction is a custom Javascript function called on each path point
  91949. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  91950. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  91951. * @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
  91952. * @param scene defines the hosting scene
  91953. * @param updatable defines if the mesh must be flagged as updatable
  91954. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91955. * @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)
  91956. * @returns a new Mesh
  91957. */
  91958. 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;
  91959. /**
  91960. * Creates lathe mesh.
  91961. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  91962. * Please consider using the same method from the MeshBuilder class instead
  91963. * @param name defines the name of the mesh to create
  91964. * @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
  91965. * @param radius is the radius value of the lathe
  91966. * @param tessellation is the side number of the lathe.
  91967. * @param scene defines the hosting scene
  91968. * @param updatable defines if the mesh must be flagged as updatable
  91969. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91970. * @returns a new Mesh
  91971. */
  91972. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  91973. /**
  91974. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  91975. * @param name defines the name of the mesh to create
  91976. * @param size sets the size (float) of both sides of the plane at once (default 1)
  91977. * @param scene defines the hosting scene
  91978. * @param updatable defines if the mesh must be flagged as updatable
  91979. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  91980. * @returns a new Mesh
  91981. */
  91982. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  91983. /**
  91984. * Creates a ground mesh.
  91985. * Please consider using the same method from the MeshBuilder class instead
  91986. * @param name defines the name of the mesh to create
  91987. * @param width set the width of the ground
  91988. * @param height set the height of the ground
  91989. * @param subdivisions sets the number of subdivisions per side
  91990. * @param scene defines the hosting scene
  91991. * @param updatable defines if the mesh must be flagged as updatable
  91992. * @returns a new Mesh
  91993. */
  91994. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  91995. /**
  91996. * Creates a tiled ground mesh.
  91997. * Please consider using the same method from the MeshBuilder class instead
  91998. * @param name defines the name of the mesh to create
  91999. * @param xmin set the ground minimum X coordinate
  92000. * @param zmin set the ground minimum Y coordinate
  92001. * @param xmax set the ground maximum X coordinate
  92002. * @param zmax set the ground maximum Z coordinate
  92003. * @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
  92004. * @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
  92005. * @param scene defines the hosting scene
  92006. * @param updatable defines if the mesh must be flagged as updatable
  92007. * @returns a new Mesh
  92008. */
  92009. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  92010. w: number;
  92011. h: number;
  92012. }, precision: {
  92013. w: number;
  92014. h: number;
  92015. }, scene: Scene, updatable?: boolean): Mesh;
  92016. /**
  92017. * Creates a ground mesh from a height map.
  92018. * Please consider using the same method from the MeshBuilder class instead
  92019. * @see http://doc.babylonjs.com/babylon101/height_map
  92020. * @param name defines the name of the mesh to create
  92021. * @param url sets the URL of the height map image resource
  92022. * @param width set the ground width size
  92023. * @param height set the ground height size
  92024. * @param subdivisions sets the number of subdivision per side
  92025. * @param minHeight is the minimum altitude on the ground
  92026. * @param maxHeight is the maximum altitude on the ground
  92027. * @param scene defines the hosting scene
  92028. * @param updatable defines if the mesh must be flagged as updatable
  92029. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  92030. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  92031. * @returns a new Mesh
  92032. */
  92033. 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;
  92034. /**
  92035. * Creates a tube mesh.
  92036. * The tube is a parametric shape.
  92037. * It has no predefined shape. Its final shape will depend on the input parameters.
  92038. * Please consider using the same method from the MeshBuilder class instead
  92039. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92040. * @param name defines the name of the mesh to create
  92041. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  92042. * @param radius sets the tube radius size
  92043. * @param tessellation is the number of sides on the tubular surface
  92044. * @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
  92045. * @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
  92046. * @param scene defines the hosting scene
  92047. * @param updatable defines if the mesh must be flagged as updatable
  92048. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92049. * @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)
  92050. * @returns a new Mesh
  92051. */
  92052. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  92053. (i: number, distance: number): number;
  92054. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92055. /**
  92056. * Creates a polyhedron mesh.
  92057. * Please consider using the same method from the MeshBuilder class instead.
  92058. * * 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
  92059. * * The parameter `size` (positive float, default 1) sets the polygon size
  92060. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  92061. * * 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`
  92062. * * 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
  92063. * * 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)`)
  92064. * * 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
  92065. * * 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
  92066. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92067. * * 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
  92068. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92069. * @param name defines the name of the mesh to create
  92070. * @param options defines the options used to create the mesh
  92071. * @param scene defines the hosting scene
  92072. * @returns a new Mesh
  92073. */
  92074. static CreatePolyhedron(name: string, options: {
  92075. type?: number;
  92076. size?: number;
  92077. sizeX?: number;
  92078. sizeY?: number;
  92079. sizeZ?: number;
  92080. custom?: any;
  92081. faceUV?: Vector4[];
  92082. faceColors?: Color4[];
  92083. updatable?: boolean;
  92084. sideOrientation?: number;
  92085. }, scene: Scene): Mesh;
  92086. /**
  92087. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  92088. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  92089. * * 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`)
  92090. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  92091. * * 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
  92092. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92093. * * 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
  92094. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92095. * @param name defines the name of the mesh
  92096. * @param options defines the options used to create the mesh
  92097. * @param scene defines the hosting scene
  92098. * @returns a new Mesh
  92099. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  92100. */
  92101. static CreateIcoSphere(name: string, options: {
  92102. radius?: number;
  92103. flat?: boolean;
  92104. subdivisions?: number;
  92105. sideOrientation?: number;
  92106. updatable?: boolean;
  92107. }, scene: Scene): Mesh;
  92108. /**
  92109. * Creates a decal mesh.
  92110. * Please consider using the same method from the MeshBuilder class instead.
  92111. * A decal is a mesh usually applied as a model onto the surface of another mesh
  92112. * @param name defines the name of the mesh
  92113. * @param sourceMesh defines the mesh receiving the decal
  92114. * @param position sets the position of the decal in world coordinates
  92115. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  92116. * @param size sets the decal scaling
  92117. * @param angle sets the angle to rotate the decal
  92118. * @returns a new Mesh
  92119. */
  92120. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  92121. /**
  92122. * Prepare internal position array for software CPU skinning
  92123. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  92124. */
  92125. setPositionsForCPUSkinning(): Float32Array;
  92126. /**
  92127. * Prepare internal normal array for software CPU skinning
  92128. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  92129. */
  92130. setNormalsForCPUSkinning(): Float32Array;
  92131. /**
  92132. * Updates the vertex buffer by applying transformation from the bones
  92133. * @param skeleton defines the skeleton to apply to current mesh
  92134. * @returns the current mesh
  92135. */
  92136. applySkeleton(skeleton: Skeleton): Mesh;
  92137. /**
  92138. * 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
  92139. * @param meshes defines the list of meshes to scan
  92140. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  92141. */
  92142. static MinMax(meshes: AbstractMesh[]): {
  92143. min: Vector3;
  92144. max: Vector3;
  92145. };
  92146. /**
  92147. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  92148. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  92149. * @returns a vector3
  92150. */
  92151. static Center(meshesOrMinMaxVector: {
  92152. min: Vector3;
  92153. max: Vector3;
  92154. } | AbstractMesh[]): Vector3;
  92155. /**
  92156. * Merge the array of meshes into a single mesh for performance reasons.
  92157. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  92158. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  92159. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  92160. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  92161. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  92162. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  92163. * @returns a new mesh
  92164. */
  92165. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  92166. /** @hidden */
  92167. addInstance(instance: InstancedMesh): void;
  92168. /** @hidden */
  92169. removeInstance(instance: InstancedMesh): void;
  92170. }
  92171. }
  92172. declare module BABYLON {
  92173. /**
  92174. * This is the base class of all the camera used in the application.
  92175. * @see http://doc.babylonjs.com/features/cameras
  92176. */
  92177. export class Camera extends Node {
  92178. /** @hidden */
  92179. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  92180. /**
  92181. * This is the default projection mode used by the cameras.
  92182. * It helps recreating a feeling of perspective and better appreciate depth.
  92183. * This is the best way to simulate real life cameras.
  92184. */
  92185. static readonly PERSPECTIVE_CAMERA: number;
  92186. /**
  92187. * This helps creating camera with an orthographic mode.
  92188. * 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.
  92189. */
  92190. static readonly ORTHOGRAPHIC_CAMERA: number;
  92191. /**
  92192. * This is the default FOV mode for perspective cameras.
  92193. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  92194. */
  92195. static readonly FOVMODE_VERTICAL_FIXED: number;
  92196. /**
  92197. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  92198. */
  92199. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  92200. /**
  92201. * This specifies ther is no need for a camera rig.
  92202. * Basically only one eye is rendered corresponding to the camera.
  92203. */
  92204. static readonly RIG_MODE_NONE: number;
  92205. /**
  92206. * Simulates a camera Rig with one blue eye and one red eye.
  92207. * This can be use with 3d blue and red glasses.
  92208. */
  92209. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  92210. /**
  92211. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  92212. */
  92213. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  92214. /**
  92215. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  92216. */
  92217. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  92218. /**
  92219. * Defines that both eyes of the camera will be rendered over under each other.
  92220. */
  92221. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  92222. /**
  92223. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  92224. */
  92225. static readonly RIG_MODE_VR: number;
  92226. /**
  92227. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  92228. */
  92229. static readonly RIG_MODE_WEBVR: number;
  92230. /**
  92231. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  92232. */
  92233. static readonly RIG_MODE_CUSTOM: number;
  92234. /**
  92235. * Defines if by default attaching controls should prevent the default javascript event to continue.
  92236. */
  92237. static ForceAttachControlToAlwaysPreventDefault: boolean;
  92238. /**
  92239. * Define the input manager associated with the camera.
  92240. */
  92241. inputs: CameraInputsManager<Camera>;
  92242. /** @hidden */
  92243. _position: Vector3;
  92244. /**
  92245. * Define the current local position of the camera in the scene
  92246. */
  92247. position: Vector3;
  92248. /**
  92249. * The vector the camera should consider as up.
  92250. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  92251. */
  92252. upVector: Vector3;
  92253. /**
  92254. * Define the current limit on the left side for an orthographic camera
  92255. * In scene unit
  92256. */
  92257. orthoLeft: Nullable<number>;
  92258. /**
  92259. * Define the current limit on the right side for an orthographic camera
  92260. * In scene unit
  92261. */
  92262. orthoRight: Nullable<number>;
  92263. /**
  92264. * Define the current limit on the bottom side for an orthographic camera
  92265. * In scene unit
  92266. */
  92267. orthoBottom: Nullable<number>;
  92268. /**
  92269. * Define the current limit on the top side for an orthographic camera
  92270. * In scene unit
  92271. */
  92272. orthoTop: Nullable<number>;
  92273. /**
  92274. * Field Of View is set in Radians. (default is 0.8)
  92275. */
  92276. fov: number;
  92277. /**
  92278. * Define the minimum distance the camera can see from.
  92279. * This is important to note that the depth buffer are not infinite and the closer it starts
  92280. * the more your scene might encounter depth fighting issue.
  92281. */
  92282. minZ: number;
  92283. /**
  92284. * Define the maximum distance the camera can see to.
  92285. * This is important to note that the depth buffer are not infinite and the further it end
  92286. * the more your scene might encounter depth fighting issue.
  92287. */
  92288. maxZ: number;
  92289. /**
  92290. * Define the default inertia of the camera.
  92291. * This helps giving a smooth feeling to the camera movement.
  92292. */
  92293. inertia: number;
  92294. /**
  92295. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  92296. */
  92297. mode: number;
  92298. /**
  92299. * Define wether the camera is intermediate.
  92300. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  92301. */
  92302. isIntermediate: boolean;
  92303. /**
  92304. * Define the viewport of the camera.
  92305. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  92306. */
  92307. viewport: Viewport;
  92308. /**
  92309. * Restricts the camera to viewing objects with the same layerMask.
  92310. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  92311. */
  92312. layerMask: number;
  92313. /**
  92314. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  92315. */
  92316. fovMode: number;
  92317. /**
  92318. * Rig mode of the camera.
  92319. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  92320. * This is normally controlled byt the camera themselves as internal use.
  92321. */
  92322. cameraRigMode: number;
  92323. /**
  92324. * Defines the distance between both "eyes" in case of a RIG
  92325. */
  92326. interaxialDistance: number;
  92327. /**
  92328. * Defines if stereoscopic rendering is done side by side or over under.
  92329. */
  92330. isStereoscopicSideBySide: boolean;
  92331. /**
  92332. * 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
  92333. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  92334. * else in the scene. (Eg. security camera)
  92335. *
  92336. * 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)
  92337. */
  92338. customRenderTargets: RenderTargetTexture[];
  92339. /**
  92340. * When set, the camera will render to this render target instead of the default canvas
  92341. *
  92342. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  92343. */
  92344. outputRenderTarget: Nullable<RenderTargetTexture>;
  92345. /**
  92346. * Observable triggered when the camera view matrix has changed.
  92347. */
  92348. onViewMatrixChangedObservable: Observable<Camera>;
  92349. /**
  92350. * Observable triggered when the camera Projection matrix has changed.
  92351. */
  92352. onProjectionMatrixChangedObservable: Observable<Camera>;
  92353. /**
  92354. * Observable triggered when the inputs have been processed.
  92355. */
  92356. onAfterCheckInputsObservable: Observable<Camera>;
  92357. /**
  92358. * Observable triggered when reset has been called and applied to the camera.
  92359. */
  92360. onRestoreStateObservable: Observable<Camera>;
  92361. /** @hidden */
  92362. _cameraRigParams: any;
  92363. /** @hidden */
  92364. _rigCameras: Camera[];
  92365. /** @hidden */
  92366. _rigPostProcess: Nullable<PostProcess>;
  92367. protected _webvrViewMatrix: Matrix;
  92368. /** @hidden */
  92369. _skipRendering: boolean;
  92370. /** @hidden */
  92371. _projectionMatrix: Matrix;
  92372. /** @hidden */
  92373. _postProcesses: Nullable<PostProcess>[];
  92374. /** @hidden */
  92375. _activeMeshes: SmartArray<AbstractMesh>;
  92376. protected _globalPosition: Vector3;
  92377. /** @hidden */
  92378. _computedViewMatrix: Matrix;
  92379. private _doNotComputeProjectionMatrix;
  92380. private _transformMatrix;
  92381. private _frustumPlanes;
  92382. private _refreshFrustumPlanes;
  92383. private _storedFov;
  92384. private _stateStored;
  92385. /**
  92386. * Instantiates a new camera object.
  92387. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  92388. * @see http://doc.babylonjs.com/features/cameras
  92389. * @param name Defines the name of the camera in the scene
  92390. * @param position Defines the position of the camera
  92391. * @param scene Defines the scene the camera belongs too
  92392. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  92393. */
  92394. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  92395. /**
  92396. * Store current camera state (fov, position, etc..)
  92397. * @returns the camera
  92398. */
  92399. storeState(): Camera;
  92400. /**
  92401. * Restores the camera state values if it has been stored. You must call storeState() first
  92402. */
  92403. protected _restoreStateValues(): boolean;
  92404. /**
  92405. * Restored camera state. You must call storeState() first.
  92406. * @returns true if restored and false otherwise
  92407. */
  92408. restoreState(): boolean;
  92409. /**
  92410. * Gets the class name of the camera.
  92411. * @returns the class name
  92412. */
  92413. getClassName(): string;
  92414. /** @hidden */
  92415. readonly _isCamera: boolean;
  92416. /**
  92417. * Gets a string representation of the camera useful for debug purpose.
  92418. * @param fullDetails Defines that a more verboe level of logging is required
  92419. * @returns the string representation
  92420. */
  92421. toString(fullDetails?: boolean): string;
  92422. /**
  92423. * Gets the current world space position of the camera.
  92424. */
  92425. readonly globalPosition: Vector3;
  92426. /**
  92427. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  92428. * @returns the active meshe list
  92429. */
  92430. getActiveMeshes(): SmartArray<AbstractMesh>;
  92431. /**
  92432. * Check wether a mesh is part of the current active mesh list of the camera
  92433. * @param mesh Defines the mesh to check
  92434. * @returns true if active, false otherwise
  92435. */
  92436. isActiveMesh(mesh: Mesh): boolean;
  92437. /**
  92438. * Is this camera ready to be used/rendered
  92439. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  92440. * @return true if the camera is ready
  92441. */
  92442. isReady(completeCheck?: boolean): boolean;
  92443. /** @hidden */
  92444. _initCache(): void;
  92445. /** @hidden */
  92446. _updateCache(ignoreParentClass?: boolean): void;
  92447. /** @hidden */
  92448. _isSynchronized(): boolean;
  92449. /** @hidden */
  92450. _isSynchronizedViewMatrix(): boolean;
  92451. /** @hidden */
  92452. _isSynchronizedProjectionMatrix(): boolean;
  92453. /**
  92454. * Attach the input controls to a specific dom element to get the input from.
  92455. * @param element Defines the element the controls should be listened from
  92456. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  92457. */
  92458. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  92459. /**
  92460. * Detach the current controls from the specified dom element.
  92461. * @param element Defines the element to stop listening the inputs from
  92462. */
  92463. detachControl(element: HTMLElement): void;
  92464. /**
  92465. * Update the camera state according to the different inputs gathered during the frame.
  92466. */
  92467. update(): void;
  92468. /** @hidden */
  92469. _checkInputs(): void;
  92470. /** @hidden */
  92471. readonly rigCameras: Camera[];
  92472. /**
  92473. * Gets the post process used by the rig cameras
  92474. */
  92475. readonly rigPostProcess: Nullable<PostProcess>;
  92476. /**
  92477. * Internal, gets the first post proces.
  92478. * @returns the first post process to be run on this camera.
  92479. */
  92480. _getFirstPostProcess(): Nullable<PostProcess>;
  92481. private _cascadePostProcessesToRigCams;
  92482. /**
  92483. * Attach a post process to the camera.
  92484. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  92485. * @param postProcess The post process to attach to the camera
  92486. * @param insertAt The position of the post process in case several of them are in use in the scene
  92487. * @returns the position the post process has been inserted at
  92488. */
  92489. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  92490. /**
  92491. * Detach a post process to the camera.
  92492. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  92493. * @param postProcess The post process to detach from the camera
  92494. */
  92495. detachPostProcess(postProcess: PostProcess): void;
  92496. /**
  92497. * Gets the current world matrix of the camera
  92498. */
  92499. getWorldMatrix(): Matrix;
  92500. /** @hidden */
  92501. _getViewMatrix(): Matrix;
  92502. /**
  92503. * Gets the current view matrix of the camera.
  92504. * @param force forces the camera to recompute the matrix without looking at the cached state
  92505. * @returns the view matrix
  92506. */
  92507. getViewMatrix(force?: boolean): Matrix;
  92508. /**
  92509. * Freeze the projection matrix.
  92510. * It will prevent the cache check of the camera projection compute and can speed up perf
  92511. * if no parameter of the camera are meant to change
  92512. * @param projection Defines manually a projection if necessary
  92513. */
  92514. freezeProjectionMatrix(projection?: Matrix): void;
  92515. /**
  92516. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  92517. */
  92518. unfreezeProjectionMatrix(): void;
  92519. /**
  92520. * Gets the current projection matrix of the camera.
  92521. * @param force forces the camera to recompute the matrix without looking at the cached state
  92522. * @returns the projection matrix
  92523. */
  92524. getProjectionMatrix(force?: boolean): Matrix;
  92525. /**
  92526. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  92527. * @returns a Matrix
  92528. */
  92529. getTransformationMatrix(): Matrix;
  92530. private _updateFrustumPlanes;
  92531. /**
  92532. * Checks if a cullable object (mesh...) is in the camera frustum
  92533. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  92534. * @param target The object to check
  92535. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  92536. * @returns true if the object is in frustum otherwise false
  92537. */
  92538. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  92539. /**
  92540. * Checks if a cullable object (mesh...) is in the camera frustum
  92541. * Unlike isInFrustum this cheks the full bounding box
  92542. * @param target The object to check
  92543. * @returns true if the object is in frustum otherwise false
  92544. */
  92545. isCompletelyInFrustum(target: ICullable): boolean;
  92546. /**
  92547. * Gets a ray in the forward direction from the camera.
  92548. * @param length Defines the length of the ray to create
  92549. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  92550. * @param origin Defines the start point of the ray which defaults to the camera position
  92551. * @returns the forward ray
  92552. */
  92553. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  92554. /**
  92555. * Releases resources associated with this node.
  92556. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92557. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92558. */
  92559. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92560. /** @hidden */
  92561. _isLeftCamera: boolean;
  92562. /**
  92563. * Gets the left camera of a rig setup in case of Rigged Camera
  92564. */
  92565. readonly isLeftCamera: boolean;
  92566. /** @hidden */
  92567. _isRightCamera: boolean;
  92568. /**
  92569. * Gets the right camera of a rig setup in case of Rigged Camera
  92570. */
  92571. readonly isRightCamera: boolean;
  92572. /**
  92573. * Gets the left camera of a rig setup in case of Rigged Camera
  92574. */
  92575. readonly leftCamera: Nullable<FreeCamera>;
  92576. /**
  92577. * Gets the right camera of a rig setup in case of Rigged Camera
  92578. */
  92579. readonly rightCamera: Nullable<FreeCamera>;
  92580. /**
  92581. * Gets the left camera target of a rig setup in case of Rigged Camera
  92582. * @returns the target position
  92583. */
  92584. getLeftTarget(): Nullable<Vector3>;
  92585. /**
  92586. * Gets the right camera target of a rig setup in case of Rigged Camera
  92587. * @returns the target position
  92588. */
  92589. getRightTarget(): Nullable<Vector3>;
  92590. /**
  92591. * @hidden
  92592. */
  92593. setCameraRigMode(mode: number, rigParams: any): void;
  92594. /** @hidden */
  92595. static _setStereoscopicRigMode(camera: Camera): void;
  92596. /** @hidden */
  92597. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  92598. /** @hidden */
  92599. static _setVRRigMode(camera: Camera, rigParams: any): void;
  92600. /** @hidden */
  92601. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  92602. /** @hidden */
  92603. _getVRProjectionMatrix(): Matrix;
  92604. protected _updateCameraRotationMatrix(): void;
  92605. protected _updateWebVRCameraRotationMatrix(): void;
  92606. /**
  92607. * This function MUST be overwritten by the different WebVR cameras available.
  92608. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  92609. * @hidden
  92610. */
  92611. _getWebVRProjectionMatrix(): Matrix;
  92612. /**
  92613. * This function MUST be overwritten by the different WebVR cameras available.
  92614. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  92615. * @hidden
  92616. */
  92617. _getWebVRViewMatrix(): Matrix;
  92618. /** @hidden */
  92619. setCameraRigParameter(name: string, value: any): void;
  92620. /**
  92621. * needs to be overridden by children so sub has required properties to be copied
  92622. * @hidden
  92623. */
  92624. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  92625. /**
  92626. * May need to be overridden by children
  92627. * @hidden
  92628. */
  92629. _updateRigCameras(): void;
  92630. /** @hidden */
  92631. _setupInputs(): void;
  92632. /**
  92633. * Serialiaze the camera setup to a json represention
  92634. * @returns the JSON representation
  92635. */
  92636. serialize(): any;
  92637. /**
  92638. * Clones the current camera.
  92639. * @param name The cloned camera name
  92640. * @returns the cloned camera
  92641. */
  92642. clone(name: string): Camera;
  92643. /**
  92644. * Gets the direction of the camera relative to a given local axis.
  92645. * @param localAxis Defines the reference axis to provide a relative direction.
  92646. * @return the direction
  92647. */
  92648. getDirection(localAxis: Vector3): Vector3;
  92649. /**
  92650. * Returns the current camera absolute rotation
  92651. */
  92652. readonly absoluteRotation: Quaternion;
  92653. /**
  92654. * Gets the direction of the camera relative to a given local axis into a passed vector.
  92655. * @param localAxis Defines the reference axis to provide a relative direction.
  92656. * @param result Defines the vector to store the result in
  92657. */
  92658. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  92659. /**
  92660. * Gets a camera constructor for a given camera type
  92661. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  92662. * @param name The name of the camera the result will be able to instantiate
  92663. * @param scene The scene the result will construct the camera in
  92664. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  92665. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  92666. * @returns a factory method to construc the camera
  92667. */
  92668. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  92669. /**
  92670. * Compute the world matrix of the camera.
  92671. * @returns the camera world matrix
  92672. */
  92673. computeWorldMatrix(): Matrix;
  92674. /**
  92675. * Parse a JSON and creates the camera from the parsed information
  92676. * @param parsedCamera The JSON to parse
  92677. * @param scene The scene to instantiate the camera in
  92678. * @returns the newly constructed camera
  92679. */
  92680. static Parse(parsedCamera: any, scene: Scene): Camera;
  92681. }
  92682. }
  92683. declare module BABYLON {
  92684. /**
  92685. * Class containing static functions to help procedurally build meshes
  92686. */
  92687. export class DiscBuilder {
  92688. /**
  92689. * Creates a plane polygonal mesh. By default, this is a disc
  92690. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  92691. * * 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
  92692. * * 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
  92693. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  92694. * * 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
  92695. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92696. * @param name defines the name of the mesh
  92697. * @param options defines the options used to create the mesh
  92698. * @param scene defines the hosting scene
  92699. * @returns the plane polygonal mesh
  92700. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  92701. */
  92702. static CreateDisc(name: string, options: {
  92703. radius?: number;
  92704. tessellation?: number;
  92705. arc?: number;
  92706. updatable?: boolean;
  92707. sideOrientation?: number;
  92708. frontUVs?: Vector4;
  92709. backUVs?: Vector4;
  92710. }, scene?: Nullable<Scene>): Mesh;
  92711. }
  92712. }
  92713. declare module BABYLON {
  92714. /**
  92715. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  92716. *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.
  92717. * The SPS is also a particle system. It provides some methods to manage the particles.
  92718. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  92719. *
  92720. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  92721. */
  92722. export class SolidParticleSystem implements IDisposable {
  92723. /**
  92724. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  92725. * Example : var p = SPS.particles[i];
  92726. */
  92727. particles: SolidParticle[];
  92728. /**
  92729. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  92730. */
  92731. nbParticles: number;
  92732. /**
  92733. * If the particles must ever face the camera (default false). Useful for planar particles.
  92734. */
  92735. billboard: boolean;
  92736. /**
  92737. * Recompute normals when adding a shape
  92738. */
  92739. recomputeNormals: boolean;
  92740. /**
  92741. * This a counter ofr your own usage. It's not set by any SPS functions.
  92742. */
  92743. counter: number;
  92744. /**
  92745. * The SPS name. This name is also given to the underlying mesh.
  92746. */
  92747. name: string;
  92748. /**
  92749. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  92750. */
  92751. mesh: Mesh;
  92752. /**
  92753. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  92754. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  92755. */
  92756. vars: any;
  92757. /**
  92758. * This array is populated when the SPS is set as 'pickable'.
  92759. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  92760. * Each element of this array is an object `{idx: int, faceId: int}`.
  92761. * `idx` is the picked particle index in the `SPS.particles` array
  92762. * `faceId` is the picked face index counted within this particle.
  92763. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  92764. */
  92765. pickedParticles: {
  92766. idx: number;
  92767. faceId: number;
  92768. }[];
  92769. /**
  92770. * This array is populated when `enableDepthSort` is set to true.
  92771. * Each element of this array is an instance of the class DepthSortedParticle.
  92772. */
  92773. depthSortedParticles: DepthSortedParticle[];
  92774. /**
  92775. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  92776. * @hidden
  92777. */
  92778. _bSphereOnly: boolean;
  92779. /**
  92780. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  92781. * @hidden
  92782. */
  92783. _bSphereRadiusFactor: number;
  92784. private _scene;
  92785. private _positions;
  92786. private _indices;
  92787. private _normals;
  92788. private _colors;
  92789. private _uvs;
  92790. private _indices32;
  92791. private _positions32;
  92792. private _normals32;
  92793. private _fixedNormal32;
  92794. private _colors32;
  92795. private _uvs32;
  92796. private _index;
  92797. private _updatable;
  92798. private _pickable;
  92799. private _isVisibilityBoxLocked;
  92800. private _alwaysVisible;
  92801. private _depthSort;
  92802. private _expandable;
  92803. private _shapeCounter;
  92804. private _copy;
  92805. private _color;
  92806. private _computeParticleColor;
  92807. private _computeParticleTexture;
  92808. private _computeParticleRotation;
  92809. private _computeParticleVertex;
  92810. private _computeBoundingBox;
  92811. private _depthSortParticles;
  92812. private _camera;
  92813. private _mustUnrotateFixedNormals;
  92814. private _particlesIntersect;
  92815. private _needs32Bits;
  92816. private _isNotBuilt;
  92817. /**
  92818. * Creates a SPS (Solid Particle System) object.
  92819. * @param name (String) is the SPS name, this will be the underlying mesh name.
  92820. * @param scene (Scene) is the scene in which the SPS is added.
  92821. * @param options defines the options of the sps e.g.
  92822. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  92823. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  92824. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  92825. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  92826. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  92827. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  92828. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  92829. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  92830. */
  92831. constructor(name: string, scene: Scene, options?: {
  92832. updatable?: boolean;
  92833. isPickable?: boolean;
  92834. enableDepthSort?: boolean;
  92835. particleIntersection?: boolean;
  92836. boundingSphereOnly?: boolean;
  92837. bSphereRadiusFactor?: number;
  92838. expandable?: boolean;
  92839. });
  92840. /**
  92841. * Builds the SPS underlying mesh. Returns a standard Mesh.
  92842. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  92843. * @returns the created mesh
  92844. */
  92845. buildMesh(): Mesh;
  92846. /**
  92847. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  92848. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  92849. * Thus the particles generated from `digest()` have their property `position` set yet.
  92850. * @param mesh ( Mesh ) is the mesh to be digested
  92851. * @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
  92852. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  92853. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  92854. * @returns the current SPS
  92855. */
  92856. digest(mesh: Mesh, options?: {
  92857. facetNb?: number;
  92858. number?: number;
  92859. delta?: number;
  92860. }): SolidParticleSystem;
  92861. private _unrotateFixedNormals;
  92862. private _resetCopy;
  92863. private _meshBuilder;
  92864. private _posToShape;
  92865. private _uvsToShapeUV;
  92866. private _addParticle;
  92867. /**
  92868. * Adds some particles to the SPS from the model shape. Returns the shape id.
  92869. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  92870. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  92871. * @param nb (positive integer) the number of particles to be created from this model
  92872. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  92873. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  92874. * @returns the number of shapes in the system
  92875. */
  92876. addShape(mesh: Mesh, nb: number, options?: {
  92877. positionFunction?: any;
  92878. vertexFunction?: any;
  92879. }): number;
  92880. private _rebuildParticle;
  92881. /**
  92882. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  92883. * @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.
  92884. * @returns the SPS.
  92885. */
  92886. rebuildMesh(reset?: boolean): SolidParticleSystem;
  92887. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  92888. * Returns an array with the removed particles.
  92889. * 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.
  92890. * The SPS can't be empty so at least one particle needs to remain in place.
  92891. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  92892. * @param start index of the first particle to remove
  92893. * @param end index of the last particle to remove (included)
  92894. * @returns an array populated with the removed particles
  92895. */
  92896. removeParticles(start: number, end: number): SolidParticle[];
  92897. /**
  92898. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  92899. * This method calls `updateParticle()` for each particle of the SPS.
  92900. * For an animated SPS, it is usually called within the render loop.
  92901. * 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.
  92902. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  92903. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  92904. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  92905. * @returns the SPS.
  92906. */
  92907. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  92908. /**
  92909. * Disposes the SPS.
  92910. */
  92911. dispose(): void;
  92912. /**
  92913. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  92914. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  92915. * @returns the SPS.
  92916. */
  92917. refreshVisibleSize(): SolidParticleSystem;
  92918. /**
  92919. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  92920. * @param size the size (float) of the visibility box
  92921. * note : this doesn't lock the SPS mesh bounding box.
  92922. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  92923. */
  92924. setVisibilityBox(size: number): void;
  92925. /**
  92926. * Gets whether the SPS as always visible or not
  92927. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  92928. */
  92929. /**
  92930. * Sets the SPS as always visible or not
  92931. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  92932. */
  92933. isAlwaysVisible: boolean;
  92934. /**
  92935. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  92936. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  92937. */
  92938. /**
  92939. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  92940. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  92941. */
  92942. isVisibilityBoxLocked: boolean;
  92943. /**
  92944. * Tells to `setParticles()` to compute the particle rotations or not.
  92945. * Default value : true. The SPS is faster when it's set to false.
  92946. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  92947. */
  92948. /**
  92949. * Gets if `setParticles()` computes the particle rotations or not.
  92950. * Default value : true. The SPS is faster when it's set to false.
  92951. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  92952. */
  92953. computeParticleRotation: boolean;
  92954. /**
  92955. * Tells to `setParticles()` to compute the particle colors or not.
  92956. * Default value : true. The SPS is faster when it's set to false.
  92957. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  92958. */
  92959. /**
  92960. * Gets if `setParticles()` computes the particle colors or not.
  92961. * Default value : true. The SPS is faster when it's set to false.
  92962. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  92963. */
  92964. computeParticleColor: boolean;
  92965. /**
  92966. * Gets if `setParticles()` computes the particle textures or not.
  92967. * Default value : true. The SPS is faster when it's set to false.
  92968. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  92969. */
  92970. computeParticleTexture: boolean;
  92971. /**
  92972. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  92973. * Default value : false. The SPS is faster when it's set to false.
  92974. * Note : the particle custom vertex positions aren't stored values.
  92975. */
  92976. /**
  92977. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  92978. * Default value : false. The SPS is faster when it's set to false.
  92979. * Note : the particle custom vertex positions aren't stored values.
  92980. */
  92981. computeParticleVertex: boolean;
  92982. /**
  92983. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  92984. */
  92985. /**
  92986. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  92987. */
  92988. computeBoundingBox: boolean;
  92989. /**
  92990. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  92991. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  92992. * Default : `true`
  92993. */
  92994. /**
  92995. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  92996. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  92997. * Default : `true`
  92998. */
  92999. depthSortParticles: boolean;
  93000. /**
  93001. * Gets if the SPS is created as expandable at construction time.
  93002. * Default : `false`
  93003. */
  93004. readonly expandable: boolean;
  93005. /**
  93006. * This function does nothing. It may be overwritten to set all the particle first values.
  93007. * The SPS doesn't call this function, you may have to call it by your own.
  93008. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93009. */
  93010. initParticles(): void;
  93011. /**
  93012. * This function does nothing. It may be overwritten to recycle a particle.
  93013. * The SPS doesn't call this function, you may have to call it by your own.
  93014. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93015. * @param particle The particle to recycle
  93016. * @returns the recycled particle
  93017. */
  93018. recycleParticle(particle: SolidParticle): SolidParticle;
  93019. /**
  93020. * Updates a particle : this function should be overwritten by the user.
  93021. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  93022. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93023. * @example : just set a particle position or velocity and recycle conditions
  93024. * @param particle The particle to update
  93025. * @returns the updated particle
  93026. */
  93027. updateParticle(particle: SolidParticle): SolidParticle;
  93028. /**
  93029. * Updates a vertex of a particle : it can be overwritten by the user.
  93030. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  93031. * @param particle the current particle
  93032. * @param vertex the current index of the current particle
  93033. * @param pt the index of the current vertex in the particle shape
  93034. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  93035. * @example : just set a vertex particle position
  93036. * @returns the updated vertex
  93037. */
  93038. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  93039. /**
  93040. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  93041. * This does nothing and may be overwritten by the user.
  93042. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93043. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93044. * @param update the boolean update value actually passed to setParticles()
  93045. */
  93046. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93047. /**
  93048. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  93049. * This will be passed three parameters.
  93050. * This does nothing and may be overwritten by the user.
  93051. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93052. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93053. * @param update the boolean update value actually passed to setParticles()
  93054. */
  93055. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93056. }
  93057. }
  93058. declare module BABYLON {
  93059. /**
  93060. * Represents one particle of a solid particle system.
  93061. */
  93062. export class SolidParticle {
  93063. /**
  93064. * particle global index
  93065. */
  93066. idx: number;
  93067. /**
  93068. * The color of the particle
  93069. */
  93070. color: Nullable<Color4>;
  93071. /**
  93072. * The world space position of the particle.
  93073. */
  93074. position: Vector3;
  93075. /**
  93076. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  93077. */
  93078. rotation: Vector3;
  93079. /**
  93080. * The world space rotation quaternion of the particle.
  93081. */
  93082. rotationQuaternion: Nullable<Quaternion>;
  93083. /**
  93084. * The scaling of the particle.
  93085. */
  93086. scaling: Vector3;
  93087. /**
  93088. * The uvs of the particle.
  93089. */
  93090. uvs: Vector4;
  93091. /**
  93092. * The current speed of the particle.
  93093. */
  93094. velocity: Vector3;
  93095. /**
  93096. * The pivot point in the particle local space.
  93097. */
  93098. pivot: Vector3;
  93099. /**
  93100. * Must the particle be translated from its pivot point in its local space ?
  93101. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  93102. * Default : false
  93103. */
  93104. translateFromPivot: boolean;
  93105. /**
  93106. * Is the particle active or not ?
  93107. */
  93108. alive: boolean;
  93109. /**
  93110. * Is the particle visible or not ?
  93111. */
  93112. isVisible: boolean;
  93113. /**
  93114. * Index of this particle in the global "positions" array (Internal use)
  93115. * @hidden
  93116. */
  93117. _pos: number;
  93118. /**
  93119. * @hidden Index of this particle in the global "indices" array (Internal use)
  93120. */
  93121. _ind: number;
  93122. /**
  93123. * @hidden ModelShape of this particle (Internal use)
  93124. */
  93125. _model: ModelShape;
  93126. /**
  93127. * ModelShape id of this particle
  93128. */
  93129. shapeId: number;
  93130. /**
  93131. * Index of the particle in its shape id
  93132. */
  93133. idxInShape: number;
  93134. /**
  93135. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  93136. */
  93137. _modelBoundingInfo: BoundingInfo;
  93138. /**
  93139. * @hidden Particle BoundingInfo object (Internal use)
  93140. */
  93141. _boundingInfo: BoundingInfo;
  93142. /**
  93143. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  93144. */
  93145. _sps: SolidParticleSystem;
  93146. /**
  93147. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  93148. */
  93149. _stillInvisible: boolean;
  93150. /**
  93151. * @hidden Last computed particle rotation matrix
  93152. */
  93153. _rotationMatrix: number[];
  93154. /**
  93155. * Parent particle Id, if any.
  93156. * Default null.
  93157. */
  93158. parentId: Nullable<number>;
  93159. /**
  93160. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  93161. * The possible values are :
  93162. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93163. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93164. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93165. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93166. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93167. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  93168. * */
  93169. cullingStrategy: number;
  93170. /**
  93171. * @hidden Internal global position in the SPS.
  93172. */
  93173. _globalPosition: Vector3;
  93174. /**
  93175. * Creates a Solid Particle object.
  93176. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  93177. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  93178. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  93179. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  93180. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  93181. * @param shapeId (integer) is the model shape identifier in the SPS.
  93182. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  93183. * @param sps defines the sps it is associated to
  93184. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  93185. */
  93186. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  93187. /**
  93188. * Legacy support, changed scale to scaling
  93189. */
  93190. /**
  93191. * Legacy support, changed scale to scaling
  93192. */
  93193. scale: Vector3;
  93194. /**
  93195. * Legacy support, changed quaternion to rotationQuaternion
  93196. */
  93197. /**
  93198. * Legacy support, changed quaternion to rotationQuaternion
  93199. */
  93200. quaternion: Nullable<Quaternion>;
  93201. /**
  93202. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  93203. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  93204. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  93205. * @returns true if it intersects
  93206. */
  93207. intersectsMesh(target: Mesh | SolidParticle): boolean;
  93208. /**
  93209. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  93210. * A particle is in the frustum if its bounding box intersects the frustum
  93211. * @param frustumPlanes defines the frustum to test
  93212. * @returns true if the particle is in the frustum planes
  93213. */
  93214. isInFrustum(frustumPlanes: Plane[]): boolean;
  93215. /**
  93216. * get the rotation matrix of the particle
  93217. * @hidden
  93218. */
  93219. getRotationMatrix(m: Matrix): void;
  93220. }
  93221. /**
  93222. * Represents the shape of the model used by one particle of a solid particle system.
  93223. * SPS internal tool, don't use it manually.
  93224. */
  93225. export class ModelShape {
  93226. /**
  93227. * The shape id
  93228. * @hidden
  93229. */
  93230. shapeID: number;
  93231. /**
  93232. * flat array of model positions (internal use)
  93233. * @hidden
  93234. */
  93235. _shape: Vector3[];
  93236. /**
  93237. * flat array of model UVs (internal use)
  93238. * @hidden
  93239. */
  93240. _shapeUV: number[];
  93241. /**
  93242. * color array of the model
  93243. * @hidden
  93244. */
  93245. _shapeColors: number[];
  93246. /**
  93247. * indices array of the model
  93248. * @hidden
  93249. */
  93250. _indices: number[];
  93251. /**
  93252. * normals array of the model
  93253. * @hidden
  93254. */
  93255. _normals: number[];
  93256. /**
  93257. * length of the shape in the model indices array (internal use)
  93258. * @hidden
  93259. */
  93260. _indicesLength: number;
  93261. /**
  93262. * Custom position function (internal use)
  93263. * @hidden
  93264. */
  93265. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  93266. /**
  93267. * Custom vertex function (internal use)
  93268. * @hidden
  93269. */
  93270. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  93271. /**
  93272. * 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.
  93273. * SPS internal tool, don't use it manually.
  93274. * @hidden
  93275. */
  93276. 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>);
  93277. }
  93278. /**
  93279. * Represents a Depth Sorted Particle in the solid particle system.
  93280. */
  93281. export class DepthSortedParticle {
  93282. /**
  93283. * Index of the particle in the "indices" array
  93284. */
  93285. ind: number;
  93286. /**
  93287. * Length of the particle shape in the "indices" array
  93288. */
  93289. indicesLength: number;
  93290. /**
  93291. * Squared distance from the particle to the camera
  93292. */
  93293. sqDistance: number;
  93294. }
  93295. }
  93296. declare module BABYLON {
  93297. /**
  93298. * @hidden
  93299. */
  93300. export class _MeshCollisionData {
  93301. _checkCollisions: boolean;
  93302. _collisionMask: number;
  93303. _collisionGroup: number;
  93304. _collider: Nullable<Collider>;
  93305. _oldPositionForCollisions: Vector3;
  93306. _diffPositionForCollisions: Vector3;
  93307. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  93308. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  93309. }
  93310. }
  93311. declare module BABYLON {
  93312. /** @hidden */
  93313. class _FacetDataStorage {
  93314. facetPositions: Vector3[];
  93315. facetNormals: Vector3[];
  93316. facetPartitioning: number[][];
  93317. facetNb: number;
  93318. partitioningSubdivisions: number;
  93319. partitioningBBoxRatio: number;
  93320. facetDataEnabled: boolean;
  93321. facetParameters: any;
  93322. bbSize: Vector3;
  93323. subDiv: {
  93324. max: number;
  93325. X: number;
  93326. Y: number;
  93327. Z: number;
  93328. };
  93329. facetDepthSort: boolean;
  93330. facetDepthSortEnabled: boolean;
  93331. depthSortedIndices: IndicesArray;
  93332. depthSortedFacets: {
  93333. ind: number;
  93334. sqDistance: number;
  93335. }[];
  93336. facetDepthSortFunction: (f1: {
  93337. ind: number;
  93338. sqDistance: number;
  93339. }, f2: {
  93340. ind: number;
  93341. sqDistance: number;
  93342. }) => number;
  93343. facetDepthSortFrom: Vector3;
  93344. facetDepthSortOrigin: Vector3;
  93345. invertedMatrix: Matrix;
  93346. }
  93347. /**
  93348. * @hidden
  93349. **/
  93350. class _InternalAbstractMeshDataInfo {
  93351. _hasVertexAlpha: boolean;
  93352. _useVertexColors: boolean;
  93353. _numBoneInfluencers: number;
  93354. _applyFog: boolean;
  93355. _receiveShadows: boolean;
  93356. _facetData: _FacetDataStorage;
  93357. _visibility: number;
  93358. _skeleton: Nullable<Skeleton>;
  93359. _layerMask: number;
  93360. _computeBonesUsingShaders: boolean;
  93361. _isActive: boolean;
  93362. _onlyForInstances: boolean;
  93363. _isActiveIntermediate: boolean;
  93364. _onlyForInstancesIntermediate: boolean;
  93365. _actAsRegularMesh: boolean;
  93366. }
  93367. /**
  93368. * Class used to store all common mesh properties
  93369. */
  93370. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  93371. /** No occlusion */
  93372. static OCCLUSION_TYPE_NONE: number;
  93373. /** Occlusion set to optimisitic */
  93374. static OCCLUSION_TYPE_OPTIMISTIC: number;
  93375. /** Occlusion set to strict */
  93376. static OCCLUSION_TYPE_STRICT: number;
  93377. /** Use an accurante occlusion algorithm */
  93378. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  93379. /** Use a conservative occlusion algorithm */
  93380. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  93381. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  93382. * Test order :
  93383. * Is the bounding sphere outside the frustum ?
  93384. * If not, are the bounding box vertices outside the frustum ?
  93385. * It not, then the cullable object is in the frustum.
  93386. */
  93387. static readonly CULLINGSTRATEGY_STANDARD: number;
  93388. /** Culling strategy : Bounding Sphere Only.
  93389. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  93390. * It's also less accurate than the standard because some not visible objects can still be selected.
  93391. * Test : is the bounding sphere outside the frustum ?
  93392. * If not, then the cullable object is in the frustum.
  93393. */
  93394. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  93395. /** Culling strategy : Optimistic Inclusion.
  93396. * This in an inclusion test first, then the standard exclusion test.
  93397. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  93398. * 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.
  93399. * Anyway, it's as accurate as the standard strategy.
  93400. * Test :
  93401. * Is the cullable object bounding sphere center in the frustum ?
  93402. * If not, apply the default culling strategy.
  93403. */
  93404. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  93405. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  93406. * This in an inclusion test first, then the bounding sphere only exclusion test.
  93407. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  93408. * 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.
  93409. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  93410. * Test :
  93411. * Is the cullable object bounding sphere center in the frustum ?
  93412. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  93413. */
  93414. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  93415. /**
  93416. * No billboard
  93417. */
  93418. static readonly BILLBOARDMODE_NONE: number;
  93419. /** Billboard on X axis */
  93420. static readonly BILLBOARDMODE_X: number;
  93421. /** Billboard on Y axis */
  93422. static readonly BILLBOARDMODE_Y: number;
  93423. /** Billboard on Z axis */
  93424. static readonly BILLBOARDMODE_Z: number;
  93425. /** Billboard on all axes */
  93426. static readonly BILLBOARDMODE_ALL: number;
  93427. /** Billboard on using position instead of orientation */
  93428. static readonly BILLBOARDMODE_USE_POSITION: number;
  93429. /** @hidden */
  93430. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  93431. /**
  93432. * The culling strategy to use to check whether the mesh must be rendered or not.
  93433. * This value can be changed at any time and will be used on the next render mesh selection.
  93434. * The possible values are :
  93435. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93436. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93437. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93438. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93439. * Please read each static variable documentation to get details about the culling process.
  93440. * */
  93441. cullingStrategy: number;
  93442. /**
  93443. * Gets the number of facets in the mesh
  93444. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  93445. */
  93446. readonly facetNb: number;
  93447. /**
  93448. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  93449. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  93450. */
  93451. partitioningSubdivisions: number;
  93452. /**
  93453. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  93454. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  93455. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  93456. */
  93457. partitioningBBoxRatio: number;
  93458. /**
  93459. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  93460. * Works only for updatable meshes.
  93461. * Doesn't work with multi-materials
  93462. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  93463. */
  93464. mustDepthSortFacets: boolean;
  93465. /**
  93466. * The location (Vector3) where the facet depth sort must be computed from.
  93467. * By default, the active camera position.
  93468. * Used only when facet depth sort is enabled
  93469. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  93470. */
  93471. facetDepthSortFrom: Vector3;
  93472. /**
  93473. * gets a boolean indicating if facetData is enabled
  93474. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  93475. */
  93476. readonly isFacetDataEnabled: boolean;
  93477. /** @hidden */
  93478. _updateNonUniformScalingState(value: boolean): boolean;
  93479. /**
  93480. * An event triggered when this mesh collides with another one
  93481. */
  93482. onCollideObservable: Observable<AbstractMesh>;
  93483. /** Set a function to call when this mesh collides with another one */
  93484. onCollide: () => void;
  93485. /**
  93486. * An event triggered when the collision's position changes
  93487. */
  93488. onCollisionPositionChangeObservable: Observable<Vector3>;
  93489. /** Set a function to call when the collision's position changes */
  93490. onCollisionPositionChange: () => void;
  93491. /**
  93492. * An event triggered when material is changed
  93493. */
  93494. onMaterialChangedObservable: Observable<AbstractMesh>;
  93495. /**
  93496. * Gets or sets the orientation for POV movement & rotation
  93497. */
  93498. definedFacingForward: boolean;
  93499. /** @hidden */
  93500. _occlusionQuery: Nullable<WebGLQuery>;
  93501. /** @hidden */
  93502. _renderingGroup: Nullable<RenderingGroup>;
  93503. /**
  93504. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  93505. */
  93506. /**
  93507. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  93508. */
  93509. visibility: number;
  93510. /** Gets or sets the alpha index used to sort transparent meshes
  93511. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  93512. */
  93513. alphaIndex: number;
  93514. /**
  93515. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  93516. */
  93517. isVisible: boolean;
  93518. /**
  93519. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  93520. */
  93521. isPickable: boolean;
  93522. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  93523. showSubMeshesBoundingBox: boolean;
  93524. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  93525. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  93526. */
  93527. isBlocker: boolean;
  93528. /**
  93529. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  93530. */
  93531. enablePointerMoveEvents: boolean;
  93532. /**
  93533. * Specifies the rendering group id for this mesh (0 by default)
  93534. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  93535. */
  93536. renderingGroupId: number;
  93537. private _material;
  93538. /** Gets or sets current material */
  93539. material: Nullable<Material>;
  93540. /**
  93541. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  93542. * @see http://doc.babylonjs.com/babylon101/shadows
  93543. */
  93544. receiveShadows: boolean;
  93545. /** Defines color to use when rendering outline */
  93546. outlineColor: Color3;
  93547. /** Define width to use when rendering outline */
  93548. outlineWidth: number;
  93549. /** Defines color to use when rendering overlay */
  93550. overlayColor: Color3;
  93551. /** Defines alpha to use when rendering overlay */
  93552. overlayAlpha: number;
  93553. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  93554. hasVertexAlpha: boolean;
  93555. /** 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) */
  93556. useVertexColors: boolean;
  93557. /**
  93558. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  93559. */
  93560. computeBonesUsingShaders: boolean;
  93561. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  93562. numBoneInfluencers: number;
  93563. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  93564. applyFog: boolean;
  93565. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  93566. useOctreeForRenderingSelection: boolean;
  93567. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  93568. useOctreeForPicking: boolean;
  93569. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  93570. useOctreeForCollisions: boolean;
  93571. /**
  93572. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  93573. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  93574. */
  93575. layerMask: number;
  93576. /**
  93577. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  93578. */
  93579. alwaysSelectAsActiveMesh: boolean;
  93580. /**
  93581. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  93582. */
  93583. doNotSyncBoundingInfo: boolean;
  93584. /**
  93585. * Gets or sets the current action manager
  93586. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  93587. */
  93588. actionManager: Nullable<AbstractActionManager>;
  93589. private _meshCollisionData;
  93590. /**
  93591. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  93592. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93593. */
  93594. ellipsoid: Vector3;
  93595. /**
  93596. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  93597. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93598. */
  93599. ellipsoidOffset: Vector3;
  93600. /**
  93601. * Gets or sets a collision mask used to mask collisions (default is -1).
  93602. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  93603. */
  93604. collisionMask: number;
  93605. /**
  93606. * Gets or sets the current collision group mask (-1 by default).
  93607. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  93608. */
  93609. collisionGroup: number;
  93610. /**
  93611. * Defines edge width used when edgesRenderer is enabled
  93612. * @see https://www.babylonjs-playground.com/#10OJSG#13
  93613. */
  93614. edgesWidth: number;
  93615. /**
  93616. * Defines edge color used when edgesRenderer is enabled
  93617. * @see https://www.babylonjs-playground.com/#10OJSG#13
  93618. */
  93619. edgesColor: Color4;
  93620. /** @hidden */
  93621. _edgesRenderer: Nullable<IEdgesRenderer>;
  93622. /** @hidden */
  93623. _masterMesh: Nullable<AbstractMesh>;
  93624. /** @hidden */
  93625. _boundingInfo: Nullable<BoundingInfo>;
  93626. /** @hidden */
  93627. _renderId: number;
  93628. /**
  93629. * Gets or sets the list of subMeshes
  93630. * @see http://doc.babylonjs.com/how_to/multi_materials
  93631. */
  93632. subMeshes: SubMesh[];
  93633. /** @hidden */
  93634. _intersectionsInProgress: AbstractMesh[];
  93635. /** @hidden */
  93636. _unIndexed: boolean;
  93637. /** @hidden */
  93638. _lightSources: Light[];
  93639. /** Gets the list of lights affecting that mesh */
  93640. readonly lightSources: Light[];
  93641. /** @hidden */
  93642. readonly _positions: Nullable<Vector3[]>;
  93643. /** @hidden */
  93644. _waitingData: {
  93645. lods: Nullable<any>;
  93646. actions: Nullable<any>;
  93647. freezeWorldMatrix: Nullable<boolean>;
  93648. };
  93649. /** @hidden */
  93650. _bonesTransformMatrices: Nullable<Float32Array>;
  93651. /** @hidden */
  93652. _transformMatrixTexture: Nullable<RawTexture>;
  93653. /**
  93654. * Gets or sets a skeleton to apply skining transformations
  93655. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93656. */
  93657. skeleton: Nullable<Skeleton>;
  93658. /**
  93659. * An event triggered when the mesh is rebuilt.
  93660. */
  93661. onRebuildObservable: Observable<AbstractMesh>;
  93662. /**
  93663. * Creates a new AbstractMesh
  93664. * @param name defines the name of the mesh
  93665. * @param scene defines the hosting scene
  93666. */
  93667. constructor(name: string, scene?: Nullable<Scene>);
  93668. /**
  93669. * Returns the string "AbstractMesh"
  93670. * @returns "AbstractMesh"
  93671. */
  93672. getClassName(): string;
  93673. /**
  93674. * Gets a string representation of the current mesh
  93675. * @param fullDetails defines a boolean indicating if full details must be included
  93676. * @returns a string representation of the current mesh
  93677. */
  93678. toString(fullDetails?: boolean): string;
  93679. /**
  93680. * @hidden
  93681. */
  93682. protected _getEffectiveParent(): Nullable<Node>;
  93683. /** @hidden */
  93684. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  93685. /** @hidden */
  93686. _rebuild(): void;
  93687. /** @hidden */
  93688. _resyncLightSources(): void;
  93689. /** @hidden */
  93690. _resyncLighSource(light: Light): void;
  93691. /** @hidden */
  93692. _unBindEffect(): void;
  93693. /** @hidden */
  93694. _removeLightSource(light: Light, dispose: boolean): void;
  93695. private _markSubMeshesAsDirty;
  93696. /** @hidden */
  93697. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  93698. /** @hidden */
  93699. _markSubMeshesAsAttributesDirty(): void;
  93700. /** @hidden */
  93701. _markSubMeshesAsMiscDirty(): void;
  93702. /**
  93703. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  93704. */
  93705. scaling: Vector3;
  93706. /**
  93707. * Returns true if the mesh is blocked. Implemented by child classes
  93708. */
  93709. readonly isBlocked: boolean;
  93710. /**
  93711. * Returns the mesh itself by default. Implemented by child classes
  93712. * @param camera defines the camera to use to pick the right LOD level
  93713. * @returns the currentAbstractMesh
  93714. */
  93715. getLOD(camera: Camera): Nullable<AbstractMesh>;
  93716. /**
  93717. * Returns 0 by default. Implemented by child classes
  93718. * @returns an integer
  93719. */
  93720. getTotalVertices(): number;
  93721. /**
  93722. * Returns a positive integer : the total number of indices in this mesh geometry.
  93723. * @returns the numner of indices or zero if the mesh has no geometry.
  93724. */
  93725. getTotalIndices(): number;
  93726. /**
  93727. * Returns null by default. Implemented by child classes
  93728. * @returns null
  93729. */
  93730. getIndices(): Nullable<IndicesArray>;
  93731. /**
  93732. * Returns the array of the requested vertex data kind. Implemented by child classes
  93733. * @param kind defines the vertex data kind to use
  93734. * @returns null
  93735. */
  93736. getVerticesData(kind: string): Nullable<FloatArray>;
  93737. /**
  93738. * Sets the vertex data of the mesh geometry for the requested `kind`.
  93739. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  93740. * Note that a new underlying VertexBuffer object is created each call.
  93741. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  93742. * @param kind defines vertex data kind:
  93743. * * VertexBuffer.PositionKind
  93744. * * VertexBuffer.UVKind
  93745. * * VertexBuffer.UV2Kind
  93746. * * VertexBuffer.UV3Kind
  93747. * * VertexBuffer.UV4Kind
  93748. * * VertexBuffer.UV5Kind
  93749. * * VertexBuffer.UV6Kind
  93750. * * VertexBuffer.ColorKind
  93751. * * VertexBuffer.MatricesIndicesKind
  93752. * * VertexBuffer.MatricesIndicesExtraKind
  93753. * * VertexBuffer.MatricesWeightsKind
  93754. * * VertexBuffer.MatricesWeightsExtraKind
  93755. * @param data defines the data source
  93756. * @param updatable defines if the data must be flagged as updatable (or static)
  93757. * @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
  93758. * @returns the current mesh
  93759. */
  93760. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  93761. /**
  93762. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  93763. * If the mesh has no geometry, it is simply returned as it is.
  93764. * @param kind defines vertex data kind:
  93765. * * VertexBuffer.PositionKind
  93766. * * VertexBuffer.UVKind
  93767. * * VertexBuffer.UV2Kind
  93768. * * VertexBuffer.UV3Kind
  93769. * * VertexBuffer.UV4Kind
  93770. * * VertexBuffer.UV5Kind
  93771. * * VertexBuffer.UV6Kind
  93772. * * VertexBuffer.ColorKind
  93773. * * VertexBuffer.MatricesIndicesKind
  93774. * * VertexBuffer.MatricesIndicesExtraKind
  93775. * * VertexBuffer.MatricesWeightsKind
  93776. * * VertexBuffer.MatricesWeightsExtraKind
  93777. * @param data defines the data source
  93778. * @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
  93779. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  93780. * @returns the current mesh
  93781. */
  93782. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  93783. /**
  93784. * Sets the mesh indices,
  93785. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  93786. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  93787. * @param totalVertices Defines the total number of vertices
  93788. * @returns the current mesh
  93789. */
  93790. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  93791. /**
  93792. * Gets a boolean indicating if specific vertex data is present
  93793. * @param kind defines the vertex data kind to use
  93794. * @returns true is data kind is present
  93795. */
  93796. isVerticesDataPresent(kind: string): boolean;
  93797. /**
  93798. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  93799. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  93800. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  93801. * @returns a BoundingInfo
  93802. */
  93803. getBoundingInfo(): BoundingInfo;
  93804. /**
  93805. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  93806. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  93807. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  93808. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  93809. * @returns the current mesh
  93810. */
  93811. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  93812. /**
  93813. * Overwrite the current bounding info
  93814. * @param boundingInfo defines the new bounding info
  93815. * @returns the current mesh
  93816. */
  93817. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  93818. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  93819. readonly useBones: boolean;
  93820. /** @hidden */
  93821. _preActivate(): void;
  93822. /** @hidden */
  93823. _preActivateForIntermediateRendering(renderId: number): void;
  93824. /** @hidden */
  93825. _activate(renderId: number, intermediateRendering: boolean): boolean;
  93826. /** @hidden */
  93827. _postActivate(): void;
  93828. /** @hidden */
  93829. _freeze(): void;
  93830. /** @hidden */
  93831. _unFreeze(): void;
  93832. /**
  93833. * Gets the current world matrix
  93834. * @returns a Matrix
  93835. */
  93836. getWorldMatrix(): Matrix;
  93837. /** @hidden */
  93838. _getWorldMatrixDeterminant(): number;
  93839. /**
  93840. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  93841. */
  93842. readonly isAnInstance: boolean;
  93843. /**
  93844. * Gets a boolean indicating if this mesh has instances
  93845. */
  93846. readonly hasInstances: boolean;
  93847. /**
  93848. * Perform relative position change from the point of view of behind the front of the mesh.
  93849. * This is performed taking into account the meshes current rotation, so you do not have to care.
  93850. * Supports definition of mesh facing forward or backward
  93851. * @param amountRight defines the distance on the right axis
  93852. * @param amountUp defines the distance on the up axis
  93853. * @param amountForward defines the distance on the forward axis
  93854. * @returns the current mesh
  93855. */
  93856. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  93857. /**
  93858. * Calculate relative position change from the point of view of behind the front of the mesh.
  93859. * This is performed taking into account the meshes current rotation, so you do not have to care.
  93860. * Supports definition of mesh facing forward or backward
  93861. * @param amountRight defines the distance on the right axis
  93862. * @param amountUp defines the distance on the up axis
  93863. * @param amountForward defines the distance on the forward axis
  93864. * @returns the new displacement vector
  93865. */
  93866. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  93867. /**
  93868. * Perform relative rotation change from the point of view of behind the front of the mesh.
  93869. * Supports definition of mesh facing forward or backward
  93870. * @param flipBack defines the flip
  93871. * @param twirlClockwise defines the twirl
  93872. * @param tiltRight defines the tilt
  93873. * @returns the current mesh
  93874. */
  93875. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  93876. /**
  93877. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  93878. * Supports definition of mesh facing forward or backward.
  93879. * @param flipBack defines the flip
  93880. * @param twirlClockwise defines the twirl
  93881. * @param tiltRight defines the tilt
  93882. * @returns the new rotation vector
  93883. */
  93884. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  93885. /**
  93886. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  93887. * This means the mesh underlying bounding box and sphere are recomputed.
  93888. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  93889. * @returns the current mesh
  93890. */
  93891. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  93892. /** @hidden */
  93893. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  93894. /** @hidden */
  93895. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  93896. /** @hidden */
  93897. _updateBoundingInfo(): AbstractMesh;
  93898. /** @hidden */
  93899. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  93900. /** @hidden */
  93901. protected _afterComputeWorldMatrix(): void;
  93902. /** @hidden */
  93903. readonly _effectiveMesh: AbstractMesh;
  93904. /**
  93905. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  93906. * A mesh is in the frustum if its bounding box intersects the frustum
  93907. * @param frustumPlanes defines the frustum to test
  93908. * @returns true if the mesh is in the frustum planes
  93909. */
  93910. isInFrustum(frustumPlanes: Plane[]): boolean;
  93911. /**
  93912. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  93913. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  93914. * @param frustumPlanes defines the frustum to test
  93915. * @returns true if the mesh is completely in the frustum planes
  93916. */
  93917. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  93918. /**
  93919. * True if the mesh intersects another mesh or a SolidParticle object
  93920. * @param mesh defines a target mesh or SolidParticle to test
  93921. * @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)
  93922. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  93923. * @returns true if there is an intersection
  93924. */
  93925. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  93926. /**
  93927. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  93928. * @param point defines the point to test
  93929. * @returns true if there is an intersection
  93930. */
  93931. intersectsPoint(point: Vector3): boolean;
  93932. /**
  93933. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  93934. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93935. */
  93936. checkCollisions: boolean;
  93937. /**
  93938. * Gets Collider object used to compute collisions (not physics)
  93939. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93940. */
  93941. readonly collider: Nullable<Collider>;
  93942. /**
  93943. * Move the mesh using collision engine
  93944. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93945. * @param displacement defines the requested displacement vector
  93946. * @returns the current mesh
  93947. */
  93948. moveWithCollisions(displacement: Vector3): AbstractMesh;
  93949. private _onCollisionPositionChange;
  93950. /** @hidden */
  93951. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  93952. /** @hidden */
  93953. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  93954. /** @hidden */
  93955. _checkCollision(collider: Collider): AbstractMesh;
  93956. /** @hidden */
  93957. _generatePointsArray(): boolean;
  93958. /**
  93959. * Checks if the passed Ray intersects with the mesh
  93960. * @param ray defines the ray to use
  93961. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  93962. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  93963. * @returns the picking info
  93964. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  93965. */
  93966. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  93967. /**
  93968. * Clones the current mesh
  93969. * @param name defines the mesh name
  93970. * @param newParent defines the new mesh parent
  93971. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  93972. * @returns the new mesh
  93973. */
  93974. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  93975. /**
  93976. * Disposes all the submeshes of the current meshnp
  93977. * @returns the current mesh
  93978. */
  93979. releaseSubMeshes(): AbstractMesh;
  93980. /**
  93981. * Releases resources associated with this abstract mesh.
  93982. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  93983. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  93984. */
  93985. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  93986. /**
  93987. * Adds the passed mesh as a child to the current mesh
  93988. * @param mesh defines the child mesh
  93989. * @returns the current mesh
  93990. */
  93991. addChild(mesh: AbstractMesh): AbstractMesh;
  93992. /**
  93993. * Removes the passed mesh from the current mesh children list
  93994. * @param mesh defines the child mesh
  93995. * @returns the current mesh
  93996. */
  93997. removeChild(mesh: AbstractMesh): AbstractMesh;
  93998. /** @hidden */
  93999. private _initFacetData;
  94000. /**
  94001. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  94002. * This method can be called within the render loop.
  94003. * 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
  94004. * @returns the current mesh
  94005. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94006. */
  94007. updateFacetData(): AbstractMesh;
  94008. /**
  94009. * Returns the facetLocalNormals array.
  94010. * The normals are expressed in the mesh local spac
  94011. * @returns an array of Vector3
  94012. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94013. */
  94014. getFacetLocalNormals(): Vector3[];
  94015. /**
  94016. * Returns the facetLocalPositions array.
  94017. * The facet positions are expressed in the mesh local space
  94018. * @returns an array of Vector3
  94019. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94020. */
  94021. getFacetLocalPositions(): Vector3[];
  94022. /**
  94023. * Returns the facetLocalPartioning array
  94024. * @returns an array of array of numbers
  94025. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94026. */
  94027. getFacetLocalPartitioning(): number[][];
  94028. /**
  94029. * Returns the i-th facet position in the world system.
  94030. * This method allocates a new Vector3 per call
  94031. * @param i defines the facet index
  94032. * @returns a new Vector3
  94033. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94034. */
  94035. getFacetPosition(i: number): Vector3;
  94036. /**
  94037. * Sets the reference Vector3 with the i-th facet position in the world system
  94038. * @param i defines the facet index
  94039. * @param ref defines the target vector
  94040. * @returns the current mesh
  94041. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94042. */
  94043. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  94044. /**
  94045. * Returns the i-th facet normal in the world system.
  94046. * This method allocates a new Vector3 per call
  94047. * @param i defines the facet index
  94048. * @returns a new Vector3
  94049. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94050. */
  94051. getFacetNormal(i: number): Vector3;
  94052. /**
  94053. * Sets the reference Vector3 with the i-th facet normal in the world system
  94054. * @param i defines the facet index
  94055. * @param ref defines the target vector
  94056. * @returns the current mesh
  94057. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94058. */
  94059. getFacetNormalToRef(i: number, ref: Vector3): this;
  94060. /**
  94061. * 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)
  94062. * @param x defines x coordinate
  94063. * @param y defines y coordinate
  94064. * @param z defines z coordinate
  94065. * @returns the array of facet indexes
  94066. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94067. */
  94068. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  94069. /**
  94070. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  94071. * @param projected sets as the (x,y,z) world projection on the facet
  94072. * @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
  94073. * @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
  94074. * @param x defines x coordinate
  94075. * @param y defines y coordinate
  94076. * @param z defines z coordinate
  94077. * @returns the face index if found (or null instead)
  94078. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94079. */
  94080. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94081. /**
  94082. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  94083. * @param projected sets as the (x,y,z) local projection on the facet
  94084. * @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
  94085. * @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
  94086. * @param x defines x coordinate
  94087. * @param y defines y coordinate
  94088. * @param z defines z coordinate
  94089. * @returns the face index if found (or null instead)
  94090. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94091. */
  94092. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94093. /**
  94094. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  94095. * @returns the parameters
  94096. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94097. */
  94098. getFacetDataParameters(): any;
  94099. /**
  94100. * Disables the feature FacetData and frees the related memory
  94101. * @returns the current mesh
  94102. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94103. */
  94104. disableFacetData(): AbstractMesh;
  94105. /**
  94106. * Updates the AbstractMesh indices array
  94107. * @param indices defines the data source
  94108. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  94109. * @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)
  94110. * @returns the current mesh
  94111. */
  94112. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  94113. /**
  94114. * Creates new normals data for the mesh
  94115. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  94116. * @returns the current mesh
  94117. */
  94118. createNormals(updatable: boolean): AbstractMesh;
  94119. /**
  94120. * Align the mesh with a normal
  94121. * @param normal defines the normal to use
  94122. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  94123. * @returns the current mesh
  94124. */
  94125. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  94126. /** @hidden */
  94127. _checkOcclusionQuery(): boolean;
  94128. /**
  94129. * Disables the mesh edge rendering mode
  94130. * @returns the currentAbstractMesh
  94131. */
  94132. disableEdgesRendering(): AbstractMesh;
  94133. /**
  94134. * Enables the edge rendering mode on the mesh.
  94135. * This mode makes the mesh edges visible
  94136. * @param epsilon defines the maximal distance between two angles to detect a face
  94137. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  94138. * @returns the currentAbstractMesh
  94139. * @see https://www.babylonjs-playground.com/#19O9TU#0
  94140. */
  94141. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  94142. }
  94143. }
  94144. declare module BABYLON {
  94145. /**
  94146. * Interface used to define ActionEvent
  94147. */
  94148. export interface IActionEvent {
  94149. /** The mesh or sprite that triggered the action */
  94150. source: any;
  94151. /** The X mouse cursor position at the time of the event */
  94152. pointerX: number;
  94153. /** The Y mouse cursor position at the time of the event */
  94154. pointerY: number;
  94155. /** The mesh that is currently pointed at (can be null) */
  94156. meshUnderPointer: Nullable<AbstractMesh>;
  94157. /** the original (browser) event that triggered the ActionEvent */
  94158. sourceEvent?: any;
  94159. /** additional data for the event */
  94160. additionalData?: any;
  94161. }
  94162. /**
  94163. * ActionEvent is the event being sent when an action is triggered.
  94164. */
  94165. export class ActionEvent implements IActionEvent {
  94166. /** The mesh or sprite that triggered the action */
  94167. source: any;
  94168. /** The X mouse cursor position at the time of the event */
  94169. pointerX: number;
  94170. /** The Y mouse cursor position at the time of the event */
  94171. pointerY: number;
  94172. /** The mesh that is currently pointed at (can be null) */
  94173. meshUnderPointer: Nullable<AbstractMesh>;
  94174. /** the original (browser) event that triggered the ActionEvent */
  94175. sourceEvent?: any;
  94176. /** additional data for the event */
  94177. additionalData?: any;
  94178. /**
  94179. * Creates a new ActionEvent
  94180. * @param source The mesh or sprite that triggered the action
  94181. * @param pointerX The X mouse cursor position at the time of the event
  94182. * @param pointerY The Y mouse cursor position at the time of the event
  94183. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  94184. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  94185. * @param additionalData additional data for the event
  94186. */
  94187. constructor(
  94188. /** The mesh or sprite that triggered the action */
  94189. source: any,
  94190. /** The X mouse cursor position at the time of the event */
  94191. pointerX: number,
  94192. /** The Y mouse cursor position at the time of the event */
  94193. pointerY: number,
  94194. /** The mesh that is currently pointed at (can be null) */
  94195. meshUnderPointer: Nullable<AbstractMesh>,
  94196. /** the original (browser) event that triggered the ActionEvent */
  94197. sourceEvent?: any,
  94198. /** additional data for the event */
  94199. additionalData?: any);
  94200. /**
  94201. * Helper function to auto-create an ActionEvent from a source mesh.
  94202. * @param source The source mesh that triggered the event
  94203. * @param evt The original (browser) event
  94204. * @param additionalData additional data for the event
  94205. * @returns the new ActionEvent
  94206. */
  94207. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  94208. /**
  94209. * Helper function to auto-create an ActionEvent from a source sprite
  94210. * @param source The source sprite that triggered the event
  94211. * @param scene Scene associated with the sprite
  94212. * @param evt The original (browser) event
  94213. * @param additionalData additional data for the event
  94214. * @returns the new ActionEvent
  94215. */
  94216. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  94217. /**
  94218. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  94219. * @param scene the scene where the event occurred
  94220. * @param evt The original (browser) event
  94221. * @returns the new ActionEvent
  94222. */
  94223. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  94224. /**
  94225. * Helper function to auto-create an ActionEvent from a primitive
  94226. * @param prim defines the target primitive
  94227. * @param pointerPos defines the pointer position
  94228. * @param evt The original (browser) event
  94229. * @param additionalData additional data for the event
  94230. * @returns the new ActionEvent
  94231. */
  94232. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  94233. }
  94234. }
  94235. declare module BABYLON {
  94236. /**
  94237. * Abstract class used to decouple action Manager from scene and meshes.
  94238. * Do not instantiate.
  94239. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94240. */
  94241. export abstract class AbstractActionManager implements IDisposable {
  94242. /** Gets the list of active triggers */
  94243. static Triggers: {
  94244. [key: string]: number;
  94245. };
  94246. /** Gets the cursor to use when hovering items */
  94247. hoverCursor: string;
  94248. /** Gets the list of actions */
  94249. actions: IAction[];
  94250. /**
  94251. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  94252. */
  94253. isRecursive: boolean;
  94254. /**
  94255. * Releases all associated resources
  94256. */
  94257. abstract dispose(): void;
  94258. /**
  94259. * Does this action manager has pointer triggers
  94260. */
  94261. abstract readonly hasPointerTriggers: boolean;
  94262. /**
  94263. * Does this action manager has pick triggers
  94264. */
  94265. abstract readonly hasPickTriggers: boolean;
  94266. /**
  94267. * Process a specific trigger
  94268. * @param trigger defines the trigger to process
  94269. * @param evt defines the event details to be processed
  94270. */
  94271. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  94272. /**
  94273. * Does this action manager handles actions of any of the given triggers
  94274. * @param triggers defines the triggers to be tested
  94275. * @return a boolean indicating whether one (or more) of the triggers is handled
  94276. */
  94277. abstract hasSpecificTriggers(triggers: number[]): boolean;
  94278. /**
  94279. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  94280. * speed.
  94281. * @param triggerA defines the trigger to be tested
  94282. * @param triggerB defines the trigger to be tested
  94283. * @return a boolean indicating whether one (or more) of the triggers is handled
  94284. */
  94285. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  94286. /**
  94287. * Does this action manager handles actions of a given trigger
  94288. * @param trigger defines the trigger to be tested
  94289. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  94290. * @return whether the trigger is handled
  94291. */
  94292. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  94293. /**
  94294. * Serialize this manager to a JSON object
  94295. * @param name defines the property name to store this manager
  94296. * @returns a JSON representation of this manager
  94297. */
  94298. abstract serialize(name: string): any;
  94299. /**
  94300. * Registers an action to this action manager
  94301. * @param action defines the action to be registered
  94302. * @return the action amended (prepared) after registration
  94303. */
  94304. abstract registerAction(action: IAction): Nullable<IAction>;
  94305. /**
  94306. * Unregisters an action to this action manager
  94307. * @param action defines the action to be unregistered
  94308. * @return a boolean indicating whether the action has been unregistered
  94309. */
  94310. abstract unregisterAction(action: IAction): Boolean;
  94311. /**
  94312. * Does exist one action manager with at least one trigger
  94313. **/
  94314. static readonly HasTriggers: boolean;
  94315. /**
  94316. * Does exist one action manager with at least one pick trigger
  94317. **/
  94318. static readonly HasPickTriggers: boolean;
  94319. /**
  94320. * Does exist one action manager that handles actions of a given trigger
  94321. * @param trigger defines the trigger to be tested
  94322. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  94323. **/
  94324. static HasSpecificTrigger(trigger: number): boolean;
  94325. }
  94326. }
  94327. declare module BABYLON {
  94328. /**
  94329. * Defines how a node can be built from a string name.
  94330. */
  94331. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  94332. /**
  94333. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  94334. */
  94335. export class Node implements IBehaviorAware<Node> {
  94336. /** @hidden */
  94337. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  94338. private static _NodeConstructors;
  94339. /**
  94340. * Add a new node constructor
  94341. * @param type defines the type name of the node to construct
  94342. * @param constructorFunc defines the constructor function
  94343. */
  94344. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  94345. /**
  94346. * Returns a node constructor based on type name
  94347. * @param type defines the type name
  94348. * @param name defines the new node name
  94349. * @param scene defines the hosting scene
  94350. * @param options defines optional options to transmit to constructors
  94351. * @returns the new constructor or null
  94352. */
  94353. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  94354. /**
  94355. * Gets or sets the name of the node
  94356. */
  94357. name: string;
  94358. /**
  94359. * Gets or sets the id of the node
  94360. */
  94361. id: string;
  94362. /**
  94363. * Gets or sets the unique id of the node
  94364. */
  94365. uniqueId: number;
  94366. /**
  94367. * Gets or sets a string used to store user defined state for the node
  94368. */
  94369. state: string;
  94370. /**
  94371. * Gets or sets an object used to store user defined information for the node
  94372. */
  94373. metadata: any;
  94374. /**
  94375. * For internal use only. Please do not use.
  94376. */
  94377. reservedDataStore: any;
  94378. /**
  94379. * List of inspectable custom properties (used by the Inspector)
  94380. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  94381. */
  94382. inspectableCustomProperties: IInspectable[];
  94383. private _doNotSerialize;
  94384. /**
  94385. * Gets or sets a boolean used to define if the node must be serialized
  94386. */
  94387. doNotSerialize: boolean;
  94388. /** @hidden */
  94389. _isDisposed: boolean;
  94390. /**
  94391. * Gets a list of Animations associated with the node
  94392. */
  94393. animations: Animation[];
  94394. protected _ranges: {
  94395. [name: string]: Nullable<AnimationRange>;
  94396. };
  94397. /**
  94398. * Callback raised when the node is ready to be used
  94399. */
  94400. onReady: Nullable<(node: Node) => void>;
  94401. private _isEnabled;
  94402. private _isParentEnabled;
  94403. private _isReady;
  94404. /** @hidden */
  94405. _currentRenderId: number;
  94406. private _parentUpdateId;
  94407. /** @hidden */
  94408. _childUpdateId: number;
  94409. /** @hidden */
  94410. _waitingParentId: Nullable<string>;
  94411. /** @hidden */
  94412. _scene: Scene;
  94413. /** @hidden */
  94414. _cache: any;
  94415. private _parentNode;
  94416. private _children;
  94417. /** @hidden */
  94418. _worldMatrix: Matrix;
  94419. /** @hidden */
  94420. _worldMatrixDeterminant: number;
  94421. /** @hidden */
  94422. _worldMatrixDeterminantIsDirty: boolean;
  94423. /** @hidden */
  94424. private _sceneRootNodesIndex;
  94425. /**
  94426. * Gets a boolean indicating if the node has been disposed
  94427. * @returns true if the node was disposed
  94428. */
  94429. isDisposed(): boolean;
  94430. /**
  94431. * Gets or sets the parent of the node (without keeping the current position in the scene)
  94432. * @see https://doc.babylonjs.com/how_to/parenting
  94433. */
  94434. parent: Nullable<Node>;
  94435. private addToSceneRootNodes;
  94436. private removeFromSceneRootNodes;
  94437. private _animationPropertiesOverride;
  94438. /**
  94439. * Gets or sets the animation properties override
  94440. */
  94441. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  94442. /**
  94443. * Gets a string idenfifying the name of the class
  94444. * @returns "Node" string
  94445. */
  94446. getClassName(): string;
  94447. /** @hidden */
  94448. readonly _isNode: boolean;
  94449. /**
  94450. * An event triggered when the mesh is disposed
  94451. */
  94452. onDisposeObservable: Observable<Node>;
  94453. private _onDisposeObserver;
  94454. /**
  94455. * Sets a callback that will be raised when the node will be disposed
  94456. */
  94457. onDispose: () => void;
  94458. /**
  94459. * Creates a new Node
  94460. * @param name the name and id to be given to this node
  94461. * @param scene the scene this node will be added to
  94462. * @param addToRootNodes the node will be added to scene.rootNodes
  94463. */
  94464. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  94465. /**
  94466. * Gets the scene of the node
  94467. * @returns a scene
  94468. */
  94469. getScene(): Scene;
  94470. /**
  94471. * Gets the engine of the node
  94472. * @returns a Engine
  94473. */
  94474. getEngine(): Engine;
  94475. private _behaviors;
  94476. /**
  94477. * Attach a behavior to the node
  94478. * @see http://doc.babylonjs.com/features/behaviour
  94479. * @param behavior defines the behavior to attach
  94480. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  94481. * @returns the current Node
  94482. */
  94483. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  94484. /**
  94485. * Remove an attached behavior
  94486. * @see http://doc.babylonjs.com/features/behaviour
  94487. * @param behavior defines the behavior to attach
  94488. * @returns the current Node
  94489. */
  94490. removeBehavior(behavior: Behavior<Node>): Node;
  94491. /**
  94492. * Gets the list of attached behaviors
  94493. * @see http://doc.babylonjs.com/features/behaviour
  94494. */
  94495. readonly behaviors: Behavior<Node>[];
  94496. /**
  94497. * Gets an attached behavior by name
  94498. * @param name defines the name of the behavior to look for
  94499. * @see http://doc.babylonjs.com/features/behaviour
  94500. * @returns null if behavior was not found else the requested behavior
  94501. */
  94502. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  94503. /**
  94504. * Returns the latest update of the World matrix
  94505. * @returns a Matrix
  94506. */
  94507. getWorldMatrix(): Matrix;
  94508. /** @hidden */
  94509. _getWorldMatrixDeterminant(): number;
  94510. /**
  94511. * Returns directly the latest state of the mesh World matrix.
  94512. * A Matrix is returned.
  94513. */
  94514. readonly worldMatrixFromCache: Matrix;
  94515. /** @hidden */
  94516. _initCache(): void;
  94517. /** @hidden */
  94518. updateCache(force?: boolean): void;
  94519. /** @hidden */
  94520. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94521. /** @hidden */
  94522. _updateCache(ignoreParentClass?: boolean): void;
  94523. /** @hidden */
  94524. _isSynchronized(): boolean;
  94525. /** @hidden */
  94526. _markSyncedWithParent(): void;
  94527. /** @hidden */
  94528. isSynchronizedWithParent(): boolean;
  94529. /** @hidden */
  94530. isSynchronized(): boolean;
  94531. /**
  94532. * Is this node ready to be used/rendered
  94533. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  94534. * @return true if the node is ready
  94535. */
  94536. isReady(completeCheck?: boolean): boolean;
  94537. /**
  94538. * Is this node enabled?
  94539. * 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
  94540. * @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
  94541. * @return whether this node (and its parent) is enabled
  94542. */
  94543. isEnabled(checkAncestors?: boolean): boolean;
  94544. /** @hidden */
  94545. protected _syncParentEnabledState(): void;
  94546. /**
  94547. * Set the enabled state of this node
  94548. * @param value defines the new enabled state
  94549. */
  94550. setEnabled(value: boolean): void;
  94551. /**
  94552. * Is this node a descendant of the given node?
  94553. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  94554. * @param ancestor defines the parent node to inspect
  94555. * @returns a boolean indicating if this node is a descendant of the given node
  94556. */
  94557. isDescendantOf(ancestor: Node): boolean;
  94558. /** @hidden */
  94559. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  94560. /**
  94561. * Will return all nodes that have this node as ascendant
  94562. * @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
  94563. * @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
  94564. * @return all children nodes of all types
  94565. */
  94566. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  94567. /**
  94568. * Get all child-meshes of this node
  94569. * @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)
  94570. * @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
  94571. * @returns an array of AbstractMesh
  94572. */
  94573. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  94574. /**
  94575. * Get all direct children of this node
  94576. * @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
  94577. * @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)
  94578. * @returns an array of Node
  94579. */
  94580. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  94581. /** @hidden */
  94582. _setReady(state: boolean): void;
  94583. /**
  94584. * Get an animation by name
  94585. * @param name defines the name of the animation to look for
  94586. * @returns null if not found else the requested animation
  94587. */
  94588. getAnimationByName(name: string): Nullable<Animation>;
  94589. /**
  94590. * Creates an animation range for this node
  94591. * @param name defines the name of the range
  94592. * @param from defines the starting key
  94593. * @param to defines the end key
  94594. */
  94595. createAnimationRange(name: string, from: number, to: number): void;
  94596. /**
  94597. * Delete a specific animation range
  94598. * @param name defines the name of the range to delete
  94599. * @param deleteFrames defines if animation frames from the range must be deleted as well
  94600. */
  94601. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  94602. /**
  94603. * Get an animation range by name
  94604. * @param name defines the name of the animation range to look for
  94605. * @returns null if not found else the requested animation range
  94606. */
  94607. getAnimationRange(name: string): Nullable<AnimationRange>;
  94608. /**
  94609. * Gets the list of all animation ranges defined on this node
  94610. * @returns an array
  94611. */
  94612. getAnimationRanges(): Nullable<AnimationRange>[];
  94613. /**
  94614. * Will start the animation sequence
  94615. * @param name defines the range frames for animation sequence
  94616. * @param loop defines if the animation should loop (false by default)
  94617. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  94618. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  94619. * @returns the object created for this animation. If range does not exist, it will return null
  94620. */
  94621. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  94622. /**
  94623. * Serialize animation ranges into a JSON compatible object
  94624. * @returns serialization object
  94625. */
  94626. serializeAnimationRanges(): any;
  94627. /**
  94628. * Computes the world matrix of the node
  94629. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  94630. * @returns the world matrix
  94631. */
  94632. computeWorldMatrix(force?: boolean): Matrix;
  94633. /**
  94634. * Releases resources associated with this node.
  94635. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  94636. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  94637. */
  94638. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  94639. /**
  94640. * Parse animation range data from a serialization object and store them into a given node
  94641. * @param node defines where to store the animation ranges
  94642. * @param parsedNode defines the serialization object to read data from
  94643. * @param scene defines the hosting scene
  94644. */
  94645. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  94646. /**
  94647. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  94648. * @param includeDescendants Include bounding info from descendants as well (true by default)
  94649. * @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
  94650. * @returns the new bounding vectors
  94651. */
  94652. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  94653. min: Vector3;
  94654. max: Vector3;
  94655. };
  94656. }
  94657. }
  94658. declare module BABYLON {
  94659. /**
  94660. * @hidden
  94661. */
  94662. export class _IAnimationState {
  94663. key: number;
  94664. repeatCount: number;
  94665. workValue?: any;
  94666. loopMode?: number;
  94667. offsetValue?: any;
  94668. highLimitValue?: any;
  94669. }
  94670. /**
  94671. * Class used to store any kind of animation
  94672. */
  94673. export class Animation {
  94674. /**Name of the animation */
  94675. name: string;
  94676. /**Property to animate */
  94677. targetProperty: string;
  94678. /**The frames per second of the animation */
  94679. framePerSecond: number;
  94680. /**The data type of the animation */
  94681. dataType: number;
  94682. /**The loop mode of the animation */
  94683. loopMode?: number | undefined;
  94684. /**Specifies if blending should be enabled */
  94685. enableBlending?: boolean | undefined;
  94686. /**
  94687. * Use matrix interpolation instead of using direct key value when animating matrices
  94688. */
  94689. static AllowMatricesInterpolation: boolean;
  94690. /**
  94691. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  94692. */
  94693. static AllowMatrixDecomposeForInterpolation: boolean;
  94694. /**
  94695. * Stores the key frames of the animation
  94696. */
  94697. private _keys;
  94698. /**
  94699. * Stores the easing function of the animation
  94700. */
  94701. private _easingFunction;
  94702. /**
  94703. * @hidden Internal use only
  94704. */
  94705. _runtimeAnimations: RuntimeAnimation[];
  94706. /**
  94707. * The set of event that will be linked to this animation
  94708. */
  94709. private _events;
  94710. /**
  94711. * Stores an array of target property paths
  94712. */
  94713. targetPropertyPath: string[];
  94714. /**
  94715. * Stores the blending speed of the animation
  94716. */
  94717. blendingSpeed: number;
  94718. /**
  94719. * Stores the animation ranges for the animation
  94720. */
  94721. private _ranges;
  94722. /**
  94723. * @hidden Internal use
  94724. */
  94725. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  94726. /**
  94727. * Sets up an animation
  94728. * @param property The property to animate
  94729. * @param animationType The animation type to apply
  94730. * @param framePerSecond The frames per second of the animation
  94731. * @param easingFunction The easing function used in the animation
  94732. * @returns The created animation
  94733. */
  94734. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  94735. /**
  94736. * Create and start an animation on a node
  94737. * @param name defines the name of the global animation that will be run on all nodes
  94738. * @param node defines the root node where the animation will take place
  94739. * @param targetProperty defines property to animate
  94740. * @param framePerSecond defines the number of frame per second yo use
  94741. * @param totalFrame defines the number of frames in total
  94742. * @param from defines the initial value
  94743. * @param to defines the final value
  94744. * @param loopMode defines which loop mode you want to use (off by default)
  94745. * @param easingFunction defines the easing function to use (linear by default)
  94746. * @param onAnimationEnd defines the callback to call when animation end
  94747. * @returns the animatable created for this animation
  94748. */
  94749. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  94750. /**
  94751. * Create and start an animation on a node and its descendants
  94752. * @param name defines the name of the global animation that will be run on all nodes
  94753. * @param node defines the root node where the animation will take place
  94754. * @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
  94755. * @param targetProperty defines property to animate
  94756. * @param framePerSecond defines the number of frame per second to use
  94757. * @param totalFrame defines the number of frames in total
  94758. * @param from defines the initial value
  94759. * @param to defines the final value
  94760. * @param loopMode defines which loop mode you want to use (off by default)
  94761. * @param easingFunction defines the easing function to use (linear by default)
  94762. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  94763. * @returns the list of animatables created for all nodes
  94764. * @example https://www.babylonjs-playground.com/#MH0VLI
  94765. */
  94766. 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[]>;
  94767. /**
  94768. * Creates a new animation, merges it with the existing animations and starts it
  94769. * @param name Name of the animation
  94770. * @param node Node which contains the scene that begins the animations
  94771. * @param targetProperty Specifies which property to animate
  94772. * @param framePerSecond The frames per second of the animation
  94773. * @param totalFrame The total number of frames
  94774. * @param from The frame at the beginning of the animation
  94775. * @param to The frame at the end of the animation
  94776. * @param loopMode Specifies the loop mode of the animation
  94777. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  94778. * @param onAnimationEnd Callback to run once the animation is complete
  94779. * @returns Nullable animation
  94780. */
  94781. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  94782. /**
  94783. * Transition property of an host to the target Value
  94784. * @param property The property to transition
  94785. * @param targetValue The target Value of the property
  94786. * @param host The object where the property to animate belongs
  94787. * @param scene Scene used to run the animation
  94788. * @param frameRate Framerate (in frame/s) to use
  94789. * @param transition The transition type we want to use
  94790. * @param duration The duration of the animation, in milliseconds
  94791. * @param onAnimationEnd Callback trigger at the end of the animation
  94792. * @returns Nullable animation
  94793. */
  94794. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  94795. /**
  94796. * Return the array of runtime animations currently using this animation
  94797. */
  94798. readonly runtimeAnimations: RuntimeAnimation[];
  94799. /**
  94800. * Specifies if any of the runtime animations are currently running
  94801. */
  94802. readonly hasRunningRuntimeAnimations: boolean;
  94803. /**
  94804. * Initializes the animation
  94805. * @param name Name of the animation
  94806. * @param targetProperty Property to animate
  94807. * @param framePerSecond The frames per second of the animation
  94808. * @param dataType The data type of the animation
  94809. * @param loopMode The loop mode of the animation
  94810. * @param enableBlending Specifies if blending should be enabled
  94811. */
  94812. constructor(
  94813. /**Name of the animation */
  94814. name: string,
  94815. /**Property to animate */
  94816. targetProperty: string,
  94817. /**The frames per second of the animation */
  94818. framePerSecond: number,
  94819. /**The data type of the animation */
  94820. dataType: number,
  94821. /**The loop mode of the animation */
  94822. loopMode?: number | undefined,
  94823. /**Specifies if blending should be enabled */
  94824. enableBlending?: boolean | undefined);
  94825. /**
  94826. * Converts the animation to a string
  94827. * @param fullDetails support for multiple levels of logging within scene loading
  94828. * @returns String form of the animation
  94829. */
  94830. toString(fullDetails?: boolean): string;
  94831. /**
  94832. * Add an event to this animation
  94833. * @param event Event to add
  94834. */
  94835. addEvent(event: AnimationEvent): void;
  94836. /**
  94837. * Remove all events found at the given frame
  94838. * @param frame The frame to remove events from
  94839. */
  94840. removeEvents(frame: number): void;
  94841. /**
  94842. * Retrieves all the events from the animation
  94843. * @returns Events from the animation
  94844. */
  94845. getEvents(): AnimationEvent[];
  94846. /**
  94847. * Creates an animation range
  94848. * @param name Name of the animation range
  94849. * @param from Starting frame of the animation range
  94850. * @param to Ending frame of the animation
  94851. */
  94852. createRange(name: string, from: number, to: number): void;
  94853. /**
  94854. * Deletes an animation range by name
  94855. * @param name Name of the animation range to delete
  94856. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  94857. */
  94858. deleteRange(name: string, deleteFrames?: boolean): void;
  94859. /**
  94860. * Gets the animation range by name, or null if not defined
  94861. * @param name Name of the animation range
  94862. * @returns Nullable animation range
  94863. */
  94864. getRange(name: string): Nullable<AnimationRange>;
  94865. /**
  94866. * Gets the key frames from the animation
  94867. * @returns The key frames of the animation
  94868. */
  94869. getKeys(): Array<IAnimationKey>;
  94870. /**
  94871. * Gets the highest frame rate of the animation
  94872. * @returns Highest frame rate of the animation
  94873. */
  94874. getHighestFrame(): number;
  94875. /**
  94876. * Gets the easing function of the animation
  94877. * @returns Easing function of the animation
  94878. */
  94879. getEasingFunction(): IEasingFunction;
  94880. /**
  94881. * Sets the easing function of the animation
  94882. * @param easingFunction A custom mathematical formula for animation
  94883. */
  94884. setEasingFunction(easingFunction: EasingFunction): void;
  94885. /**
  94886. * Interpolates a scalar linearly
  94887. * @param startValue Start value of the animation curve
  94888. * @param endValue End value of the animation curve
  94889. * @param gradient Scalar amount to interpolate
  94890. * @returns Interpolated scalar value
  94891. */
  94892. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  94893. /**
  94894. * Interpolates a scalar cubically
  94895. * @param startValue Start value of the animation curve
  94896. * @param outTangent End tangent of the animation
  94897. * @param endValue End value of the animation curve
  94898. * @param inTangent Start tangent of the animation curve
  94899. * @param gradient Scalar amount to interpolate
  94900. * @returns Interpolated scalar value
  94901. */
  94902. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  94903. /**
  94904. * Interpolates a quaternion using a spherical linear interpolation
  94905. * @param startValue Start value of the animation curve
  94906. * @param endValue End value of the animation curve
  94907. * @param gradient Scalar amount to interpolate
  94908. * @returns Interpolated quaternion value
  94909. */
  94910. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  94911. /**
  94912. * Interpolates a quaternion cubically
  94913. * @param startValue Start value of the animation curve
  94914. * @param outTangent End tangent of the animation curve
  94915. * @param endValue End value of the animation curve
  94916. * @param inTangent Start tangent of the animation curve
  94917. * @param gradient Scalar amount to interpolate
  94918. * @returns Interpolated quaternion value
  94919. */
  94920. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  94921. /**
  94922. * Interpolates a Vector3 linearl
  94923. * @param startValue Start value of the animation curve
  94924. * @param endValue End value of the animation curve
  94925. * @param gradient Scalar amount to interpolate
  94926. * @returns Interpolated scalar value
  94927. */
  94928. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  94929. /**
  94930. * Interpolates a Vector3 cubically
  94931. * @param startValue Start value of the animation curve
  94932. * @param outTangent End tangent of the animation
  94933. * @param endValue End value of the animation curve
  94934. * @param inTangent Start tangent of the animation curve
  94935. * @param gradient Scalar amount to interpolate
  94936. * @returns InterpolatedVector3 value
  94937. */
  94938. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  94939. /**
  94940. * Interpolates a Vector2 linearly
  94941. * @param startValue Start value of the animation curve
  94942. * @param endValue End value of the animation curve
  94943. * @param gradient Scalar amount to interpolate
  94944. * @returns Interpolated Vector2 value
  94945. */
  94946. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  94947. /**
  94948. * Interpolates a Vector2 cubically
  94949. * @param startValue Start value of the animation curve
  94950. * @param outTangent End tangent of the animation
  94951. * @param endValue End value of the animation curve
  94952. * @param inTangent Start tangent of the animation curve
  94953. * @param gradient Scalar amount to interpolate
  94954. * @returns Interpolated Vector2 value
  94955. */
  94956. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  94957. /**
  94958. * Interpolates a size linearly
  94959. * @param startValue Start value of the animation curve
  94960. * @param endValue End value of the animation curve
  94961. * @param gradient Scalar amount to interpolate
  94962. * @returns Interpolated Size value
  94963. */
  94964. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  94965. /**
  94966. * Interpolates a Color3 linearly
  94967. * @param startValue Start value of the animation curve
  94968. * @param endValue End value of the animation curve
  94969. * @param gradient Scalar amount to interpolate
  94970. * @returns Interpolated Color3 value
  94971. */
  94972. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  94973. /**
  94974. * Interpolates a Color4 linearly
  94975. * @param startValue Start value of the animation curve
  94976. * @param endValue End value of the animation curve
  94977. * @param gradient Scalar amount to interpolate
  94978. * @returns Interpolated Color3 value
  94979. */
  94980. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  94981. /**
  94982. * @hidden Internal use only
  94983. */
  94984. _getKeyValue(value: any): any;
  94985. /**
  94986. * @hidden Internal use only
  94987. */
  94988. _interpolate(currentFrame: number, state: _IAnimationState): any;
  94989. /**
  94990. * Defines the function to use to interpolate matrices
  94991. * @param startValue defines the start matrix
  94992. * @param endValue defines the end matrix
  94993. * @param gradient defines the gradient between both matrices
  94994. * @param result defines an optional target matrix where to store the interpolation
  94995. * @returns the interpolated matrix
  94996. */
  94997. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  94998. /**
  94999. * Makes a copy of the animation
  95000. * @returns Cloned animation
  95001. */
  95002. clone(): Animation;
  95003. /**
  95004. * Sets the key frames of the animation
  95005. * @param values The animation key frames to set
  95006. */
  95007. setKeys(values: Array<IAnimationKey>): void;
  95008. /**
  95009. * Serializes the animation to an object
  95010. * @returns Serialized object
  95011. */
  95012. serialize(): any;
  95013. /**
  95014. * Float animation type
  95015. */
  95016. static readonly ANIMATIONTYPE_FLOAT: number;
  95017. /**
  95018. * Vector3 animation type
  95019. */
  95020. static readonly ANIMATIONTYPE_VECTOR3: number;
  95021. /**
  95022. * Quaternion animation type
  95023. */
  95024. static readonly ANIMATIONTYPE_QUATERNION: number;
  95025. /**
  95026. * Matrix animation type
  95027. */
  95028. static readonly ANIMATIONTYPE_MATRIX: number;
  95029. /**
  95030. * Color3 animation type
  95031. */
  95032. static readonly ANIMATIONTYPE_COLOR3: number;
  95033. /**
  95034. * Color3 animation type
  95035. */
  95036. static readonly ANIMATIONTYPE_COLOR4: number;
  95037. /**
  95038. * Vector2 animation type
  95039. */
  95040. static readonly ANIMATIONTYPE_VECTOR2: number;
  95041. /**
  95042. * Size animation type
  95043. */
  95044. static readonly ANIMATIONTYPE_SIZE: number;
  95045. /**
  95046. * Relative Loop Mode
  95047. */
  95048. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  95049. /**
  95050. * Cycle Loop Mode
  95051. */
  95052. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  95053. /**
  95054. * Constant Loop Mode
  95055. */
  95056. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  95057. /** @hidden */
  95058. static _UniversalLerp(left: any, right: any, amount: number): any;
  95059. /**
  95060. * Parses an animation object and creates an animation
  95061. * @param parsedAnimation Parsed animation object
  95062. * @returns Animation object
  95063. */
  95064. static Parse(parsedAnimation: any): Animation;
  95065. /**
  95066. * Appends the serialized animations from the source animations
  95067. * @param source Source containing the animations
  95068. * @param destination Target to store the animations
  95069. */
  95070. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95071. }
  95072. }
  95073. declare module BABYLON {
  95074. /**
  95075. * Interface containing an array of animations
  95076. */
  95077. export interface IAnimatable {
  95078. /**
  95079. * Array of animations
  95080. */
  95081. animations: Nullable<Array<Animation>>;
  95082. }
  95083. }
  95084. declare module BABYLON {
  95085. /**
  95086. * This represents all the required information to add a fresnel effect on a material:
  95087. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  95088. */
  95089. export class FresnelParameters {
  95090. private _isEnabled;
  95091. /**
  95092. * Define if the fresnel effect is enable or not.
  95093. */
  95094. isEnabled: boolean;
  95095. /**
  95096. * Define the color used on edges (grazing angle)
  95097. */
  95098. leftColor: Color3;
  95099. /**
  95100. * Define the color used on center
  95101. */
  95102. rightColor: Color3;
  95103. /**
  95104. * Define bias applied to computed fresnel term
  95105. */
  95106. bias: number;
  95107. /**
  95108. * Defined the power exponent applied to fresnel term
  95109. */
  95110. power: number;
  95111. /**
  95112. * Clones the current fresnel and its valuues
  95113. * @returns a clone fresnel configuration
  95114. */
  95115. clone(): FresnelParameters;
  95116. /**
  95117. * Serializes the current fresnel parameters to a JSON representation.
  95118. * @return the JSON serialization
  95119. */
  95120. serialize(): any;
  95121. /**
  95122. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  95123. * @param parsedFresnelParameters Define the JSON representation
  95124. * @returns the parsed parameters
  95125. */
  95126. static Parse(parsedFresnelParameters: any): FresnelParameters;
  95127. }
  95128. }
  95129. declare module BABYLON {
  95130. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  95131. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95132. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95133. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95134. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95135. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95136. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95137. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95138. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95139. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95140. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95141. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95142. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95143. /**
  95144. * Decorator used to define property that can be serialized as reference to a camera
  95145. * @param sourceName defines the name of the property to decorate
  95146. */
  95147. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95148. /**
  95149. * Class used to help serialization objects
  95150. */
  95151. export class SerializationHelper {
  95152. /** @hidden */
  95153. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  95154. /** @hidden */
  95155. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  95156. /** @hidden */
  95157. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  95158. /** @hidden */
  95159. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  95160. /**
  95161. * Appends the serialized animations from the source animations
  95162. * @param source Source containing the animations
  95163. * @param destination Target to store the animations
  95164. */
  95165. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95166. /**
  95167. * Static function used to serialized a specific entity
  95168. * @param entity defines the entity to serialize
  95169. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  95170. * @returns a JSON compatible object representing the serialization of the entity
  95171. */
  95172. static Serialize<T>(entity: T, serializationObject?: any): any;
  95173. /**
  95174. * Creates a new entity from a serialization data object
  95175. * @param creationFunction defines a function used to instanciated the new entity
  95176. * @param source defines the source serialization data
  95177. * @param scene defines the hosting scene
  95178. * @param rootUrl defines the root url for resources
  95179. * @returns a new entity
  95180. */
  95181. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  95182. /**
  95183. * Clones an object
  95184. * @param creationFunction defines the function used to instanciate the new object
  95185. * @param source defines the source object
  95186. * @returns the cloned object
  95187. */
  95188. static Clone<T>(creationFunction: () => T, source: T): T;
  95189. /**
  95190. * Instanciates a new object based on a source one (some data will be shared between both object)
  95191. * @param creationFunction defines the function used to instanciate the new object
  95192. * @param source defines the source object
  95193. * @returns the new object
  95194. */
  95195. static Instanciate<T>(creationFunction: () => T, source: T): T;
  95196. }
  95197. }
  95198. declare module BABYLON {
  95199. /**
  95200. * Class used to manipulate GUIDs
  95201. */
  95202. export class GUID {
  95203. /**
  95204. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95205. * Be aware Math.random() could cause collisions, but:
  95206. * "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"
  95207. * @returns a pseudo random id
  95208. */
  95209. static RandomId(): string;
  95210. }
  95211. }
  95212. declare module BABYLON {
  95213. /**
  95214. * Base class of all the textures in babylon.
  95215. * It groups all the common properties the materials, post process, lights... might need
  95216. * in order to make a correct use of the texture.
  95217. */
  95218. export class BaseTexture implements IAnimatable {
  95219. /**
  95220. * Default anisotropic filtering level for the application.
  95221. * It is set to 4 as a good tradeoff between perf and quality.
  95222. */
  95223. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  95224. /**
  95225. * Gets or sets the unique id of the texture
  95226. */
  95227. uniqueId: number;
  95228. /**
  95229. * Define the name of the texture.
  95230. */
  95231. name: string;
  95232. /**
  95233. * Gets or sets an object used to store user defined information.
  95234. */
  95235. metadata: any;
  95236. /**
  95237. * For internal use only. Please do not use.
  95238. */
  95239. reservedDataStore: any;
  95240. private _hasAlpha;
  95241. /**
  95242. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  95243. */
  95244. hasAlpha: boolean;
  95245. /**
  95246. * Defines if the alpha value should be determined via the rgb values.
  95247. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  95248. */
  95249. getAlphaFromRGB: boolean;
  95250. /**
  95251. * Intensity or strength of the texture.
  95252. * It is commonly used by materials to fine tune the intensity of the texture
  95253. */
  95254. level: number;
  95255. /**
  95256. * Define the UV chanel to use starting from 0 and defaulting to 0.
  95257. * This is part of the texture as textures usually maps to one uv set.
  95258. */
  95259. coordinatesIndex: number;
  95260. private _coordinatesMode;
  95261. /**
  95262. * How a texture is mapped.
  95263. *
  95264. * | Value | Type | Description |
  95265. * | ----- | ----------------------------------- | ----------- |
  95266. * | 0 | EXPLICIT_MODE | |
  95267. * | 1 | SPHERICAL_MODE | |
  95268. * | 2 | PLANAR_MODE | |
  95269. * | 3 | CUBIC_MODE | |
  95270. * | 4 | PROJECTION_MODE | |
  95271. * | 5 | SKYBOX_MODE | |
  95272. * | 6 | INVCUBIC_MODE | |
  95273. * | 7 | EQUIRECTANGULAR_MODE | |
  95274. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  95275. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  95276. */
  95277. coordinatesMode: number;
  95278. /**
  95279. * | Value | Type | Description |
  95280. * | ----- | ------------------ | ----------- |
  95281. * | 0 | CLAMP_ADDRESSMODE | |
  95282. * | 1 | WRAP_ADDRESSMODE | |
  95283. * | 2 | MIRROR_ADDRESSMODE | |
  95284. */
  95285. wrapU: number;
  95286. /**
  95287. * | Value | Type | Description |
  95288. * | ----- | ------------------ | ----------- |
  95289. * | 0 | CLAMP_ADDRESSMODE | |
  95290. * | 1 | WRAP_ADDRESSMODE | |
  95291. * | 2 | MIRROR_ADDRESSMODE | |
  95292. */
  95293. wrapV: number;
  95294. /**
  95295. * | Value | Type | Description |
  95296. * | ----- | ------------------ | ----------- |
  95297. * | 0 | CLAMP_ADDRESSMODE | |
  95298. * | 1 | WRAP_ADDRESSMODE | |
  95299. * | 2 | MIRROR_ADDRESSMODE | |
  95300. */
  95301. wrapR: number;
  95302. /**
  95303. * With compliant hardware and browser (supporting anisotropic filtering)
  95304. * this defines the level of anisotropic filtering in the texture.
  95305. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  95306. */
  95307. anisotropicFilteringLevel: number;
  95308. /**
  95309. * Define if the texture is a cube texture or if false a 2d texture.
  95310. */
  95311. isCube: boolean;
  95312. /**
  95313. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  95314. */
  95315. is3D: boolean;
  95316. /**
  95317. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  95318. * HDR texture are usually stored in linear space.
  95319. * This only impacts the PBR and Background materials
  95320. */
  95321. gammaSpace: boolean;
  95322. /**
  95323. * Gets or sets whether or not the texture contains RGBD data.
  95324. */
  95325. isRGBD: boolean;
  95326. /**
  95327. * Is Z inverted in the texture (useful in a cube texture).
  95328. */
  95329. invertZ: boolean;
  95330. /**
  95331. * Are mip maps generated for this texture or not.
  95332. */
  95333. readonly noMipmap: boolean;
  95334. /**
  95335. * @hidden
  95336. */
  95337. lodLevelInAlpha: boolean;
  95338. /**
  95339. * With prefiltered texture, defined the offset used during the prefiltering steps.
  95340. */
  95341. lodGenerationOffset: number;
  95342. /**
  95343. * With prefiltered texture, defined the scale used during the prefiltering steps.
  95344. */
  95345. lodGenerationScale: number;
  95346. /**
  95347. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  95348. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  95349. * average roughness values.
  95350. */
  95351. linearSpecularLOD: boolean;
  95352. /**
  95353. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  95354. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  95355. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  95356. */
  95357. irradianceTexture: Nullable<BaseTexture>;
  95358. /**
  95359. * Define if the texture is a render target.
  95360. */
  95361. isRenderTarget: boolean;
  95362. /**
  95363. * Define the unique id of the texture in the scene.
  95364. */
  95365. readonly uid: string;
  95366. /**
  95367. * Return a string representation of the texture.
  95368. * @returns the texture as a string
  95369. */
  95370. toString(): string;
  95371. /**
  95372. * Get the class name of the texture.
  95373. * @returns "BaseTexture"
  95374. */
  95375. getClassName(): string;
  95376. /**
  95377. * Define the list of animation attached to the texture.
  95378. */
  95379. animations: Animation[];
  95380. /**
  95381. * An event triggered when the texture is disposed.
  95382. */
  95383. onDisposeObservable: Observable<BaseTexture>;
  95384. private _onDisposeObserver;
  95385. /**
  95386. * Callback triggered when the texture has been disposed.
  95387. * Kept for back compatibility, you can use the onDisposeObservable instead.
  95388. */
  95389. onDispose: () => void;
  95390. /**
  95391. * Define the current state of the loading sequence when in delayed load mode.
  95392. */
  95393. delayLoadState: number;
  95394. private _scene;
  95395. /** @hidden */
  95396. _texture: Nullable<InternalTexture>;
  95397. private _uid;
  95398. /**
  95399. * Define if the texture is preventinga material to render or not.
  95400. * If not and the texture is not ready, the engine will use a default black texture instead.
  95401. */
  95402. readonly isBlocking: boolean;
  95403. /**
  95404. * Instantiates a new BaseTexture.
  95405. * Base class of all the textures in babylon.
  95406. * It groups all the common properties the materials, post process, lights... might need
  95407. * in order to make a correct use of the texture.
  95408. * @param scene Define the scene the texture blongs to
  95409. */
  95410. constructor(scene: Nullable<Scene>);
  95411. /**
  95412. * Get the scene the texture belongs to.
  95413. * @returns the scene or null if undefined
  95414. */
  95415. getScene(): Nullable<Scene>;
  95416. /**
  95417. * Get the texture transform matrix used to offset tile the texture for istance.
  95418. * @returns the transformation matrix
  95419. */
  95420. getTextureMatrix(): Matrix;
  95421. /**
  95422. * Get the texture reflection matrix used to rotate/transform the reflection.
  95423. * @returns the reflection matrix
  95424. */
  95425. getReflectionTextureMatrix(): Matrix;
  95426. /**
  95427. * Get the underlying lower level texture from Babylon.
  95428. * @returns the insternal texture
  95429. */
  95430. getInternalTexture(): Nullable<InternalTexture>;
  95431. /**
  95432. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  95433. * @returns true if ready or not blocking
  95434. */
  95435. isReadyOrNotBlocking(): boolean;
  95436. /**
  95437. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  95438. * @returns true if fully ready
  95439. */
  95440. isReady(): boolean;
  95441. private _cachedSize;
  95442. /**
  95443. * Get the size of the texture.
  95444. * @returns the texture size.
  95445. */
  95446. getSize(): ISize;
  95447. /**
  95448. * Get the base size of the texture.
  95449. * It can be different from the size if the texture has been resized for POT for instance
  95450. * @returns the base size
  95451. */
  95452. getBaseSize(): ISize;
  95453. /**
  95454. * Update the sampling mode of the texture.
  95455. * Default is Trilinear mode.
  95456. *
  95457. * | Value | Type | Description |
  95458. * | ----- | ------------------ | ----------- |
  95459. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  95460. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  95461. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  95462. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  95463. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  95464. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  95465. * | 7 | NEAREST_LINEAR | |
  95466. * | 8 | NEAREST_NEAREST | |
  95467. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  95468. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  95469. * | 11 | LINEAR_LINEAR | |
  95470. * | 12 | LINEAR_NEAREST | |
  95471. *
  95472. * > _mag_: magnification filter (close to the viewer)
  95473. * > _min_: minification filter (far from the viewer)
  95474. * > _mip_: filter used between mip map levels
  95475. *@param samplingMode Define the new sampling mode of the texture
  95476. */
  95477. updateSamplingMode(samplingMode: number): void;
  95478. /**
  95479. * Scales the texture if is `canRescale()`
  95480. * @param ratio the resize factor we want to use to rescale
  95481. */
  95482. scale(ratio: number): void;
  95483. /**
  95484. * Get if the texture can rescale.
  95485. */
  95486. readonly canRescale: boolean;
  95487. /** @hidden */
  95488. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  95489. /** @hidden */
  95490. _rebuild(): void;
  95491. /**
  95492. * Triggers the load sequence in delayed load mode.
  95493. */
  95494. delayLoad(): void;
  95495. /**
  95496. * Clones the texture.
  95497. * @returns the cloned texture
  95498. */
  95499. clone(): Nullable<BaseTexture>;
  95500. /**
  95501. * Get the texture underlying type (INT, FLOAT...)
  95502. */
  95503. readonly textureType: number;
  95504. /**
  95505. * Get the texture underlying format (RGB, RGBA...)
  95506. */
  95507. readonly textureFormat: number;
  95508. /**
  95509. * Indicates that textures need to be re-calculated for all materials
  95510. */
  95511. protected _markAllSubMeshesAsTexturesDirty(): void;
  95512. /**
  95513. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  95514. * This will returns an RGBA array buffer containing either in values (0-255) or
  95515. * float values (0-1) depending of the underlying buffer type.
  95516. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  95517. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  95518. * @param buffer defines a user defined buffer to fill with data (can be null)
  95519. * @returns The Array buffer containing the pixels data.
  95520. */
  95521. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  95522. /**
  95523. * Release and destroy the underlying lower level texture aka internalTexture.
  95524. */
  95525. releaseInternalTexture(): void;
  95526. /** @hidden */
  95527. readonly _lodTextureHigh: Nullable<BaseTexture>;
  95528. /** @hidden */
  95529. readonly _lodTextureMid: Nullable<BaseTexture>;
  95530. /** @hidden */
  95531. readonly _lodTextureLow: Nullable<BaseTexture>;
  95532. /**
  95533. * Dispose the texture and release its associated resources.
  95534. */
  95535. dispose(): void;
  95536. /**
  95537. * Serialize the texture into a JSON representation that can be parsed later on.
  95538. * @returns the JSON representation of the texture
  95539. */
  95540. serialize(): any;
  95541. /**
  95542. * Helper function to be called back once a list of texture contains only ready textures.
  95543. * @param textures Define the list of textures to wait for
  95544. * @param callback Define the callback triggered once the entire list will be ready
  95545. */
  95546. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  95547. }
  95548. }
  95549. declare module BABYLON {
  95550. /**
  95551. * Options to be used when creating an effect.
  95552. */
  95553. export interface IEffectCreationOptions {
  95554. /**
  95555. * Atrributes that will be used in the shader.
  95556. */
  95557. attributes: string[];
  95558. /**
  95559. * Uniform varible names that will be set in the shader.
  95560. */
  95561. uniformsNames: string[];
  95562. /**
  95563. * Uniform buffer varible names that will be set in the shader.
  95564. */
  95565. uniformBuffersNames: string[];
  95566. /**
  95567. * Sampler texture variable names that will be set in the shader.
  95568. */
  95569. samplers: string[];
  95570. /**
  95571. * Define statements that will be set in the shader.
  95572. */
  95573. defines: any;
  95574. /**
  95575. * Possible fallbacks for this effect to improve performance when needed.
  95576. */
  95577. fallbacks: Nullable<IEffectFallbacks>;
  95578. /**
  95579. * Callback that will be called when the shader is compiled.
  95580. */
  95581. onCompiled: Nullable<(effect: Effect) => void>;
  95582. /**
  95583. * Callback that will be called if an error occurs during shader compilation.
  95584. */
  95585. onError: Nullable<(effect: Effect, errors: string) => void>;
  95586. /**
  95587. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  95588. */
  95589. indexParameters?: any;
  95590. /**
  95591. * Max number of lights that can be used in the shader.
  95592. */
  95593. maxSimultaneousLights?: number;
  95594. /**
  95595. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  95596. */
  95597. transformFeedbackVaryings?: Nullable<string[]>;
  95598. }
  95599. /**
  95600. * Effect containing vertex and fragment shader that can be executed on an object.
  95601. */
  95602. export class Effect implements IDisposable {
  95603. /**
  95604. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95605. */
  95606. static ShadersRepository: string;
  95607. /**
  95608. * Name of the effect.
  95609. */
  95610. name: any;
  95611. /**
  95612. * String container all the define statements that should be set on the shader.
  95613. */
  95614. defines: string;
  95615. /**
  95616. * Callback that will be called when the shader is compiled.
  95617. */
  95618. onCompiled: Nullable<(effect: Effect) => void>;
  95619. /**
  95620. * Callback that will be called if an error occurs during shader compilation.
  95621. */
  95622. onError: Nullable<(effect: Effect, errors: string) => void>;
  95623. /**
  95624. * Callback that will be called when effect is bound.
  95625. */
  95626. onBind: Nullable<(effect: Effect) => void>;
  95627. /**
  95628. * Unique ID of the effect.
  95629. */
  95630. uniqueId: number;
  95631. /**
  95632. * Observable that will be called when the shader is compiled.
  95633. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  95634. */
  95635. onCompileObservable: Observable<Effect>;
  95636. /**
  95637. * Observable that will be called if an error occurs during shader compilation.
  95638. */
  95639. onErrorObservable: Observable<Effect>;
  95640. /** @hidden */
  95641. _onBindObservable: Nullable<Observable<Effect>>;
  95642. /**
  95643. * Observable that will be called when effect is bound.
  95644. */
  95645. readonly onBindObservable: Observable<Effect>;
  95646. /** @hidden */
  95647. _bonesComputationForcedToCPU: boolean;
  95648. private static _uniqueIdSeed;
  95649. private _engine;
  95650. private _uniformBuffersNames;
  95651. private _uniformsNames;
  95652. private _samplerList;
  95653. private _samplers;
  95654. private _isReady;
  95655. private _compilationError;
  95656. private _allFallbacksProcessed;
  95657. private _attributesNames;
  95658. private _attributes;
  95659. private _uniforms;
  95660. /**
  95661. * Key for the effect.
  95662. * @hidden
  95663. */
  95664. _key: string;
  95665. private _indexParameters;
  95666. private _fallbacks;
  95667. private _vertexSourceCode;
  95668. private _fragmentSourceCode;
  95669. private _vertexSourceCodeOverride;
  95670. private _fragmentSourceCodeOverride;
  95671. private _transformFeedbackVaryings;
  95672. /**
  95673. * Compiled shader to webGL program.
  95674. * @hidden
  95675. */
  95676. _pipelineContext: Nullable<IPipelineContext>;
  95677. private _valueCache;
  95678. private static _baseCache;
  95679. /**
  95680. * Instantiates an effect.
  95681. * An effect can be used to create/manage/execute vertex and fragment shaders.
  95682. * @param baseName Name of the effect.
  95683. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  95684. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  95685. * @param samplers List of sampler variables that will be passed to the shader.
  95686. * @param engine Engine to be used to render the effect
  95687. * @param defines Define statements to be added to the shader.
  95688. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  95689. * @param onCompiled Callback that will be called when the shader is compiled.
  95690. * @param onError Callback that will be called if an error occurs during shader compilation.
  95691. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  95692. */
  95693. 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);
  95694. private _useFinalCode;
  95695. /**
  95696. * Unique key for this effect
  95697. */
  95698. readonly key: string;
  95699. /**
  95700. * If the effect has been compiled and prepared.
  95701. * @returns if the effect is compiled and prepared.
  95702. */
  95703. isReady(): boolean;
  95704. private _isReadyInternal;
  95705. /**
  95706. * The engine the effect was initialized with.
  95707. * @returns the engine.
  95708. */
  95709. getEngine(): Engine;
  95710. /**
  95711. * The pipeline context for this effect
  95712. * @returns the associated pipeline context
  95713. */
  95714. getPipelineContext(): Nullable<IPipelineContext>;
  95715. /**
  95716. * The set of names of attribute variables for the shader.
  95717. * @returns An array of attribute names.
  95718. */
  95719. getAttributesNames(): string[];
  95720. /**
  95721. * Returns the attribute at the given index.
  95722. * @param index The index of the attribute.
  95723. * @returns The location of the attribute.
  95724. */
  95725. getAttributeLocation(index: number): number;
  95726. /**
  95727. * Returns the attribute based on the name of the variable.
  95728. * @param name of the attribute to look up.
  95729. * @returns the attribute location.
  95730. */
  95731. getAttributeLocationByName(name: string): number;
  95732. /**
  95733. * The number of attributes.
  95734. * @returns the numnber of attributes.
  95735. */
  95736. getAttributesCount(): number;
  95737. /**
  95738. * Gets the index of a uniform variable.
  95739. * @param uniformName of the uniform to look up.
  95740. * @returns the index.
  95741. */
  95742. getUniformIndex(uniformName: string): number;
  95743. /**
  95744. * Returns the attribute based on the name of the variable.
  95745. * @param uniformName of the uniform to look up.
  95746. * @returns the location of the uniform.
  95747. */
  95748. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  95749. /**
  95750. * Returns an array of sampler variable names
  95751. * @returns The array of sampler variable neames.
  95752. */
  95753. getSamplers(): string[];
  95754. /**
  95755. * The error from the last compilation.
  95756. * @returns the error string.
  95757. */
  95758. getCompilationError(): string;
  95759. /**
  95760. * Gets a boolean indicating that all fallbacks were used during compilation
  95761. * @returns true if all fallbacks were used
  95762. */
  95763. allFallbacksProcessed(): boolean;
  95764. /**
  95765. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  95766. * @param func The callback to be used.
  95767. */
  95768. executeWhenCompiled(func: (effect: Effect) => void): void;
  95769. private _checkIsReady;
  95770. private _loadShader;
  95771. /**
  95772. * Recompiles the webGL program
  95773. * @param vertexSourceCode The source code for the vertex shader.
  95774. * @param fragmentSourceCode The source code for the fragment shader.
  95775. * @param onCompiled Callback called when completed.
  95776. * @param onError Callback called on error.
  95777. * @hidden
  95778. */
  95779. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  95780. /**
  95781. * Prepares the effect
  95782. * @hidden
  95783. */
  95784. _prepareEffect(): void;
  95785. private _processCompilationErrors;
  95786. /**
  95787. * Checks if the effect is supported. (Must be called after compilation)
  95788. */
  95789. readonly isSupported: boolean;
  95790. /**
  95791. * Binds a texture to the engine to be used as output of the shader.
  95792. * @param channel Name of the output variable.
  95793. * @param texture Texture to bind.
  95794. * @hidden
  95795. */
  95796. _bindTexture(channel: string, texture: InternalTexture): void;
  95797. /**
  95798. * Sets a texture on the engine to be used in the shader.
  95799. * @param channel Name of the sampler variable.
  95800. * @param texture Texture to set.
  95801. */
  95802. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  95803. /**
  95804. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  95805. * @param channel Name of the sampler variable.
  95806. * @param texture Texture to set.
  95807. */
  95808. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  95809. /**
  95810. * Sets an array of textures on the engine to be used in the shader.
  95811. * @param channel Name of the variable.
  95812. * @param textures Textures to set.
  95813. */
  95814. setTextureArray(channel: string, textures: BaseTexture[]): void;
  95815. /**
  95816. * 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)
  95817. * @param channel Name of the sampler variable.
  95818. * @param postProcess Post process to get the input texture from.
  95819. */
  95820. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  95821. /**
  95822. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  95823. * 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)
  95824. * @param channel Name of the sampler variable.
  95825. * @param postProcess Post process to get the output texture from.
  95826. */
  95827. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  95828. /** @hidden */
  95829. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  95830. /** @hidden */
  95831. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  95832. /** @hidden */
  95833. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  95834. /** @hidden */
  95835. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  95836. /**
  95837. * Binds a buffer to a uniform.
  95838. * @param buffer Buffer to bind.
  95839. * @param name Name of the uniform variable to bind to.
  95840. */
  95841. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  95842. /**
  95843. * Binds block to a uniform.
  95844. * @param blockName Name of the block to bind.
  95845. * @param index Index to bind.
  95846. */
  95847. bindUniformBlock(blockName: string, index: number): void;
  95848. /**
  95849. * Sets an interger value on a uniform variable.
  95850. * @param uniformName Name of the variable.
  95851. * @param value Value to be set.
  95852. * @returns this effect.
  95853. */
  95854. setInt(uniformName: string, value: number): Effect;
  95855. /**
  95856. * Sets an int array on a uniform variable.
  95857. * @param uniformName Name of the variable.
  95858. * @param array array to be set.
  95859. * @returns this effect.
  95860. */
  95861. setIntArray(uniformName: string, array: Int32Array): Effect;
  95862. /**
  95863. * 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)
  95864. * @param uniformName Name of the variable.
  95865. * @param array array to be set.
  95866. * @returns this effect.
  95867. */
  95868. setIntArray2(uniformName: string, array: Int32Array): Effect;
  95869. /**
  95870. * 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)
  95871. * @param uniformName Name of the variable.
  95872. * @param array array to be set.
  95873. * @returns this effect.
  95874. */
  95875. setIntArray3(uniformName: string, array: Int32Array): Effect;
  95876. /**
  95877. * 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)
  95878. * @param uniformName Name of the variable.
  95879. * @param array array to be set.
  95880. * @returns this effect.
  95881. */
  95882. setIntArray4(uniformName: string, array: Int32Array): Effect;
  95883. /**
  95884. * Sets an float array on a uniform variable.
  95885. * @param uniformName Name of the variable.
  95886. * @param array array to be set.
  95887. * @returns this effect.
  95888. */
  95889. setFloatArray(uniformName: string, array: Float32Array): Effect;
  95890. /**
  95891. * 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)
  95892. * @param uniformName Name of the variable.
  95893. * @param array array to be set.
  95894. * @returns this effect.
  95895. */
  95896. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  95897. /**
  95898. * 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)
  95899. * @param uniformName Name of the variable.
  95900. * @param array array to be set.
  95901. * @returns this effect.
  95902. */
  95903. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  95904. /**
  95905. * 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)
  95906. * @param uniformName Name of the variable.
  95907. * @param array array to be set.
  95908. * @returns this effect.
  95909. */
  95910. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  95911. /**
  95912. * Sets an array on a uniform variable.
  95913. * @param uniformName Name of the variable.
  95914. * @param array array to be set.
  95915. * @returns this effect.
  95916. */
  95917. setArray(uniformName: string, array: number[]): Effect;
  95918. /**
  95919. * 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)
  95920. * @param uniformName Name of the variable.
  95921. * @param array array to be set.
  95922. * @returns this effect.
  95923. */
  95924. setArray2(uniformName: string, array: number[]): Effect;
  95925. /**
  95926. * 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)
  95927. * @param uniformName Name of the variable.
  95928. * @param array array to be set.
  95929. * @returns this effect.
  95930. */
  95931. setArray3(uniformName: string, array: number[]): Effect;
  95932. /**
  95933. * 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)
  95934. * @param uniformName Name of the variable.
  95935. * @param array array to be set.
  95936. * @returns this effect.
  95937. */
  95938. setArray4(uniformName: string, array: number[]): Effect;
  95939. /**
  95940. * Sets matrices on a uniform variable.
  95941. * @param uniformName Name of the variable.
  95942. * @param matrices matrices to be set.
  95943. * @returns this effect.
  95944. */
  95945. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  95946. /**
  95947. * Sets matrix on a uniform variable.
  95948. * @param uniformName Name of the variable.
  95949. * @param matrix matrix to be set.
  95950. * @returns this effect.
  95951. */
  95952. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  95953. /**
  95954. * 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)
  95955. * @param uniformName Name of the variable.
  95956. * @param matrix matrix to be set.
  95957. * @returns this effect.
  95958. */
  95959. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  95960. /**
  95961. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  95962. * @param uniformName Name of the variable.
  95963. * @param matrix matrix to be set.
  95964. * @returns this effect.
  95965. */
  95966. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  95967. /**
  95968. * Sets a float on a uniform variable.
  95969. * @param uniformName Name of the variable.
  95970. * @param value value to be set.
  95971. * @returns this effect.
  95972. */
  95973. setFloat(uniformName: string, value: number): Effect;
  95974. /**
  95975. * Sets a boolean on a uniform variable.
  95976. * @param uniformName Name of the variable.
  95977. * @param bool value to be set.
  95978. * @returns this effect.
  95979. */
  95980. setBool(uniformName: string, bool: boolean): Effect;
  95981. /**
  95982. * Sets a Vector2 on a uniform variable.
  95983. * @param uniformName Name of the variable.
  95984. * @param vector2 vector2 to be set.
  95985. * @returns this effect.
  95986. */
  95987. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  95988. /**
  95989. * Sets a float2 on a uniform variable.
  95990. * @param uniformName Name of the variable.
  95991. * @param x First float in float2.
  95992. * @param y Second float in float2.
  95993. * @returns this effect.
  95994. */
  95995. setFloat2(uniformName: string, x: number, y: number): Effect;
  95996. /**
  95997. * Sets a Vector3 on a uniform variable.
  95998. * @param uniformName Name of the variable.
  95999. * @param vector3 Value to be set.
  96000. * @returns this effect.
  96001. */
  96002. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  96003. /**
  96004. * Sets a float3 on a uniform variable.
  96005. * @param uniformName Name of the variable.
  96006. * @param x First float in float3.
  96007. * @param y Second float in float3.
  96008. * @param z Third float in float3.
  96009. * @returns this effect.
  96010. */
  96011. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  96012. /**
  96013. * Sets a Vector4 on a uniform variable.
  96014. * @param uniformName Name of the variable.
  96015. * @param vector4 Value to be set.
  96016. * @returns this effect.
  96017. */
  96018. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  96019. /**
  96020. * Sets a float4 on a uniform variable.
  96021. * @param uniformName Name of the variable.
  96022. * @param x First float in float4.
  96023. * @param y Second float in float4.
  96024. * @param z Third float in float4.
  96025. * @param w Fourth float in float4.
  96026. * @returns this effect.
  96027. */
  96028. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  96029. /**
  96030. * Sets a Color3 on a uniform variable.
  96031. * @param uniformName Name of the variable.
  96032. * @param color3 Value to be set.
  96033. * @returns this effect.
  96034. */
  96035. setColor3(uniformName: string, color3: IColor3Like): Effect;
  96036. /**
  96037. * Sets a Color4 on a uniform variable.
  96038. * @param uniformName Name of the variable.
  96039. * @param color3 Value to be set.
  96040. * @param alpha Alpha value to be set.
  96041. * @returns this effect.
  96042. */
  96043. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  96044. /**
  96045. * Sets a Color4 on a uniform variable
  96046. * @param uniformName defines the name of the variable
  96047. * @param color4 defines the value to be set
  96048. * @returns this effect.
  96049. */
  96050. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  96051. /** Release all associated resources */
  96052. dispose(): void;
  96053. /**
  96054. * This function will add a new shader to the shader store
  96055. * @param name the name of the shader
  96056. * @param pixelShader optional pixel shader content
  96057. * @param vertexShader optional vertex shader content
  96058. */
  96059. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  96060. /**
  96061. * Store of each shader (The can be looked up using effect.key)
  96062. */
  96063. static ShadersStore: {
  96064. [key: string]: string;
  96065. };
  96066. /**
  96067. * Store of each included file for a shader (The can be looked up using effect.key)
  96068. */
  96069. static IncludesShadersStore: {
  96070. [key: string]: string;
  96071. };
  96072. /**
  96073. * Resets the cache of effects.
  96074. */
  96075. static ResetCache(): void;
  96076. }
  96077. }
  96078. declare module BABYLON {
  96079. /**
  96080. * Interface used to describe the capabilities of the engine relatively to the current browser
  96081. */
  96082. export interface EngineCapabilities {
  96083. /** Maximum textures units per fragment shader */
  96084. maxTexturesImageUnits: number;
  96085. /** Maximum texture units per vertex shader */
  96086. maxVertexTextureImageUnits: number;
  96087. /** Maximum textures units in the entire pipeline */
  96088. maxCombinedTexturesImageUnits: number;
  96089. /** Maximum texture size */
  96090. maxTextureSize: number;
  96091. /** Maximum cube texture size */
  96092. maxCubemapTextureSize: number;
  96093. /** Maximum render texture size */
  96094. maxRenderTextureSize: number;
  96095. /** Maximum number of vertex attributes */
  96096. maxVertexAttribs: number;
  96097. /** Maximum number of varyings */
  96098. maxVaryingVectors: number;
  96099. /** Maximum number of uniforms per vertex shader */
  96100. maxVertexUniformVectors: number;
  96101. /** Maximum number of uniforms per fragment shader */
  96102. maxFragmentUniformVectors: number;
  96103. /** Defines if standard derivates (dx/dy) are supported */
  96104. standardDerivatives: boolean;
  96105. /** Defines if s3tc texture compression is supported */
  96106. s3tc?: WEBGL_compressed_texture_s3tc;
  96107. /** Defines if pvrtc texture compression is supported */
  96108. pvrtc: any;
  96109. /** Defines if etc1 texture compression is supported */
  96110. etc1: any;
  96111. /** Defines if etc2 texture compression is supported */
  96112. etc2: any;
  96113. /** Defines if astc texture compression is supported */
  96114. astc: any;
  96115. /** Defines if float textures are supported */
  96116. textureFloat: boolean;
  96117. /** Defines if vertex array objects are supported */
  96118. vertexArrayObject: boolean;
  96119. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  96120. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  96121. /** Gets the maximum level of anisotropy supported */
  96122. maxAnisotropy: number;
  96123. /** Defines if instancing is supported */
  96124. instancedArrays: boolean;
  96125. /** Defines if 32 bits indices are supported */
  96126. uintIndices: boolean;
  96127. /** Defines if high precision shaders are supported */
  96128. highPrecisionShaderSupported: boolean;
  96129. /** Defines if depth reading in the fragment shader is supported */
  96130. fragmentDepthSupported: boolean;
  96131. /** Defines if float texture linear filtering is supported*/
  96132. textureFloatLinearFiltering: boolean;
  96133. /** Defines if rendering to float textures is supported */
  96134. textureFloatRender: boolean;
  96135. /** Defines if half float textures are supported*/
  96136. textureHalfFloat: boolean;
  96137. /** Defines if half float texture linear filtering is supported*/
  96138. textureHalfFloatLinearFiltering: boolean;
  96139. /** Defines if rendering to half float textures is supported */
  96140. textureHalfFloatRender: boolean;
  96141. /** Defines if textureLOD shader command is supported */
  96142. textureLOD: boolean;
  96143. /** Defines if draw buffers extension is supported */
  96144. drawBuffersExtension: boolean;
  96145. /** Defines if depth textures are supported */
  96146. depthTextureExtension: boolean;
  96147. /** Defines if float color buffer are supported */
  96148. colorBufferFloat: boolean;
  96149. /** Gets disjoint timer query extension (null if not supported) */
  96150. timerQuery?: EXT_disjoint_timer_query;
  96151. /** Defines if timestamp can be used with timer query */
  96152. canUseTimestampForTimerQuery: boolean;
  96153. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  96154. multiview?: any;
  96155. /** Function used to let the system compiles shaders in background */
  96156. parallelShaderCompile?: {
  96157. COMPLETION_STATUS_KHR: number;
  96158. };
  96159. /** Max number of texture samples for MSAA */
  96160. maxMSAASamples: number;
  96161. /** Defines if the blend min max extension is supported */
  96162. blendMinMax: boolean;
  96163. }
  96164. }
  96165. declare module BABYLON {
  96166. /**
  96167. * @hidden
  96168. **/
  96169. export class DepthCullingState {
  96170. private _isDepthTestDirty;
  96171. private _isDepthMaskDirty;
  96172. private _isDepthFuncDirty;
  96173. private _isCullFaceDirty;
  96174. private _isCullDirty;
  96175. private _isZOffsetDirty;
  96176. private _isFrontFaceDirty;
  96177. private _depthTest;
  96178. private _depthMask;
  96179. private _depthFunc;
  96180. private _cull;
  96181. private _cullFace;
  96182. private _zOffset;
  96183. private _frontFace;
  96184. /**
  96185. * Initializes the state.
  96186. */
  96187. constructor();
  96188. readonly isDirty: boolean;
  96189. zOffset: number;
  96190. cullFace: Nullable<number>;
  96191. cull: Nullable<boolean>;
  96192. depthFunc: Nullable<number>;
  96193. depthMask: boolean;
  96194. depthTest: boolean;
  96195. frontFace: Nullable<number>;
  96196. reset(): void;
  96197. apply(gl: WebGLRenderingContext): void;
  96198. }
  96199. }
  96200. declare module BABYLON {
  96201. /**
  96202. * @hidden
  96203. **/
  96204. export class StencilState {
  96205. /** 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 */
  96206. static readonly ALWAYS: number;
  96207. /** Passed to stencilOperation to specify that stencil value must be kept */
  96208. static readonly KEEP: number;
  96209. /** Passed to stencilOperation to specify that stencil value must be replaced */
  96210. static readonly REPLACE: number;
  96211. private _isStencilTestDirty;
  96212. private _isStencilMaskDirty;
  96213. private _isStencilFuncDirty;
  96214. private _isStencilOpDirty;
  96215. private _stencilTest;
  96216. private _stencilMask;
  96217. private _stencilFunc;
  96218. private _stencilFuncRef;
  96219. private _stencilFuncMask;
  96220. private _stencilOpStencilFail;
  96221. private _stencilOpDepthFail;
  96222. private _stencilOpStencilDepthPass;
  96223. readonly isDirty: boolean;
  96224. stencilFunc: number;
  96225. stencilFuncRef: number;
  96226. stencilFuncMask: number;
  96227. stencilOpStencilFail: number;
  96228. stencilOpDepthFail: number;
  96229. stencilOpStencilDepthPass: number;
  96230. stencilMask: number;
  96231. stencilTest: boolean;
  96232. constructor();
  96233. reset(): void;
  96234. apply(gl: WebGLRenderingContext): void;
  96235. }
  96236. }
  96237. declare module BABYLON {
  96238. /**
  96239. * @hidden
  96240. **/
  96241. export class AlphaState {
  96242. private _isAlphaBlendDirty;
  96243. private _isBlendFunctionParametersDirty;
  96244. private _isBlendEquationParametersDirty;
  96245. private _isBlendConstantsDirty;
  96246. private _alphaBlend;
  96247. private _blendFunctionParameters;
  96248. private _blendEquationParameters;
  96249. private _blendConstants;
  96250. /**
  96251. * Initializes the state.
  96252. */
  96253. constructor();
  96254. readonly isDirty: boolean;
  96255. alphaBlend: boolean;
  96256. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  96257. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  96258. setAlphaEquationParameters(rgb: number, alpha: number): void;
  96259. reset(): void;
  96260. apply(gl: WebGLRenderingContext): void;
  96261. }
  96262. }
  96263. declare module BABYLON {
  96264. /** @hidden */
  96265. export class WebGL2ShaderProcessor implements IShaderProcessor {
  96266. attributeProcessor(attribute: string): string;
  96267. varyingProcessor(varying: string, isFragment: boolean): string;
  96268. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  96269. }
  96270. }
  96271. declare module BABYLON {
  96272. /**
  96273. * Interface for attribute information associated with buffer instanciation
  96274. */
  96275. export class InstancingAttributeInfo {
  96276. /**
  96277. * Index/offset of the attribute in the vertex shader
  96278. */
  96279. index: number;
  96280. /**
  96281. * size of the attribute, 1, 2, 3 or 4
  96282. */
  96283. attributeSize: number;
  96284. /**
  96285. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  96286. * default is FLOAT
  96287. */
  96288. attributeType: number;
  96289. /**
  96290. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  96291. */
  96292. normalized: boolean;
  96293. /**
  96294. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  96295. */
  96296. offset: number;
  96297. /**
  96298. * Name of the GLSL attribute, for debugging purpose only
  96299. */
  96300. attributeName: string;
  96301. }
  96302. }
  96303. declare module BABYLON {
  96304. interface ThinEngine {
  96305. /**
  96306. * Update a video texture
  96307. * @param texture defines the texture to update
  96308. * @param video defines the video element to use
  96309. * @param invertY defines if data must be stored with Y axis inverted
  96310. */
  96311. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96312. }
  96313. }
  96314. declare module BABYLON {
  96315. /**
  96316. * Settings for finer control over video usage
  96317. */
  96318. export interface VideoTextureSettings {
  96319. /**
  96320. * Applies `autoplay` to video, if specified
  96321. */
  96322. autoPlay?: boolean;
  96323. /**
  96324. * Applies `loop` to video, if specified
  96325. */
  96326. loop?: boolean;
  96327. /**
  96328. * Automatically updates internal texture from video at every frame in the render loop
  96329. */
  96330. autoUpdateTexture: boolean;
  96331. /**
  96332. * Image src displayed during the video loading or until the user interacts with the video.
  96333. */
  96334. poster?: string;
  96335. }
  96336. /**
  96337. * If you want to display a video in your scene, this is the special texture for that.
  96338. * This special texture works similar to other textures, with the exception of a few parameters.
  96339. * @see https://doc.babylonjs.com/how_to/video_texture
  96340. */
  96341. export class VideoTexture extends Texture {
  96342. /**
  96343. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  96344. */
  96345. readonly autoUpdateTexture: boolean;
  96346. /**
  96347. * The video instance used by the texture internally
  96348. */
  96349. readonly video: HTMLVideoElement;
  96350. private _onUserActionRequestedObservable;
  96351. /**
  96352. * Event triggerd when a dom action is required by the user to play the video.
  96353. * This happens due to recent changes in browser policies preventing video to auto start.
  96354. */
  96355. readonly onUserActionRequestedObservable: Observable<Texture>;
  96356. private _generateMipMaps;
  96357. private _engine;
  96358. private _stillImageCaptured;
  96359. private _displayingPosterTexture;
  96360. private _settings;
  96361. private _createInternalTextureOnEvent;
  96362. private _frameId;
  96363. /**
  96364. * Creates a video texture.
  96365. * If you want to display a video in your scene, this is the special texture for that.
  96366. * This special texture works similar to other textures, with the exception of a few parameters.
  96367. * @see https://doc.babylonjs.com/how_to/video_texture
  96368. * @param name optional name, will detect from video source, if not defined
  96369. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  96370. * @param scene is obviously the current scene.
  96371. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  96372. * @param invertY is false by default but can be used to invert video on Y axis
  96373. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  96374. * @param settings allows finer control over video usage
  96375. */
  96376. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  96377. private _getName;
  96378. private _getVideo;
  96379. private _createInternalTexture;
  96380. private reset;
  96381. /**
  96382. * @hidden Internal method to initiate `update`.
  96383. */
  96384. _rebuild(): void;
  96385. /**
  96386. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  96387. */
  96388. update(): void;
  96389. /**
  96390. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  96391. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  96392. */
  96393. updateTexture(isVisible: boolean): void;
  96394. protected _updateInternalTexture: () => void;
  96395. /**
  96396. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  96397. * @param url New url.
  96398. */
  96399. updateURL(url: string): void;
  96400. /**
  96401. * Dispose the texture and release its associated resources.
  96402. */
  96403. dispose(): void;
  96404. /**
  96405. * Creates a video texture straight from a stream.
  96406. * @param scene Define the scene the texture should be created in
  96407. * @param stream Define the stream the texture should be created from
  96408. * @returns The created video texture as a promise
  96409. */
  96410. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  96411. /**
  96412. * Creates a video texture straight from your WebCam video feed.
  96413. * @param scene Define the scene the texture should be created in
  96414. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  96415. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  96416. * @returns The created video texture as a promise
  96417. */
  96418. static CreateFromWebCamAsync(scene: Scene, constraints: {
  96419. minWidth: number;
  96420. maxWidth: number;
  96421. minHeight: number;
  96422. maxHeight: number;
  96423. deviceId: string;
  96424. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  96425. /**
  96426. * Creates a video texture straight from your WebCam video feed.
  96427. * @param scene Define the scene the texture should be created in
  96428. * @param onReady Define a callback to triggered once the texture will be ready
  96429. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  96430. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  96431. */
  96432. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  96433. minWidth: number;
  96434. maxWidth: number;
  96435. minHeight: number;
  96436. maxHeight: number;
  96437. deviceId: string;
  96438. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  96439. }
  96440. }
  96441. declare module BABYLON {
  96442. /**
  96443. * Defines the interface used by objects working like Scene
  96444. * @hidden
  96445. */
  96446. interface ISceneLike {
  96447. _addPendingData(data: any): void;
  96448. _removePendingData(data: any): void;
  96449. offlineProvider: IOfflineProvider;
  96450. }
  96451. /** Interface defining initialization parameters for Engine class */
  96452. export interface EngineOptions extends WebGLContextAttributes {
  96453. /**
  96454. * Defines if the engine should no exceed a specified device ratio
  96455. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  96456. */
  96457. limitDeviceRatio?: number;
  96458. /**
  96459. * Defines if webvr should be enabled automatically
  96460. * @see http://doc.babylonjs.com/how_to/webvr_camera
  96461. */
  96462. autoEnableWebVR?: boolean;
  96463. /**
  96464. * Defines if webgl2 should be turned off even if supported
  96465. * @see http://doc.babylonjs.com/features/webgl2
  96466. */
  96467. disableWebGL2Support?: boolean;
  96468. /**
  96469. * Defines if webaudio should be initialized as well
  96470. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  96471. */
  96472. audioEngine?: boolean;
  96473. /**
  96474. * Defines if animations should run using a deterministic lock step
  96475. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96476. */
  96477. deterministicLockstep?: boolean;
  96478. /** Defines the maximum steps to use with deterministic lock step mode */
  96479. lockstepMaxSteps?: number;
  96480. /**
  96481. * Defines that engine should ignore context lost events
  96482. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  96483. */
  96484. doNotHandleContextLost?: boolean;
  96485. /**
  96486. * Defines that engine should ignore modifying touch action attribute and style
  96487. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  96488. */
  96489. doNotHandleTouchAction?: boolean;
  96490. /**
  96491. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  96492. */
  96493. useHighPrecisionFloats?: boolean;
  96494. }
  96495. /**
  96496. * The base engine class (root of all engines)
  96497. */
  96498. export class ThinEngine {
  96499. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  96500. static ExceptionList: ({
  96501. key: string;
  96502. capture: string;
  96503. captureConstraint: number;
  96504. targets: string[];
  96505. } | {
  96506. key: string;
  96507. capture: null;
  96508. captureConstraint: null;
  96509. targets: string[];
  96510. })[];
  96511. /** @hidden */
  96512. static _TextureLoaders: IInternalTextureLoader[];
  96513. /**
  96514. * Returns the current npm package of the sdk
  96515. */
  96516. static readonly NpmPackage: string;
  96517. /**
  96518. * Returns the current version of the framework
  96519. */
  96520. static readonly Version: string;
  96521. /**
  96522. * Returns a string describing the current engine
  96523. */
  96524. readonly description: string;
  96525. /**
  96526. * Gets or sets the epsilon value used by collision engine
  96527. */
  96528. static CollisionsEpsilon: number;
  96529. /**
  96530. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96531. */
  96532. static ShadersRepository: string;
  96533. /** @hidden */
  96534. _shaderProcessor: IShaderProcessor;
  96535. /**
  96536. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  96537. */
  96538. forcePOTTextures: boolean;
  96539. /**
  96540. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  96541. */
  96542. isFullscreen: boolean;
  96543. /**
  96544. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  96545. */
  96546. cullBackFaces: boolean;
  96547. /**
  96548. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  96549. */
  96550. renderEvenInBackground: boolean;
  96551. /**
  96552. * Gets or sets a boolean indicating that cache can be kept between frames
  96553. */
  96554. preventCacheWipeBetweenFrames: boolean;
  96555. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  96556. validateShaderPrograms: boolean;
  96557. /**
  96558. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  96559. */
  96560. disableUniformBuffers: boolean;
  96561. /** @hidden */
  96562. _uniformBuffers: UniformBuffer[];
  96563. /**
  96564. * Gets a boolean indicating that the engine supports uniform buffers
  96565. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96566. */
  96567. readonly supportsUniformBuffers: boolean;
  96568. /** @hidden */
  96569. _gl: WebGLRenderingContext;
  96570. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  96571. protected _windowIsBackground: boolean;
  96572. protected _webGLVersion: number;
  96573. protected _highPrecisionShadersAllowed: boolean;
  96574. /** @hidden */
  96575. readonly _shouldUseHighPrecisionShader: boolean;
  96576. /**
  96577. * Gets a boolean indicating that only power of 2 textures are supported
  96578. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  96579. */
  96580. readonly needPOTTextures: boolean;
  96581. /** @hidden */
  96582. _badOS: boolean;
  96583. /** @hidden */
  96584. _badDesktopOS: boolean;
  96585. private _hardwareScalingLevel;
  96586. /** @hidden */
  96587. _caps: EngineCapabilities;
  96588. private _isStencilEnable;
  96589. protected _colorWrite: boolean;
  96590. private _glVersion;
  96591. private _glRenderer;
  96592. private _glVendor;
  96593. /** @hidden */
  96594. _videoTextureSupported: boolean;
  96595. protected _renderingQueueLaunched: boolean;
  96596. protected _activeRenderLoops: (() => void)[];
  96597. /**
  96598. * Observable signaled when a context lost event is raised
  96599. */
  96600. onContextLostObservable: Observable<ThinEngine>;
  96601. /**
  96602. * Observable signaled when a context restored event is raised
  96603. */
  96604. onContextRestoredObservable: Observable<ThinEngine>;
  96605. private _onContextLost;
  96606. private _onContextRestored;
  96607. protected _contextWasLost: boolean;
  96608. /** @hidden */
  96609. _doNotHandleContextLost: boolean;
  96610. /**
  96611. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  96612. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  96613. */
  96614. doNotHandleContextLost: boolean;
  96615. /**
  96616. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  96617. */
  96618. disableVertexArrayObjects: boolean;
  96619. /** @hidden */
  96620. protected _depthCullingState: DepthCullingState;
  96621. /** @hidden */
  96622. protected _stencilState: StencilState;
  96623. /** @hidden */
  96624. protected _alphaState: AlphaState;
  96625. /** @hidden */
  96626. _internalTexturesCache: InternalTexture[];
  96627. /** @hidden */
  96628. protected _activeChannel: number;
  96629. private _currentTextureChannel;
  96630. /** @hidden */
  96631. protected _boundTexturesCache: {
  96632. [key: string]: Nullable<InternalTexture>;
  96633. };
  96634. /** @hidden */
  96635. protected _currentEffect: Nullable<Effect>;
  96636. /** @hidden */
  96637. protected _currentProgram: Nullable<WebGLProgram>;
  96638. private _compiledEffects;
  96639. private _vertexAttribArraysEnabled;
  96640. /** @hidden */
  96641. protected _cachedViewport: Nullable<IViewportLike>;
  96642. private _cachedVertexArrayObject;
  96643. /** @hidden */
  96644. protected _cachedVertexBuffers: any;
  96645. /** @hidden */
  96646. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  96647. /** @hidden */
  96648. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  96649. /** @hidden */
  96650. _currentRenderTarget: Nullable<InternalTexture>;
  96651. private _uintIndicesCurrentlySet;
  96652. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  96653. /** @hidden */
  96654. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  96655. private _currentBufferPointers;
  96656. private _currentInstanceLocations;
  96657. private _currentInstanceBuffers;
  96658. private _textureUnits;
  96659. /** @hidden */
  96660. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  96661. /** @hidden */
  96662. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  96663. /** @hidden */
  96664. _bindedRenderFunction: any;
  96665. private _vaoRecordInProgress;
  96666. private _mustWipeVertexAttributes;
  96667. private _emptyTexture;
  96668. private _emptyCubeTexture;
  96669. private _emptyTexture3D;
  96670. /** @hidden */
  96671. _frameHandler: number;
  96672. private _nextFreeTextureSlots;
  96673. private _maxSimultaneousTextures;
  96674. private _activeRequests;
  96675. protected _texturesSupported: string[];
  96676. /** @hidden */
  96677. _textureFormatInUse: Nullable<string>;
  96678. protected readonly _supportsHardwareTextureRescaling: boolean;
  96679. /**
  96680. * Gets the list of texture formats supported
  96681. */
  96682. readonly texturesSupported: Array<string>;
  96683. /**
  96684. * Gets the list of texture formats in use
  96685. */
  96686. readonly textureFormatInUse: Nullable<string>;
  96687. /**
  96688. * Gets the current viewport
  96689. */
  96690. readonly currentViewport: Nullable<IViewportLike>;
  96691. /**
  96692. * Gets the default empty texture
  96693. */
  96694. readonly emptyTexture: InternalTexture;
  96695. /**
  96696. * Gets the default empty 3D texture
  96697. */
  96698. readonly emptyTexture3D: InternalTexture;
  96699. /**
  96700. * Gets the default empty cube texture
  96701. */
  96702. readonly emptyCubeTexture: InternalTexture;
  96703. /**
  96704. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  96705. */
  96706. readonly premultipliedAlpha: boolean;
  96707. /**
  96708. * Observable event triggered before each texture is initialized
  96709. */
  96710. onBeforeTextureInitObservable: Observable<Texture>;
  96711. /**
  96712. * Creates a new engine
  96713. * @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
  96714. * @param antialias defines enable antialiasing (default: false)
  96715. * @param options defines further options to be sent to the getContext() function
  96716. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  96717. */
  96718. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  96719. private _rebuildInternalTextures;
  96720. private _rebuildEffects;
  96721. /**
  96722. * Gets a boolean indicating if all created effects are ready
  96723. * @returns true if all effects are ready
  96724. */
  96725. areAllEffectsReady(): boolean;
  96726. protected _rebuildBuffers(): void;
  96727. private _initGLContext;
  96728. /**
  96729. * Gets version of the current webGL context
  96730. */
  96731. readonly webGLVersion: number;
  96732. /**
  96733. * Gets a string idenfifying the name of the class
  96734. * @returns "Engine" string
  96735. */
  96736. getClassName(): string;
  96737. /**
  96738. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  96739. */
  96740. readonly isStencilEnable: boolean;
  96741. /** @hidden */
  96742. _prepareWorkingCanvas(): void;
  96743. /**
  96744. * Reset the texture cache to empty state
  96745. */
  96746. resetTextureCache(): void;
  96747. /**
  96748. * Gets an object containing information about the current webGL context
  96749. * @returns an object containing the vender, the renderer and the version of the current webGL context
  96750. */
  96751. getGlInfo(): {
  96752. vendor: string;
  96753. renderer: string;
  96754. version: string;
  96755. };
  96756. /**
  96757. * Defines the hardware scaling level.
  96758. * By default the hardware scaling level is computed from the window device ratio.
  96759. * 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.
  96760. * @param level defines the level to use
  96761. */
  96762. setHardwareScalingLevel(level: number): void;
  96763. /**
  96764. * Gets the current hardware scaling level.
  96765. * By default the hardware scaling level is computed from the window device ratio.
  96766. * 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.
  96767. * @returns a number indicating the current hardware scaling level
  96768. */
  96769. getHardwareScalingLevel(): number;
  96770. /**
  96771. * Gets the list of loaded textures
  96772. * @returns an array containing all loaded textures
  96773. */
  96774. getLoadedTexturesCache(): InternalTexture[];
  96775. /**
  96776. * Gets the object containing all engine capabilities
  96777. * @returns the EngineCapabilities object
  96778. */
  96779. getCaps(): EngineCapabilities;
  96780. /**
  96781. * stop executing a render loop function and remove it from the execution array
  96782. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  96783. */
  96784. stopRenderLoop(renderFunction?: () => void): void;
  96785. /** @hidden */
  96786. _renderLoop(): void;
  96787. /**
  96788. * Gets the HTML canvas attached with the current webGL context
  96789. * @returns a HTML canvas
  96790. */
  96791. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  96792. /**
  96793. * Gets host window
  96794. * @returns the host window object
  96795. */
  96796. getHostWindow(): Nullable<Window>;
  96797. /**
  96798. * Gets the current render width
  96799. * @param useScreen defines if screen size must be used (or the current render target if any)
  96800. * @returns a number defining the current render width
  96801. */
  96802. getRenderWidth(useScreen?: boolean): number;
  96803. /**
  96804. * Gets the current render height
  96805. * @param useScreen defines if screen size must be used (or the current render target if any)
  96806. * @returns a number defining the current render height
  96807. */
  96808. getRenderHeight(useScreen?: boolean): number;
  96809. /**
  96810. * Can be used to override the current requestAnimationFrame requester.
  96811. * @hidden
  96812. */
  96813. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  96814. /**
  96815. * Register and execute a render loop. The engine can have more than one render function
  96816. * @param renderFunction defines the function to continuously execute
  96817. */
  96818. runRenderLoop(renderFunction: () => void): void;
  96819. /**
  96820. * Clear the current render buffer or the current render target (if any is set up)
  96821. * @param color defines the color to use
  96822. * @param backBuffer defines if the back buffer must be cleared
  96823. * @param depth defines if the depth buffer must be cleared
  96824. * @param stencil defines if the stencil buffer must be cleared
  96825. */
  96826. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  96827. private _viewportCached;
  96828. /** @hidden */
  96829. _viewport(x: number, y: number, width: number, height: number): void;
  96830. /**
  96831. * Set the WebGL's viewport
  96832. * @param viewport defines the viewport element to be used
  96833. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  96834. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  96835. */
  96836. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  96837. /**
  96838. * Begin a new frame
  96839. */
  96840. beginFrame(): void;
  96841. /**
  96842. * Enf the current frame
  96843. */
  96844. endFrame(): void;
  96845. /**
  96846. * Resize the view according to the canvas' size
  96847. */
  96848. resize(): void;
  96849. /**
  96850. * Force a specific size of the canvas
  96851. * @param width defines the new canvas' width
  96852. * @param height defines the new canvas' height
  96853. */
  96854. setSize(width: number, height: number): void;
  96855. /**
  96856. * Binds the frame buffer to the specified texture.
  96857. * @param texture The texture to render to or null for the default canvas
  96858. * @param faceIndex The face of the texture to render to in case of cube texture
  96859. * @param requiredWidth The width of the target to render to
  96860. * @param requiredHeight The height of the target to render to
  96861. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  96862. * @param depthStencilTexture The depth stencil texture to use to render
  96863. * @param lodLevel defines le lod level to bind to the frame buffer
  96864. */
  96865. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  96866. /** @hidden */
  96867. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  96868. /**
  96869. * Unbind the current render target texture from the webGL context
  96870. * @param texture defines the render target texture to unbind
  96871. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  96872. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  96873. */
  96874. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  96875. /**
  96876. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  96877. */
  96878. flushFramebuffer(): void;
  96879. /**
  96880. * Unbind the current render target and bind the default framebuffer
  96881. */
  96882. restoreDefaultFramebuffer(): void;
  96883. /** @hidden */
  96884. protected _resetVertexBufferBinding(): void;
  96885. /**
  96886. * Creates a vertex buffer
  96887. * @param data the data for the vertex buffer
  96888. * @returns the new WebGL static buffer
  96889. */
  96890. createVertexBuffer(data: DataArray): DataBuffer;
  96891. private _createVertexBuffer;
  96892. /**
  96893. * Creates a dynamic vertex buffer
  96894. * @param data the data for the dynamic vertex buffer
  96895. * @returns the new WebGL dynamic buffer
  96896. */
  96897. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  96898. protected _resetIndexBufferBinding(): void;
  96899. /**
  96900. * Creates a new index buffer
  96901. * @param indices defines the content of the index buffer
  96902. * @param updatable defines if the index buffer must be updatable
  96903. * @returns a new webGL buffer
  96904. */
  96905. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  96906. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  96907. /**
  96908. * Bind a webGL buffer to the webGL context
  96909. * @param buffer defines the buffer to bind
  96910. */
  96911. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  96912. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  96913. private bindBuffer;
  96914. /**
  96915. * update the bound buffer with the given data
  96916. * @param data defines the data to update
  96917. */
  96918. updateArrayBuffer(data: Float32Array): void;
  96919. private _vertexAttribPointer;
  96920. private _bindIndexBufferWithCache;
  96921. private _bindVertexBuffersAttributes;
  96922. /**
  96923. * Records a vertex array object
  96924. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96925. * @param vertexBuffers defines the list of vertex buffers to store
  96926. * @param indexBuffer defines the index buffer to store
  96927. * @param effect defines the effect to store
  96928. * @returns the new vertex array object
  96929. */
  96930. recordVertexArrayObject(vertexBuffers: {
  96931. [key: string]: VertexBuffer;
  96932. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  96933. /**
  96934. * Bind a specific vertex array object
  96935. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96936. * @param vertexArrayObject defines the vertex array object to bind
  96937. * @param indexBuffer defines the index buffer to bind
  96938. */
  96939. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  96940. /**
  96941. * Bind webGl buffers directly to the webGL context
  96942. * @param vertexBuffer defines the vertex buffer to bind
  96943. * @param indexBuffer defines the index buffer to bind
  96944. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  96945. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  96946. * @param effect defines the effect associated with the vertex buffer
  96947. */
  96948. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  96949. private _unbindVertexArrayObject;
  96950. /**
  96951. * Bind a list of vertex buffers to the webGL context
  96952. * @param vertexBuffers defines the list of vertex buffers to bind
  96953. * @param indexBuffer defines the index buffer to bind
  96954. * @param effect defines the effect associated with the vertex buffers
  96955. */
  96956. bindBuffers(vertexBuffers: {
  96957. [key: string]: Nullable<VertexBuffer>;
  96958. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  96959. /**
  96960. * Unbind all instance attributes
  96961. */
  96962. unbindInstanceAttributes(): void;
  96963. /**
  96964. * Release and free the memory of a vertex array object
  96965. * @param vao defines the vertex array object to delete
  96966. */
  96967. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  96968. /** @hidden */
  96969. _releaseBuffer(buffer: DataBuffer): boolean;
  96970. protected _deleteBuffer(buffer: DataBuffer): void;
  96971. /**
  96972. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  96973. * @param instancesBuffer defines the webGL buffer to update and bind
  96974. * @param data defines the data to store in the buffer
  96975. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  96976. */
  96977. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  96978. /**
  96979. * Apply all cached states (depth, culling, stencil and alpha)
  96980. */
  96981. applyStates(): void;
  96982. /**
  96983. * Send a draw order
  96984. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96985. * @param indexStart defines the starting index
  96986. * @param indexCount defines the number of index to draw
  96987. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96988. */
  96989. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  96990. /**
  96991. * Draw a list of points
  96992. * @param verticesStart defines the index of first vertex to draw
  96993. * @param verticesCount defines the count of vertices to draw
  96994. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96995. */
  96996. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96997. /**
  96998. * Draw a list of unindexed primitives
  96999. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97000. * @param verticesStart defines the index of first vertex to draw
  97001. * @param verticesCount defines the count of vertices to draw
  97002. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97003. */
  97004. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97005. /**
  97006. * Draw a list of indexed primitives
  97007. * @param fillMode defines the primitive to use
  97008. * @param indexStart defines the starting index
  97009. * @param indexCount defines the number of index to draw
  97010. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97011. */
  97012. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  97013. /**
  97014. * Draw a list of unindexed primitives
  97015. * @param fillMode defines the primitive to use
  97016. * @param verticesStart defines the index of first vertex to draw
  97017. * @param verticesCount defines the count of vertices to draw
  97018. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97019. */
  97020. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97021. private _drawMode;
  97022. /** @hidden */
  97023. protected _reportDrawCall(): void;
  97024. /** @hidden */
  97025. _releaseEffect(effect: Effect): void;
  97026. /** @hidden */
  97027. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  97028. /**
  97029. * Create a new effect (used to store vertex/fragment shaders)
  97030. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  97031. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  97032. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  97033. * @param samplers defines an array of string used to represent textures
  97034. * @param defines defines the string containing the defines to use to compile the shaders
  97035. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  97036. * @param onCompiled defines a function to call when the effect creation is successful
  97037. * @param onError defines a function to call when the effect creation has failed
  97038. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  97039. * @returns the new Effect
  97040. */
  97041. 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;
  97042. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  97043. private _compileShader;
  97044. private _compileRawShader;
  97045. /**
  97046. * Directly creates a webGL program
  97047. * @param pipelineContext defines the pipeline context to attach to
  97048. * @param vertexCode defines the vertex shader code to use
  97049. * @param fragmentCode defines the fragment shader code to use
  97050. * @param context defines the webGL context to use (if not set, the current one will be used)
  97051. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97052. * @returns the new webGL program
  97053. */
  97054. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97055. /**
  97056. * Creates a webGL program
  97057. * @param pipelineContext defines the pipeline context to attach to
  97058. * @param vertexCode defines the vertex shader code to use
  97059. * @param fragmentCode defines the fragment shader code to use
  97060. * @param defines defines the string containing the defines to use to compile the shaders
  97061. * @param context defines the webGL context to use (if not set, the current one will be used)
  97062. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97063. * @returns the new webGL program
  97064. */
  97065. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97066. /**
  97067. * Creates a new pipeline context
  97068. * @returns the new pipeline
  97069. */
  97070. createPipelineContext(): IPipelineContext;
  97071. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97072. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  97073. /** @hidden */
  97074. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  97075. /** @hidden */
  97076. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  97077. /** @hidden */
  97078. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  97079. /**
  97080. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  97081. * @param pipelineContext defines the pipeline context to use
  97082. * @param uniformsNames defines the list of uniform names
  97083. * @returns an array of webGL uniform locations
  97084. */
  97085. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  97086. /**
  97087. * Gets the lsit of active attributes for a given webGL program
  97088. * @param pipelineContext defines the pipeline context to use
  97089. * @param attributesNames defines the list of attribute names to get
  97090. * @returns an array of indices indicating the offset of each attribute
  97091. */
  97092. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  97093. /**
  97094. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  97095. * @param effect defines the effect to activate
  97096. */
  97097. enableEffect(effect: Nullable<Effect>): void;
  97098. /**
  97099. * Set the value of an uniform to an array of int32
  97100. * @param uniform defines the webGL uniform location where to store the value
  97101. * @param array defines the array of int32 to store
  97102. */
  97103. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97104. /**
  97105. * Set the value of an uniform to an array of int32 (stored as vec2)
  97106. * @param uniform defines the webGL uniform location where to store the value
  97107. * @param array defines the array of int32 to store
  97108. */
  97109. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97110. /**
  97111. * Set the value of an uniform to an array of int32 (stored as vec3)
  97112. * @param uniform defines the webGL uniform location where to store the value
  97113. * @param array defines the array of int32 to store
  97114. */
  97115. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97116. /**
  97117. * Set the value of an uniform to an array of int32 (stored as vec4)
  97118. * @param uniform defines the webGL uniform location where to store the value
  97119. * @param array defines the array of int32 to store
  97120. */
  97121. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97122. /**
  97123. * Set the value of an uniform to an array of float32
  97124. * @param uniform defines the webGL uniform location where to store the value
  97125. * @param array defines the array of float32 to store
  97126. */
  97127. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  97128. /**
  97129. * Set the value of an uniform to an array of float32 (stored as vec2)
  97130. * @param uniform defines the webGL uniform location where to store the value
  97131. * @param array defines the array of float32 to store
  97132. */
  97133. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  97134. /**
  97135. * Set the value of an uniform to an array of float32 (stored as vec3)
  97136. * @param uniform defines the webGL uniform location where to store the value
  97137. * @param array defines the array of float32 to store
  97138. */
  97139. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  97140. /**
  97141. * Set the value of an uniform to an array of float32 (stored as vec4)
  97142. * @param uniform defines the webGL uniform location where to store the value
  97143. * @param array defines the array of float32 to store
  97144. */
  97145. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  97146. /**
  97147. * Set the value of an uniform to an array of number
  97148. * @param uniform defines the webGL uniform location where to store the value
  97149. * @param array defines the array of number to store
  97150. */
  97151. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  97152. /**
  97153. * Set the value of an uniform to an array of number (stored as vec2)
  97154. * @param uniform defines the webGL uniform location where to store the value
  97155. * @param array defines the array of number to store
  97156. */
  97157. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  97158. /**
  97159. * Set the value of an uniform to an array of number (stored as vec3)
  97160. * @param uniform defines the webGL uniform location where to store the value
  97161. * @param array defines the array of number to store
  97162. */
  97163. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  97164. /**
  97165. * Set the value of an uniform to an array of number (stored as vec4)
  97166. * @param uniform defines the webGL uniform location where to store the value
  97167. * @param array defines the array of number to store
  97168. */
  97169. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  97170. /**
  97171. * Set the value of an uniform to an array of float32 (stored as matrices)
  97172. * @param uniform defines the webGL uniform location where to store the value
  97173. * @param matrices defines the array of float32 to store
  97174. */
  97175. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  97176. /**
  97177. * Set the value of an uniform to a matrix (3x3)
  97178. * @param uniform defines the webGL uniform location where to store the value
  97179. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  97180. */
  97181. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97182. /**
  97183. * Set the value of an uniform to a matrix (2x2)
  97184. * @param uniform defines the webGL uniform location where to store the value
  97185. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  97186. */
  97187. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97188. /**
  97189. * Set the value of an uniform to a number (int)
  97190. * @param uniform defines the webGL uniform location where to store the value
  97191. * @param value defines the int number to store
  97192. */
  97193. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97194. /**
  97195. * Set the value of an uniform to a number (float)
  97196. * @param uniform defines the webGL uniform location where to store the value
  97197. * @param value defines the float number to store
  97198. */
  97199. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97200. /**
  97201. * Set the value of an uniform to a vec2
  97202. * @param uniform defines the webGL uniform location where to store the value
  97203. * @param x defines the 1st component of the value
  97204. * @param y defines the 2nd component of the value
  97205. */
  97206. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  97207. /**
  97208. * Set the value of an uniform to a vec3
  97209. * @param uniform defines the webGL uniform location where to store the value
  97210. * @param x defines the 1st component of the value
  97211. * @param y defines the 2nd component of the value
  97212. * @param z defines the 3rd component of the value
  97213. */
  97214. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  97215. /**
  97216. * Set the value of an uniform to a boolean
  97217. * @param uniform defines the webGL uniform location where to store the value
  97218. * @param bool defines the boolean to store
  97219. */
  97220. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  97221. /**
  97222. * Set the value of an uniform to a vec4
  97223. * @param uniform defines the webGL uniform location where to store the value
  97224. * @param x defines the 1st component of the value
  97225. * @param y defines the 2nd component of the value
  97226. * @param z defines the 3rd component of the value
  97227. * @param w defines the 4th component of the value
  97228. */
  97229. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  97230. /**
  97231. * Sets a Color4 on a uniform variable
  97232. * @param uniform defines the uniform location
  97233. * @param color4 defines the value to be set
  97234. */
  97235. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  97236. /**
  97237. * Gets the depth culling state manager
  97238. */
  97239. readonly depthCullingState: DepthCullingState;
  97240. /**
  97241. * Gets the alpha state manager
  97242. */
  97243. readonly alphaState: AlphaState;
  97244. /**
  97245. * Gets the stencil state manager
  97246. */
  97247. readonly stencilState: StencilState;
  97248. /**
  97249. * Clears the list of texture accessible through engine.
  97250. * This can help preventing texture load conflict due to name collision.
  97251. */
  97252. clearInternalTexturesCache(): void;
  97253. /**
  97254. * Force the entire cache to be cleared
  97255. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  97256. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  97257. */
  97258. wipeCaches(bruteForce?: boolean): void;
  97259. /** @hidden */
  97260. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  97261. min: number;
  97262. mag: number;
  97263. };
  97264. /** @hidden */
  97265. _createTexture(): WebGLTexture;
  97266. /**
  97267. * Usually called from Texture.ts.
  97268. * Passed information to create a WebGLTexture
  97269. * @param urlArg defines a value which contains one of the following:
  97270. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  97271. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  97272. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  97273. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  97274. * @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)
  97275. * @param scene needed for loading to the correct scene
  97276. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  97277. * @param onLoad optional callback to be called upon successful completion
  97278. * @param onError optional callback to be called upon failure
  97279. * @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
  97280. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  97281. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  97282. * @param forcedExtension defines the extension to use to pick the right loader
  97283. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  97284. * @param mimeType defines an optional mime type
  97285. * @returns a InternalTexture for assignment back into BABYLON.Texture
  97286. */
  97287. 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;
  97288. /**
  97289. * @hidden
  97290. */
  97291. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  97292. /**
  97293. * Creates a raw texture
  97294. * @param data defines the data to store in the texture
  97295. * @param width defines the width of the texture
  97296. * @param height defines the height of the texture
  97297. * @param format defines the format of the data
  97298. * @param generateMipMaps defines if the engine should generate the mip levels
  97299. * @param invertY defines if data must be stored with Y axis inverted
  97300. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  97301. * @param compression defines the compression used (null by default)
  97302. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  97303. * @returns the raw texture inside an InternalTexture
  97304. */
  97305. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  97306. /**
  97307. * Creates a new raw cube texture
  97308. * @param data defines the array of data to use to create each face
  97309. * @param size defines the size of the textures
  97310. * @param format defines the format of the data
  97311. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  97312. * @param generateMipMaps defines if the engine should generate the mip levels
  97313. * @param invertY defines if data must be stored with Y axis inverted
  97314. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  97315. * @param compression defines the compression used (null by default)
  97316. * @returns the cube texture as an InternalTexture
  97317. */
  97318. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  97319. /**
  97320. * Creates a new raw 3D texture
  97321. * @param data defines the data used to create the texture
  97322. * @param width defines the width of the texture
  97323. * @param height defines the height of the texture
  97324. * @param depth defines the depth of the texture
  97325. * @param format defines the format of the texture
  97326. * @param generateMipMaps defines if the engine must generate mip levels
  97327. * @param invertY defines if data must be stored with Y axis inverted
  97328. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  97329. * @param compression defines the compressed used (can be null)
  97330. * @param textureType defines the compressed used (can be null)
  97331. * @returns a new raw 3D texture (stored in an InternalTexture)
  97332. */
  97333. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  97334. private _unpackFlipYCached;
  97335. /**
  97336. * In case you are sharing the context with other applications, it might
  97337. * be interested to not cache the unpack flip y state to ensure a consistent
  97338. * value would be set.
  97339. */
  97340. enableUnpackFlipYCached: boolean;
  97341. /** @hidden */
  97342. _unpackFlipY(value: boolean): void;
  97343. /** @hidden */
  97344. _getUnpackAlignement(): number;
  97345. /**
  97346. * Update the sampling mode of a given texture
  97347. * @param samplingMode defines the required sampling mode
  97348. * @param texture defines the texture to update
  97349. */
  97350. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  97351. /**
  97352. * Updates a depth texture Comparison Mode and Function.
  97353. * If the comparison Function is equal to 0, the mode will be set to none.
  97354. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  97355. * @param texture The texture to set the comparison function for
  97356. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  97357. */
  97358. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  97359. /** @hidden */
  97360. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  97361. width: number;
  97362. height: number;
  97363. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  97364. /** @hidden */
  97365. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97366. /** @hidden */
  97367. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  97368. /** @hidden */
  97369. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97370. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  97371. private _prepareWebGLTexture;
  97372. /** @hidden */
  97373. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  97374. /** @hidden */
  97375. _releaseFramebufferObjects(texture: InternalTexture): void;
  97376. /** @hidden */
  97377. _releaseTexture(texture: InternalTexture): void;
  97378. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  97379. protected _setProgram(program: WebGLProgram): void;
  97380. protected _boundUniforms: {
  97381. [key: number]: WebGLUniformLocation;
  97382. };
  97383. /**
  97384. * Binds an effect to the webGL context
  97385. * @param effect defines the effect to bind
  97386. */
  97387. bindSamplers(effect: Effect): void;
  97388. private _activateCurrentTexture;
  97389. /** @hidden */
  97390. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  97391. /** @hidden */
  97392. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  97393. /**
  97394. * Unbind all textures from the webGL context
  97395. */
  97396. unbindAllTextures(): void;
  97397. /**
  97398. * Sets a texture to the according uniform.
  97399. * @param channel The texture channel
  97400. * @param uniform The uniform to set
  97401. * @param texture The texture to apply
  97402. */
  97403. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  97404. private _bindSamplerUniformToChannel;
  97405. private _getTextureWrapMode;
  97406. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  97407. /**
  97408. * Sets an array of texture to the webGL context
  97409. * @param channel defines the channel where the texture array must be set
  97410. * @param uniform defines the associated uniform location
  97411. * @param textures defines the array of textures to bind
  97412. */
  97413. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  97414. /** @hidden */
  97415. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  97416. private _setTextureParameterFloat;
  97417. private _setTextureParameterInteger;
  97418. /**
  97419. * Unbind all vertex attributes from the webGL context
  97420. */
  97421. unbindAllAttributes(): void;
  97422. /**
  97423. * 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
  97424. */
  97425. releaseEffects(): void;
  97426. /**
  97427. * Dispose and release all associated resources
  97428. */
  97429. dispose(): void;
  97430. /**
  97431. * Attach a new callback raised when context lost event is fired
  97432. * @param callback defines the callback to call
  97433. */
  97434. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97435. /**
  97436. * Attach a new callback raised when context restored event is fired
  97437. * @param callback defines the callback to call
  97438. */
  97439. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97440. /**
  97441. * Get the current error code of the webGL context
  97442. * @returns the error code
  97443. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97444. */
  97445. getError(): number;
  97446. private _canRenderToFloatFramebuffer;
  97447. private _canRenderToHalfFloatFramebuffer;
  97448. private _canRenderToFramebuffer;
  97449. /** @hidden */
  97450. _getWebGLTextureType(type: number): number;
  97451. /** @hidden */
  97452. _getInternalFormat(format: number): number;
  97453. /** @hidden */
  97454. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97455. /** @hidden */
  97456. _getRGBAMultiSampleBufferFormat(type: number): number;
  97457. /** @hidden */
  97458. _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;
  97459. /**
  97460. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97461. * @returns true if the engine can be created
  97462. * @ignorenaming
  97463. */
  97464. static isSupported(): boolean;
  97465. /**
  97466. * Find the next highest power of two.
  97467. * @param x Number to start search from.
  97468. * @return Next highest power of two.
  97469. */
  97470. static CeilingPOT(x: number): number;
  97471. /**
  97472. * Find the next lowest power of two.
  97473. * @param x Number to start search from.
  97474. * @return Next lowest power of two.
  97475. */
  97476. static FloorPOT(x: number): number;
  97477. /**
  97478. * Find the nearest power of two.
  97479. * @param x Number to start search from.
  97480. * @return Next nearest power of two.
  97481. */
  97482. static NearestPOT(x: number): number;
  97483. /**
  97484. * Get the closest exponent of two
  97485. * @param value defines the value to approximate
  97486. * @param max defines the maximum value to return
  97487. * @param mode defines how to define the closest value
  97488. * @returns closest exponent of two of the given value
  97489. */
  97490. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97491. /**
  97492. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97493. * @param func - the function to be called
  97494. * @param requester - the object that will request the next frame. Falls back to window.
  97495. * @returns frame number
  97496. */
  97497. static QueueNewFrame(func: () => void, requester?: any): number;
  97498. }
  97499. }
  97500. declare module BABYLON {
  97501. /**
  97502. * Class representing spherical harmonics coefficients to the 3rd degree
  97503. */
  97504. export class SphericalHarmonics {
  97505. /**
  97506. * Defines whether or not the harmonics have been prescaled for rendering.
  97507. */
  97508. preScaled: boolean;
  97509. /**
  97510. * The l0,0 coefficients of the spherical harmonics
  97511. */
  97512. l00: Vector3;
  97513. /**
  97514. * The l1,-1 coefficients of the spherical harmonics
  97515. */
  97516. l1_1: Vector3;
  97517. /**
  97518. * The l1,0 coefficients of the spherical harmonics
  97519. */
  97520. l10: Vector3;
  97521. /**
  97522. * The l1,1 coefficients of the spherical harmonics
  97523. */
  97524. l11: Vector3;
  97525. /**
  97526. * The l2,-2 coefficients of the spherical harmonics
  97527. */
  97528. l2_2: Vector3;
  97529. /**
  97530. * The l2,-1 coefficients of the spherical harmonics
  97531. */
  97532. l2_1: Vector3;
  97533. /**
  97534. * The l2,0 coefficients of the spherical harmonics
  97535. */
  97536. l20: Vector3;
  97537. /**
  97538. * The l2,1 coefficients of the spherical harmonics
  97539. */
  97540. l21: Vector3;
  97541. /**
  97542. * The l2,2 coefficients of the spherical harmonics
  97543. */
  97544. l22: Vector3;
  97545. /**
  97546. * Adds a light to the spherical harmonics
  97547. * @param direction the direction of the light
  97548. * @param color the color of the light
  97549. * @param deltaSolidAngle the delta solid angle of the light
  97550. */
  97551. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  97552. /**
  97553. * Scales the spherical harmonics by the given amount
  97554. * @param scale the amount to scale
  97555. */
  97556. scaleInPlace(scale: number): void;
  97557. /**
  97558. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  97559. *
  97560. * ```
  97561. * E_lm = A_l * L_lm
  97562. * ```
  97563. *
  97564. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  97565. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  97566. * the scaling factors are given in equation 9.
  97567. */
  97568. convertIncidentRadianceToIrradiance(): void;
  97569. /**
  97570. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  97571. *
  97572. * ```
  97573. * L = (1/pi) * E * rho
  97574. * ```
  97575. *
  97576. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  97577. */
  97578. convertIrradianceToLambertianRadiance(): void;
  97579. /**
  97580. * Integrates the reconstruction coefficients directly in to the SH preventing further
  97581. * required operations at run time.
  97582. *
  97583. * This is simply done by scaling back the SH with Ylm constants parameter.
  97584. * The trigonometric part being applied by the shader at run time.
  97585. */
  97586. preScaleForRendering(): void;
  97587. /**
  97588. * Constructs a spherical harmonics from an array.
  97589. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  97590. * @returns the spherical harmonics
  97591. */
  97592. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  97593. /**
  97594. * Gets the spherical harmonics from polynomial
  97595. * @param polynomial the spherical polynomial
  97596. * @returns the spherical harmonics
  97597. */
  97598. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  97599. }
  97600. /**
  97601. * Class representing spherical polynomial coefficients to the 3rd degree
  97602. */
  97603. export class SphericalPolynomial {
  97604. private _harmonics;
  97605. /**
  97606. * The spherical harmonics used to create the polynomials.
  97607. */
  97608. readonly preScaledHarmonics: SphericalHarmonics;
  97609. /**
  97610. * The x coefficients of the spherical polynomial
  97611. */
  97612. x: Vector3;
  97613. /**
  97614. * The y coefficients of the spherical polynomial
  97615. */
  97616. y: Vector3;
  97617. /**
  97618. * The z coefficients of the spherical polynomial
  97619. */
  97620. z: Vector3;
  97621. /**
  97622. * The xx coefficients of the spherical polynomial
  97623. */
  97624. xx: Vector3;
  97625. /**
  97626. * The yy coefficients of the spherical polynomial
  97627. */
  97628. yy: Vector3;
  97629. /**
  97630. * The zz coefficients of the spherical polynomial
  97631. */
  97632. zz: Vector3;
  97633. /**
  97634. * The xy coefficients of the spherical polynomial
  97635. */
  97636. xy: Vector3;
  97637. /**
  97638. * The yz coefficients of the spherical polynomial
  97639. */
  97640. yz: Vector3;
  97641. /**
  97642. * The zx coefficients of the spherical polynomial
  97643. */
  97644. zx: Vector3;
  97645. /**
  97646. * Adds an ambient color to the spherical polynomial
  97647. * @param color the color to add
  97648. */
  97649. addAmbient(color: Color3): void;
  97650. /**
  97651. * Scales the spherical polynomial by the given amount
  97652. * @param scale the amount to scale
  97653. */
  97654. scaleInPlace(scale: number): void;
  97655. /**
  97656. * Gets the spherical polynomial from harmonics
  97657. * @param harmonics the spherical harmonics
  97658. * @returns the spherical polynomial
  97659. */
  97660. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  97661. /**
  97662. * Constructs a spherical polynomial from an array.
  97663. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  97664. * @returns the spherical polynomial
  97665. */
  97666. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  97667. }
  97668. }
  97669. declare module BABYLON {
  97670. /**
  97671. * Defines the source of the internal texture
  97672. */
  97673. export enum InternalTextureSource {
  97674. /**
  97675. * The source of the texture data is unknown
  97676. */
  97677. Unknown = 0,
  97678. /**
  97679. * Texture data comes from an URL
  97680. */
  97681. Url = 1,
  97682. /**
  97683. * Texture data is only used for temporary storage
  97684. */
  97685. Temp = 2,
  97686. /**
  97687. * Texture data comes from raw data (ArrayBuffer)
  97688. */
  97689. Raw = 3,
  97690. /**
  97691. * Texture content is dynamic (video or dynamic texture)
  97692. */
  97693. Dynamic = 4,
  97694. /**
  97695. * Texture content is generated by rendering to it
  97696. */
  97697. RenderTarget = 5,
  97698. /**
  97699. * Texture content is part of a multi render target process
  97700. */
  97701. MultiRenderTarget = 6,
  97702. /**
  97703. * Texture data comes from a cube data file
  97704. */
  97705. Cube = 7,
  97706. /**
  97707. * Texture data comes from a raw cube data
  97708. */
  97709. CubeRaw = 8,
  97710. /**
  97711. * Texture data come from a prefiltered cube data file
  97712. */
  97713. CubePrefiltered = 9,
  97714. /**
  97715. * Texture content is raw 3D data
  97716. */
  97717. Raw3D = 10,
  97718. /**
  97719. * Texture content is a depth texture
  97720. */
  97721. Depth = 11,
  97722. /**
  97723. * Texture data comes from a raw cube data encoded with RGBD
  97724. */
  97725. CubeRawRGBD = 12
  97726. }
  97727. /**
  97728. * Class used to store data associated with WebGL texture data for the engine
  97729. * This class should not be used directly
  97730. */
  97731. export class InternalTexture {
  97732. /** @hidden */
  97733. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  97734. /**
  97735. * Defines if the texture is ready
  97736. */
  97737. isReady: boolean;
  97738. /**
  97739. * Defines if the texture is a cube texture
  97740. */
  97741. isCube: boolean;
  97742. /**
  97743. * Defines if the texture contains 3D data
  97744. */
  97745. is3D: boolean;
  97746. /**
  97747. * Defines if the texture contains multiview data
  97748. */
  97749. isMultiview: boolean;
  97750. /**
  97751. * Gets the URL used to load this texture
  97752. */
  97753. url: string;
  97754. /**
  97755. * Gets the sampling mode of the texture
  97756. */
  97757. samplingMode: number;
  97758. /**
  97759. * Gets a boolean indicating if the texture needs mipmaps generation
  97760. */
  97761. generateMipMaps: boolean;
  97762. /**
  97763. * Gets the number of samples used by the texture (WebGL2+ only)
  97764. */
  97765. samples: number;
  97766. /**
  97767. * Gets the type of the texture (int, float...)
  97768. */
  97769. type: number;
  97770. /**
  97771. * Gets the format of the texture (RGB, RGBA...)
  97772. */
  97773. format: number;
  97774. /**
  97775. * Observable called when the texture is loaded
  97776. */
  97777. onLoadedObservable: Observable<InternalTexture>;
  97778. /**
  97779. * Gets the width of the texture
  97780. */
  97781. width: number;
  97782. /**
  97783. * Gets the height of the texture
  97784. */
  97785. height: number;
  97786. /**
  97787. * Gets the depth of the texture
  97788. */
  97789. depth: number;
  97790. /**
  97791. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  97792. */
  97793. baseWidth: number;
  97794. /**
  97795. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  97796. */
  97797. baseHeight: number;
  97798. /**
  97799. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  97800. */
  97801. baseDepth: number;
  97802. /**
  97803. * Gets a boolean indicating if the texture is inverted on Y axis
  97804. */
  97805. invertY: boolean;
  97806. /** @hidden */
  97807. _invertVScale: boolean;
  97808. /** @hidden */
  97809. _associatedChannel: number;
  97810. /** @hidden */
  97811. _source: InternalTextureSource;
  97812. /** @hidden */
  97813. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  97814. /** @hidden */
  97815. _bufferView: Nullable<ArrayBufferView>;
  97816. /** @hidden */
  97817. _bufferViewArray: Nullable<ArrayBufferView[]>;
  97818. /** @hidden */
  97819. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  97820. /** @hidden */
  97821. _size: number;
  97822. /** @hidden */
  97823. _extension: string;
  97824. /** @hidden */
  97825. _files: Nullable<string[]>;
  97826. /** @hidden */
  97827. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  97828. /** @hidden */
  97829. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  97830. /** @hidden */
  97831. _framebuffer: Nullable<WebGLFramebuffer>;
  97832. /** @hidden */
  97833. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  97834. /** @hidden */
  97835. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  97836. /** @hidden */
  97837. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  97838. /** @hidden */
  97839. _attachments: Nullable<number[]>;
  97840. /** @hidden */
  97841. _cachedCoordinatesMode: Nullable<number>;
  97842. /** @hidden */
  97843. _cachedWrapU: Nullable<number>;
  97844. /** @hidden */
  97845. _cachedWrapV: Nullable<number>;
  97846. /** @hidden */
  97847. _cachedWrapR: Nullable<number>;
  97848. /** @hidden */
  97849. _cachedAnisotropicFilteringLevel: Nullable<number>;
  97850. /** @hidden */
  97851. _isDisabled: boolean;
  97852. /** @hidden */
  97853. _compression: Nullable<string>;
  97854. /** @hidden */
  97855. _generateStencilBuffer: boolean;
  97856. /** @hidden */
  97857. _generateDepthBuffer: boolean;
  97858. /** @hidden */
  97859. _comparisonFunction: number;
  97860. /** @hidden */
  97861. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  97862. /** @hidden */
  97863. _lodGenerationScale: number;
  97864. /** @hidden */
  97865. _lodGenerationOffset: number;
  97866. /** @hidden */
  97867. _colorTextureArray: Nullable<WebGLTexture>;
  97868. /** @hidden */
  97869. _depthStencilTextureArray: Nullable<WebGLTexture>;
  97870. /** @hidden */
  97871. _lodTextureHigh: Nullable<BaseTexture>;
  97872. /** @hidden */
  97873. _lodTextureMid: Nullable<BaseTexture>;
  97874. /** @hidden */
  97875. _lodTextureLow: Nullable<BaseTexture>;
  97876. /** @hidden */
  97877. _isRGBD: boolean;
  97878. /** @hidden */
  97879. _linearSpecularLOD: boolean;
  97880. /** @hidden */
  97881. _irradianceTexture: Nullable<BaseTexture>;
  97882. /** @hidden */
  97883. _webGLTexture: Nullable<WebGLTexture>;
  97884. /** @hidden */
  97885. _references: number;
  97886. private _engine;
  97887. /**
  97888. * Gets the Engine the texture belongs to.
  97889. * @returns The babylon engine
  97890. */
  97891. getEngine(): ThinEngine;
  97892. /**
  97893. * Gets the data source type of the texture
  97894. */
  97895. readonly source: InternalTextureSource;
  97896. /**
  97897. * Creates a new InternalTexture
  97898. * @param engine defines the engine to use
  97899. * @param source defines the type of data that will be used
  97900. * @param delayAllocation if the texture allocation should be delayed (default: false)
  97901. */
  97902. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  97903. /**
  97904. * Increments the number of references (ie. the number of Texture that point to it)
  97905. */
  97906. incrementReferences(): void;
  97907. /**
  97908. * Change the size of the texture (not the size of the content)
  97909. * @param width defines the new width
  97910. * @param height defines the new height
  97911. * @param depth defines the new depth (1 by default)
  97912. */
  97913. updateSize(width: int, height: int, depth?: int): void;
  97914. /** @hidden */
  97915. _rebuild(): void;
  97916. /** @hidden */
  97917. _swapAndDie(target: InternalTexture): void;
  97918. /**
  97919. * Dispose the current allocated resources
  97920. */
  97921. dispose(): void;
  97922. }
  97923. }
  97924. declare module BABYLON {
  97925. /**
  97926. * Class used to work with sound analyzer using fast fourier transform (FFT)
  97927. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  97928. */
  97929. export class Analyser {
  97930. /**
  97931. * Gets or sets the smoothing
  97932. * @ignorenaming
  97933. */
  97934. SMOOTHING: number;
  97935. /**
  97936. * Gets or sets the FFT table size
  97937. * @ignorenaming
  97938. */
  97939. FFT_SIZE: number;
  97940. /**
  97941. * Gets or sets the bar graph amplitude
  97942. * @ignorenaming
  97943. */
  97944. BARGRAPHAMPLITUDE: number;
  97945. /**
  97946. * Gets or sets the position of the debug canvas
  97947. * @ignorenaming
  97948. */
  97949. DEBUGCANVASPOS: {
  97950. x: number;
  97951. y: number;
  97952. };
  97953. /**
  97954. * Gets or sets the debug canvas size
  97955. * @ignorenaming
  97956. */
  97957. DEBUGCANVASSIZE: {
  97958. width: number;
  97959. height: number;
  97960. };
  97961. private _byteFreqs;
  97962. private _byteTime;
  97963. private _floatFreqs;
  97964. private _webAudioAnalyser;
  97965. private _debugCanvas;
  97966. private _debugCanvasContext;
  97967. private _scene;
  97968. private _registerFunc;
  97969. private _audioEngine;
  97970. /**
  97971. * Creates a new analyser
  97972. * @param scene defines hosting scene
  97973. */
  97974. constructor(scene: Scene);
  97975. /**
  97976. * Get the number of data values you will have to play with for the visualization
  97977. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  97978. * @returns a number
  97979. */
  97980. getFrequencyBinCount(): number;
  97981. /**
  97982. * Gets the current frequency data as a byte array
  97983. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  97984. * @returns a Uint8Array
  97985. */
  97986. getByteFrequencyData(): Uint8Array;
  97987. /**
  97988. * Gets the current waveform as a byte array
  97989. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  97990. * @returns a Uint8Array
  97991. */
  97992. getByteTimeDomainData(): Uint8Array;
  97993. /**
  97994. * Gets the current frequency data as a float array
  97995. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  97996. * @returns a Float32Array
  97997. */
  97998. getFloatFrequencyData(): Float32Array;
  97999. /**
  98000. * Renders the debug canvas
  98001. */
  98002. drawDebugCanvas(): void;
  98003. /**
  98004. * Stops rendering the debug canvas and removes it
  98005. */
  98006. stopDebugCanvas(): void;
  98007. /**
  98008. * Connects two audio nodes
  98009. * @param inputAudioNode defines first node to connect
  98010. * @param outputAudioNode defines second node to connect
  98011. */
  98012. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  98013. /**
  98014. * Releases all associated resources
  98015. */
  98016. dispose(): void;
  98017. }
  98018. }
  98019. declare module BABYLON {
  98020. /**
  98021. * This represents an audio engine and it is responsible
  98022. * to play, synchronize and analyse sounds throughout the application.
  98023. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98024. */
  98025. export interface IAudioEngine extends IDisposable {
  98026. /**
  98027. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98028. */
  98029. readonly canUseWebAudio: boolean;
  98030. /**
  98031. * Gets the current AudioContext if available.
  98032. */
  98033. readonly audioContext: Nullable<AudioContext>;
  98034. /**
  98035. * The master gain node defines the global audio volume of your audio engine.
  98036. */
  98037. readonly masterGain: GainNode;
  98038. /**
  98039. * Gets whether or not mp3 are supported by your browser.
  98040. */
  98041. readonly isMP3supported: boolean;
  98042. /**
  98043. * Gets whether or not ogg are supported by your browser.
  98044. */
  98045. readonly isOGGsupported: boolean;
  98046. /**
  98047. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98048. * @ignoreNaming
  98049. */
  98050. WarnedWebAudioUnsupported: boolean;
  98051. /**
  98052. * Defines if the audio engine relies on a custom unlocked button.
  98053. * In this case, the embedded button will not be displayed.
  98054. */
  98055. useCustomUnlockedButton: boolean;
  98056. /**
  98057. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  98058. */
  98059. readonly unlocked: boolean;
  98060. /**
  98061. * Event raised when audio has been unlocked on the browser.
  98062. */
  98063. onAudioUnlockedObservable: Observable<AudioEngine>;
  98064. /**
  98065. * Event raised when audio has been locked on the browser.
  98066. */
  98067. onAudioLockedObservable: Observable<AudioEngine>;
  98068. /**
  98069. * Flags the audio engine in Locked state.
  98070. * This happens due to new browser policies preventing audio to autoplay.
  98071. */
  98072. lock(): void;
  98073. /**
  98074. * Unlocks the audio engine once a user action has been done on the dom.
  98075. * This is helpful to resume play once browser policies have been satisfied.
  98076. */
  98077. unlock(): void;
  98078. }
  98079. /**
  98080. * This represents the default audio engine used in babylon.
  98081. * It is responsible to play, synchronize and analyse sounds throughout the application.
  98082. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98083. */
  98084. export class AudioEngine implements IAudioEngine {
  98085. private _audioContext;
  98086. private _audioContextInitialized;
  98087. private _muteButton;
  98088. private _hostElement;
  98089. /**
  98090. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98091. */
  98092. canUseWebAudio: boolean;
  98093. /**
  98094. * The master gain node defines the global audio volume of your audio engine.
  98095. */
  98096. masterGain: GainNode;
  98097. /**
  98098. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98099. * @ignoreNaming
  98100. */
  98101. WarnedWebAudioUnsupported: boolean;
  98102. /**
  98103. * Gets whether or not mp3 are supported by your browser.
  98104. */
  98105. isMP3supported: boolean;
  98106. /**
  98107. * Gets whether or not ogg are supported by your browser.
  98108. */
  98109. isOGGsupported: boolean;
  98110. /**
  98111. * Gets whether audio has been unlocked on the device.
  98112. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  98113. * a user interaction has happened.
  98114. */
  98115. unlocked: boolean;
  98116. /**
  98117. * Defines if the audio engine relies on a custom unlocked button.
  98118. * In this case, the embedded button will not be displayed.
  98119. */
  98120. useCustomUnlockedButton: boolean;
  98121. /**
  98122. * Event raised when audio has been unlocked on the browser.
  98123. */
  98124. onAudioUnlockedObservable: Observable<AudioEngine>;
  98125. /**
  98126. * Event raised when audio has been locked on the browser.
  98127. */
  98128. onAudioLockedObservable: Observable<AudioEngine>;
  98129. /**
  98130. * Gets the current AudioContext if available.
  98131. */
  98132. readonly audioContext: Nullable<AudioContext>;
  98133. private _connectedAnalyser;
  98134. /**
  98135. * Instantiates a new audio engine.
  98136. *
  98137. * There should be only one per page as some browsers restrict the number
  98138. * of audio contexts you can create.
  98139. * @param hostElement defines the host element where to display the mute icon if necessary
  98140. */
  98141. constructor(hostElement?: Nullable<HTMLElement>);
  98142. /**
  98143. * Flags the audio engine in Locked state.
  98144. * This happens due to new browser policies preventing audio to autoplay.
  98145. */
  98146. lock(): void;
  98147. /**
  98148. * Unlocks the audio engine once a user action has been done on the dom.
  98149. * This is helpful to resume play once browser policies have been satisfied.
  98150. */
  98151. unlock(): void;
  98152. private _resumeAudioContext;
  98153. private _initializeAudioContext;
  98154. private _tryToRun;
  98155. private _triggerRunningState;
  98156. private _triggerSuspendedState;
  98157. private _displayMuteButton;
  98158. private _moveButtonToTopLeft;
  98159. private _onResize;
  98160. private _hideMuteButton;
  98161. /**
  98162. * Destroy and release the resources associated with the audio ccontext.
  98163. */
  98164. dispose(): void;
  98165. /**
  98166. * Gets the global volume sets on the master gain.
  98167. * @returns the global volume if set or -1 otherwise
  98168. */
  98169. getGlobalVolume(): number;
  98170. /**
  98171. * Sets the global volume of your experience (sets on the master gain).
  98172. * @param newVolume Defines the new global volume of the application
  98173. */
  98174. setGlobalVolume(newVolume: number): void;
  98175. /**
  98176. * Connect the audio engine to an audio analyser allowing some amazing
  98177. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98178. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98179. * @param analyser The analyser to connect to the engine
  98180. */
  98181. connectToAnalyser(analyser: Analyser): void;
  98182. }
  98183. }
  98184. declare module BABYLON {
  98185. /**
  98186. * Interface used to present a loading screen while loading a scene
  98187. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98188. */
  98189. export interface ILoadingScreen {
  98190. /**
  98191. * Function called to display the loading screen
  98192. */
  98193. displayLoadingUI: () => void;
  98194. /**
  98195. * Function called to hide the loading screen
  98196. */
  98197. hideLoadingUI: () => void;
  98198. /**
  98199. * Gets or sets the color to use for the background
  98200. */
  98201. loadingUIBackgroundColor: string;
  98202. /**
  98203. * Gets or sets the text to display while loading
  98204. */
  98205. loadingUIText: string;
  98206. }
  98207. /**
  98208. * Class used for the default loading screen
  98209. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98210. */
  98211. export class DefaultLoadingScreen implements ILoadingScreen {
  98212. private _renderingCanvas;
  98213. private _loadingText;
  98214. private _loadingDivBackgroundColor;
  98215. private _loadingDiv;
  98216. private _loadingTextDiv;
  98217. /** Gets or sets the logo url to use for the default loading screen */
  98218. static DefaultLogoUrl: string;
  98219. /** Gets or sets the spinner url to use for the default loading screen */
  98220. static DefaultSpinnerUrl: string;
  98221. /**
  98222. * Creates a new default loading screen
  98223. * @param _renderingCanvas defines the canvas used to render the scene
  98224. * @param _loadingText defines the default text to display
  98225. * @param _loadingDivBackgroundColor defines the default background color
  98226. */
  98227. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  98228. /**
  98229. * Function called to display the loading screen
  98230. */
  98231. displayLoadingUI(): void;
  98232. /**
  98233. * Function called to hide the loading screen
  98234. */
  98235. hideLoadingUI(): void;
  98236. /**
  98237. * Gets or sets the text to display while loading
  98238. */
  98239. loadingUIText: string;
  98240. /**
  98241. * Gets or sets the color to use for the background
  98242. */
  98243. loadingUIBackgroundColor: string;
  98244. private _resizeLoadingUI;
  98245. }
  98246. }
  98247. declare module BABYLON {
  98248. /**
  98249. * Interface for any object that can request an animation frame
  98250. */
  98251. export interface ICustomAnimationFrameRequester {
  98252. /**
  98253. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  98254. */
  98255. renderFunction?: Function;
  98256. /**
  98257. * Called to request the next frame to render to
  98258. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  98259. */
  98260. requestAnimationFrame: Function;
  98261. /**
  98262. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  98263. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  98264. */
  98265. requestID?: number;
  98266. }
  98267. }
  98268. declare module BABYLON {
  98269. /**
  98270. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  98271. */
  98272. export class PerformanceMonitor {
  98273. private _enabled;
  98274. private _rollingFrameTime;
  98275. private _lastFrameTimeMs;
  98276. /**
  98277. * constructor
  98278. * @param frameSampleSize The number of samples required to saturate the sliding window
  98279. */
  98280. constructor(frameSampleSize?: number);
  98281. /**
  98282. * Samples current frame
  98283. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  98284. */
  98285. sampleFrame(timeMs?: number): void;
  98286. /**
  98287. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  98288. */
  98289. readonly averageFrameTime: number;
  98290. /**
  98291. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  98292. */
  98293. readonly averageFrameTimeVariance: number;
  98294. /**
  98295. * Returns the frame time of the most recent frame
  98296. */
  98297. readonly instantaneousFrameTime: number;
  98298. /**
  98299. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  98300. */
  98301. readonly averageFPS: number;
  98302. /**
  98303. * Returns the average framerate in frames per second using the most recent frame time
  98304. */
  98305. readonly instantaneousFPS: number;
  98306. /**
  98307. * Returns true if enough samples have been taken to completely fill the sliding window
  98308. */
  98309. readonly isSaturated: boolean;
  98310. /**
  98311. * Enables contributions to the sliding window sample set
  98312. */
  98313. enable(): void;
  98314. /**
  98315. * Disables contributions to the sliding window sample set
  98316. * Samples will not be interpolated over the disabled period
  98317. */
  98318. disable(): void;
  98319. /**
  98320. * Returns true if sampling is enabled
  98321. */
  98322. readonly isEnabled: boolean;
  98323. /**
  98324. * Resets performance monitor
  98325. */
  98326. reset(): void;
  98327. }
  98328. /**
  98329. * RollingAverage
  98330. *
  98331. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  98332. */
  98333. export class RollingAverage {
  98334. /**
  98335. * Current average
  98336. */
  98337. average: number;
  98338. /**
  98339. * Current variance
  98340. */
  98341. variance: number;
  98342. protected _samples: Array<number>;
  98343. protected _sampleCount: number;
  98344. protected _pos: number;
  98345. protected _m2: number;
  98346. /**
  98347. * constructor
  98348. * @param length The number of samples required to saturate the sliding window
  98349. */
  98350. constructor(length: number);
  98351. /**
  98352. * Adds a sample to the sample set
  98353. * @param v The sample value
  98354. */
  98355. add(v: number): void;
  98356. /**
  98357. * Returns previously added values or null if outside of history or outside the sliding window domain
  98358. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  98359. * @return Value previously recorded with add() or null if outside of range
  98360. */
  98361. history(i: number): number;
  98362. /**
  98363. * Returns true if enough samples have been taken to completely fill the sliding window
  98364. * @return true if sample-set saturated
  98365. */
  98366. isSaturated(): boolean;
  98367. /**
  98368. * Resets the rolling average (equivalent to 0 samples taken so far)
  98369. */
  98370. reset(): void;
  98371. /**
  98372. * Wraps a value around the sample range boundaries
  98373. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  98374. * @return Wrapped position in sample range
  98375. */
  98376. protected _wrapPosition(i: number): number;
  98377. }
  98378. }
  98379. declare module BABYLON {
  98380. /**
  98381. * This class is used to track a performance counter which is number based.
  98382. * The user has access to many properties which give statistics of different nature.
  98383. *
  98384. * The implementer can track two kinds of Performance Counter: time and count.
  98385. * 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.
  98386. * 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.
  98387. */
  98388. export class PerfCounter {
  98389. /**
  98390. * Gets or sets a global boolean to turn on and off all the counters
  98391. */
  98392. static Enabled: boolean;
  98393. /**
  98394. * Returns the smallest value ever
  98395. */
  98396. readonly min: number;
  98397. /**
  98398. * Returns the biggest value ever
  98399. */
  98400. readonly max: number;
  98401. /**
  98402. * Returns the average value since the performance counter is running
  98403. */
  98404. readonly average: number;
  98405. /**
  98406. * Returns the average value of the last second the counter was monitored
  98407. */
  98408. readonly lastSecAverage: number;
  98409. /**
  98410. * Returns the current value
  98411. */
  98412. readonly current: number;
  98413. /**
  98414. * Gets the accumulated total
  98415. */
  98416. readonly total: number;
  98417. /**
  98418. * Gets the total value count
  98419. */
  98420. readonly count: number;
  98421. /**
  98422. * Creates a new counter
  98423. */
  98424. constructor();
  98425. /**
  98426. * Call this method to start monitoring a new frame.
  98427. * 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.
  98428. */
  98429. fetchNewFrame(): void;
  98430. /**
  98431. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  98432. * @param newCount the count value to add to the monitored count
  98433. * @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.
  98434. */
  98435. addCount(newCount: number, fetchResult: boolean): void;
  98436. /**
  98437. * Start monitoring this performance counter
  98438. */
  98439. beginMonitoring(): void;
  98440. /**
  98441. * Compute the time lapsed since the previous beginMonitoring() call.
  98442. * @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
  98443. */
  98444. endMonitoring(newFrame?: boolean): void;
  98445. private _fetchResult;
  98446. private _startMonitoringTime;
  98447. private _min;
  98448. private _max;
  98449. private _average;
  98450. private _current;
  98451. private _totalValueCount;
  98452. private _totalAccumulated;
  98453. private _lastSecAverage;
  98454. private _lastSecAccumulated;
  98455. private _lastSecTime;
  98456. private _lastSecValueCount;
  98457. }
  98458. }
  98459. declare module BABYLON {
  98460. /**
  98461. * Defines the interface used by display changed events
  98462. */
  98463. export interface IDisplayChangedEventArgs {
  98464. /** Gets the vrDisplay object (if any) */
  98465. vrDisplay: Nullable<any>;
  98466. /** Gets a boolean indicating if webVR is supported */
  98467. vrSupported: boolean;
  98468. }
  98469. /**
  98470. * Defines the interface used by objects containing a viewport (like a camera)
  98471. */
  98472. interface IViewportOwnerLike {
  98473. /**
  98474. * Gets or sets the viewport
  98475. */
  98476. viewport: IViewportLike;
  98477. }
  98478. /**
  98479. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  98480. */
  98481. export class Engine extends ThinEngine {
  98482. /** Defines that alpha blending is disabled */
  98483. static readonly ALPHA_DISABLE: number;
  98484. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  98485. static readonly ALPHA_ADD: number;
  98486. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  98487. static readonly ALPHA_COMBINE: number;
  98488. /** Defines that alpha blending to DEST - SRC * DEST */
  98489. static readonly ALPHA_SUBTRACT: number;
  98490. /** Defines that alpha blending to SRC * DEST */
  98491. static readonly ALPHA_MULTIPLY: number;
  98492. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  98493. static readonly ALPHA_MAXIMIZED: number;
  98494. /** Defines that alpha blending to SRC + DEST */
  98495. static readonly ALPHA_ONEONE: number;
  98496. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  98497. static readonly ALPHA_PREMULTIPLIED: number;
  98498. /**
  98499. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  98500. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  98501. */
  98502. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  98503. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  98504. static readonly ALPHA_INTERPOLATE: number;
  98505. /**
  98506. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  98507. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  98508. */
  98509. static readonly ALPHA_SCREENMODE: number;
  98510. /** Defines that the ressource is not delayed*/
  98511. static readonly DELAYLOADSTATE_NONE: number;
  98512. /** Defines that the ressource was successfully delay loaded */
  98513. static readonly DELAYLOADSTATE_LOADED: number;
  98514. /** Defines that the ressource is currently delay loading */
  98515. static readonly DELAYLOADSTATE_LOADING: number;
  98516. /** Defines that the ressource is delayed and has not started loading */
  98517. static readonly DELAYLOADSTATE_NOTLOADED: number;
  98518. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  98519. static readonly NEVER: number;
  98520. /** 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 */
  98521. static readonly ALWAYS: number;
  98522. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  98523. static readonly LESS: number;
  98524. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  98525. static readonly EQUAL: number;
  98526. /** 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 */
  98527. static readonly LEQUAL: number;
  98528. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  98529. static readonly GREATER: number;
  98530. /** 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 */
  98531. static readonly GEQUAL: number;
  98532. /** 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 */
  98533. static readonly NOTEQUAL: number;
  98534. /** Passed to stencilOperation to specify that stencil value must be kept */
  98535. static readonly KEEP: number;
  98536. /** Passed to stencilOperation to specify that stencil value must be replaced */
  98537. static readonly REPLACE: number;
  98538. /** Passed to stencilOperation to specify that stencil value must be incremented */
  98539. static readonly INCR: number;
  98540. /** Passed to stencilOperation to specify that stencil value must be decremented */
  98541. static readonly DECR: number;
  98542. /** Passed to stencilOperation to specify that stencil value must be inverted */
  98543. static readonly INVERT: number;
  98544. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  98545. static readonly INCR_WRAP: number;
  98546. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  98547. static readonly DECR_WRAP: number;
  98548. /** Texture is not repeating outside of 0..1 UVs */
  98549. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  98550. /** Texture is repeating outside of 0..1 UVs */
  98551. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  98552. /** Texture is repeating and mirrored */
  98553. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  98554. /** ALPHA */
  98555. static readonly TEXTUREFORMAT_ALPHA: number;
  98556. /** LUMINANCE */
  98557. static readonly TEXTUREFORMAT_LUMINANCE: number;
  98558. /** LUMINANCE_ALPHA */
  98559. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  98560. /** RGB */
  98561. static readonly TEXTUREFORMAT_RGB: number;
  98562. /** RGBA */
  98563. static readonly TEXTUREFORMAT_RGBA: number;
  98564. /** RED */
  98565. static readonly TEXTUREFORMAT_RED: number;
  98566. /** RED (2nd reference) */
  98567. static readonly TEXTUREFORMAT_R: number;
  98568. /** RG */
  98569. static readonly TEXTUREFORMAT_RG: number;
  98570. /** RED_INTEGER */
  98571. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  98572. /** RED_INTEGER (2nd reference) */
  98573. static readonly TEXTUREFORMAT_R_INTEGER: number;
  98574. /** RG_INTEGER */
  98575. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  98576. /** RGB_INTEGER */
  98577. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  98578. /** RGBA_INTEGER */
  98579. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  98580. /** UNSIGNED_BYTE */
  98581. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  98582. /** UNSIGNED_BYTE (2nd reference) */
  98583. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  98584. /** FLOAT */
  98585. static readonly TEXTURETYPE_FLOAT: number;
  98586. /** HALF_FLOAT */
  98587. static readonly TEXTURETYPE_HALF_FLOAT: number;
  98588. /** BYTE */
  98589. static readonly TEXTURETYPE_BYTE: number;
  98590. /** SHORT */
  98591. static readonly TEXTURETYPE_SHORT: number;
  98592. /** UNSIGNED_SHORT */
  98593. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  98594. /** INT */
  98595. static readonly TEXTURETYPE_INT: number;
  98596. /** UNSIGNED_INT */
  98597. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  98598. /** UNSIGNED_SHORT_4_4_4_4 */
  98599. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  98600. /** UNSIGNED_SHORT_5_5_5_1 */
  98601. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  98602. /** UNSIGNED_SHORT_5_6_5 */
  98603. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  98604. /** UNSIGNED_INT_2_10_10_10_REV */
  98605. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  98606. /** UNSIGNED_INT_24_8 */
  98607. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  98608. /** UNSIGNED_INT_10F_11F_11F_REV */
  98609. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  98610. /** UNSIGNED_INT_5_9_9_9_REV */
  98611. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  98612. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  98613. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  98614. /** nearest is mag = nearest and min = nearest and mip = linear */
  98615. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  98616. /** Bilinear is mag = linear and min = linear and mip = nearest */
  98617. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  98618. /** Trilinear is mag = linear and min = linear and mip = linear */
  98619. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  98620. /** nearest is mag = nearest and min = nearest and mip = linear */
  98621. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  98622. /** Bilinear is mag = linear and min = linear and mip = nearest */
  98623. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  98624. /** Trilinear is mag = linear and min = linear and mip = linear */
  98625. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  98626. /** mag = nearest and min = nearest and mip = nearest */
  98627. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  98628. /** mag = nearest and min = linear and mip = nearest */
  98629. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  98630. /** mag = nearest and min = linear and mip = linear */
  98631. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  98632. /** mag = nearest and min = linear and mip = none */
  98633. static readonly TEXTURE_NEAREST_LINEAR: number;
  98634. /** mag = nearest and min = nearest and mip = none */
  98635. static readonly TEXTURE_NEAREST_NEAREST: number;
  98636. /** mag = linear and min = nearest and mip = nearest */
  98637. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  98638. /** mag = linear and min = nearest and mip = linear */
  98639. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  98640. /** mag = linear and min = linear and mip = none */
  98641. static readonly TEXTURE_LINEAR_LINEAR: number;
  98642. /** mag = linear and min = nearest and mip = none */
  98643. static readonly TEXTURE_LINEAR_NEAREST: number;
  98644. /** Explicit coordinates mode */
  98645. static readonly TEXTURE_EXPLICIT_MODE: number;
  98646. /** Spherical coordinates mode */
  98647. static readonly TEXTURE_SPHERICAL_MODE: number;
  98648. /** Planar coordinates mode */
  98649. static readonly TEXTURE_PLANAR_MODE: number;
  98650. /** Cubic coordinates mode */
  98651. static readonly TEXTURE_CUBIC_MODE: number;
  98652. /** Projection coordinates mode */
  98653. static readonly TEXTURE_PROJECTION_MODE: number;
  98654. /** Skybox coordinates mode */
  98655. static readonly TEXTURE_SKYBOX_MODE: number;
  98656. /** Inverse Cubic coordinates mode */
  98657. static readonly TEXTURE_INVCUBIC_MODE: number;
  98658. /** Equirectangular coordinates mode */
  98659. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  98660. /** Equirectangular Fixed coordinates mode */
  98661. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  98662. /** Equirectangular Fixed Mirrored coordinates mode */
  98663. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  98664. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  98665. static readonly SCALEMODE_FLOOR: number;
  98666. /** Defines that texture rescaling will look for the nearest power of 2 size */
  98667. static readonly SCALEMODE_NEAREST: number;
  98668. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  98669. static readonly SCALEMODE_CEILING: number;
  98670. /**
  98671. * Returns the current npm package of the sdk
  98672. */
  98673. static readonly NpmPackage: string;
  98674. /**
  98675. * Returns the current version of the framework
  98676. */
  98677. static readonly Version: string;
  98678. /** Gets the list of created engines */
  98679. static readonly Instances: Engine[];
  98680. /**
  98681. * Gets the latest created engine
  98682. */
  98683. static readonly LastCreatedEngine: Nullable<Engine>;
  98684. /**
  98685. * Gets the latest created scene
  98686. */
  98687. static readonly LastCreatedScene: Nullable<Scene>;
  98688. /**
  98689. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  98690. * @param flag defines which part of the materials must be marked as dirty
  98691. * @param predicate defines a predicate used to filter which materials should be affected
  98692. */
  98693. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  98694. /**
  98695. * Method called to create the default loading screen.
  98696. * This can be overriden in your own app.
  98697. * @param canvas The rendering canvas element
  98698. * @returns The loading screen
  98699. */
  98700. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  98701. /**
  98702. * Method called to create the default rescale post process on each engine.
  98703. */
  98704. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  98705. /**
  98706. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  98707. **/
  98708. enableOfflineSupport: boolean;
  98709. /**
  98710. * 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)
  98711. **/
  98712. disableManifestCheck: boolean;
  98713. /**
  98714. * Gets the list of created scenes
  98715. */
  98716. scenes: Scene[];
  98717. /**
  98718. * Event raised when a new scene is created
  98719. */
  98720. onNewSceneAddedObservable: Observable<Scene>;
  98721. /**
  98722. * Gets the list of created postprocesses
  98723. */
  98724. postProcesses: PostProcess[];
  98725. /**
  98726. * Gets a boolean indicating if the pointer is currently locked
  98727. */
  98728. isPointerLock: boolean;
  98729. /**
  98730. * Observable event triggered each time the rendering canvas is resized
  98731. */
  98732. onResizeObservable: Observable<Engine>;
  98733. /**
  98734. * Observable event triggered each time the canvas loses focus
  98735. */
  98736. onCanvasBlurObservable: Observable<Engine>;
  98737. /**
  98738. * Observable event triggered each time the canvas gains focus
  98739. */
  98740. onCanvasFocusObservable: Observable<Engine>;
  98741. /**
  98742. * Observable event triggered each time the canvas receives pointerout event
  98743. */
  98744. onCanvasPointerOutObservable: Observable<PointerEvent>;
  98745. /**
  98746. * Observable raised when the engine begins a new frame
  98747. */
  98748. onBeginFrameObservable: Observable<Engine>;
  98749. /**
  98750. * If set, will be used to request the next animation frame for the render loop
  98751. */
  98752. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  98753. /**
  98754. * Observable raised when the engine ends the current frame
  98755. */
  98756. onEndFrameObservable: Observable<Engine>;
  98757. /**
  98758. * Observable raised when the engine is about to compile a shader
  98759. */
  98760. onBeforeShaderCompilationObservable: Observable<Engine>;
  98761. /**
  98762. * Observable raised when the engine has jsut compiled a shader
  98763. */
  98764. onAfterShaderCompilationObservable: Observable<Engine>;
  98765. /**
  98766. * Gets the audio engine
  98767. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98768. * @ignorenaming
  98769. */
  98770. static audioEngine: IAudioEngine;
  98771. /**
  98772. * Default AudioEngine factory responsible of creating the Audio Engine.
  98773. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  98774. */
  98775. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  98776. /**
  98777. * Default offline support factory responsible of creating a tool used to store data locally.
  98778. * By default, this will create a Database object if the workload has been embedded.
  98779. */
  98780. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  98781. private _loadingScreen;
  98782. private _pointerLockRequested;
  98783. private _dummyFramebuffer;
  98784. private _rescalePostProcess;
  98785. /** @hidden */
  98786. protected _alphaMode: number;
  98787. /** @hidden */
  98788. protected _alphaEquation: number;
  98789. private _deterministicLockstep;
  98790. private _lockstepMaxSteps;
  98791. protected readonly _supportsHardwareTextureRescaling: boolean;
  98792. private _fps;
  98793. private _deltaTime;
  98794. /** @hidden */
  98795. _drawCalls: PerfCounter;
  98796. /**
  98797. * Turn this value on if you want to pause FPS computation when in background
  98798. */
  98799. disablePerformanceMonitorInBackground: boolean;
  98800. private _performanceMonitor;
  98801. /**
  98802. * Gets the performance monitor attached to this engine
  98803. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  98804. */
  98805. readonly performanceMonitor: PerformanceMonitor;
  98806. private _onFocus;
  98807. private _onBlur;
  98808. private _onCanvasPointerOut;
  98809. private _onCanvasBlur;
  98810. private _onCanvasFocus;
  98811. private _onFullscreenChange;
  98812. private _onPointerLockChange;
  98813. /**
  98814. * Creates a new engine
  98815. * @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
  98816. * @param antialias defines enable antialiasing (default: false)
  98817. * @param options defines further options to be sent to the getContext() function
  98818. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  98819. */
  98820. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  98821. /**
  98822. * Gets current aspect ratio
  98823. * @param viewportOwner defines the camera to use to get the aspect ratio
  98824. * @param useScreen defines if screen size must be used (or the current render target if any)
  98825. * @returns a number defining the aspect ratio
  98826. */
  98827. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  98828. /**
  98829. * Gets current screen aspect ratio
  98830. * @returns a number defining the aspect ratio
  98831. */
  98832. getScreenAspectRatio(): number;
  98833. /**
  98834. * Gets host document
  98835. * @returns the host document object
  98836. */
  98837. getHostDocument(): Document;
  98838. /**
  98839. * Gets the client rect of the HTML canvas attached with the current webGL context
  98840. * @returns a client rectanglee
  98841. */
  98842. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  98843. /**
  98844. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  98845. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98846. * @returns true if engine is in deterministic lock step mode
  98847. */
  98848. isDeterministicLockStep(): boolean;
  98849. /**
  98850. * Gets the max steps when engine is running in deterministic lock step
  98851. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98852. * @returns the max steps
  98853. */
  98854. getLockstepMaxSteps(): number;
  98855. /**
  98856. * Force the mipmap generation for the given render target texture
  98857. * @param texture defines the render target texture to use
  98858. */
  98859. generateMipMapsForCubemap(texture: InternalTexture): void;
  98860. /** States */
  98861. /**
  98862. * Set various states to the webGL context
  98863. * @param culling defines backface culling state
  98864. * @param zOffset defines the value to apply to zOffset (0 by default)
  98865. * @param force defines if states must be applied even if cache is up to date
  98866. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  98867. */
  98868. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  98869. /**
  98870. * Set the z offset to apply to current rendering
  98871. * @param value defines the offset to apply
  98872. */
  98873. setZOffset(value: number): void;
  98874. /**
  98875. * Gets the current value of the zOffset
  98876. * @returns the current zOffset state
  98877. */
  98878. getZOffset(): number;
  98879. /**
  98880. * Enable or disable depth buffering
  98881. * @param enable defines the state to set
  98882. */
  98883. setDepthBuffer(enable: boolean): void;
  98884. /**
  98885. * Gets a boolean indicating if depth writing is enabled
  98886. * @returns the current depth writing state
  98887. */
  98888. getDepthWrite(): boolean;
  98889. /**
  98890. * Enable or disable depth writing
  98891. * @param enable defines the state to set
  98892. */
  98893. setDepthWrite(enable: boolean): void;
  98894. /**
  98895. * Enable or disable color writing
  98896. * @param enable defines the state to set
  98897. */
  98898. setColorWrite(enable: boolean): void;
  98899. /**
  98900. * Gets a boolean indicating if color writing is enabled
  98901. * @returns the current color writing state
  98902. */
  98903. getColorWrite(): boolean;
  98904. /**
  98905. * Sets alpha constants used by some alpha blending modes
  98906. * @param r defines the red component
  98907. * @param g defines the green component
  98908. * @param b defines the blue component
  98909. * @param a defines the alpha component
  98910. */
  98911. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  98912. /**
  98913. * Sets the current alpha mode
  98914. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  98915. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  98916. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  98917. */
  98918. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  98919. /**
  98920. * Gets the current alpha mode
  98921. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  98922. * @returns the current alpha mode
  98923. */
  98924. getAlphaMode(): number;
  98925. /**
  98926. * Sets the current alpha equation
  98927. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  98928. */
  98929. setAlphaEquation(equation: number): void;
  98930. /**
  98931. * Gets the current alpha equation.
  98932. * @returns the current alpha equation
  98933. */
  98934. getAlphaEquation(): number;
  98935. /**
  98936. * Gets a boolean indicating if stencil buffer is enabled
  98937. * @returns the current stencil buffer state
  98938. */
  98939. getStencilBuffer(): boolean;
  98940. /**
  98941. * Enable or disable the stencil buffer
  98942. * @param enable defines if the stencil buffer must be enabled or disabled
  98943. */
  98944. setStencilBuffer(enable: boolean): void;
  98945. /**
  98946. * Gets the current stencil mask
  98947. * @returns a number defining the new stencil mask to use
  98948. */
  98949. getStencilMask(): number;
  98950. /**
  98951. * Sets the current stencil mask
  98952. * @param mask defines the new stencil mask to use
  98953. */
  98954. setStencilMask(mask: number): void;
  98955. /**
  98956. * Gets the current stencil function
  98957. * @returns a number defining the stencil function to use
  98958. */
  98959. getStencilFunction(): number;
  98960. /**
  98961. * Gets the current stencil reference value
  98962. * @returns a number defining the stencil reference value to use
  98963. */
  98964. getStencilFunctionReference(): number;
  98965. /**
  98966. * Gets the current stencil mask
  98967. * @returns a number defining the stencil mask to use
  98968. */
  98969. getStencilFunctionMask(): number;
  98970. /**
  98971. * Sets the current stencil function
  98972. * @param stencilFunc defines the new stencil function to use
  98973. */
  98974. setStencilFunction(stencilFunc: number): void;
  98975. /**
  98976. * Sets the current stencil reference
  98977. * @param reference defines the new stencil reference to use
  98978. */
  98979. setStencilFunctionReference(reference: number): void;
  98980. /**
  98981. * Sets the current stencil mask
  98982. * @param mask defines the new stencil mask to use
  98983. */
  98984. setStencilFunctionMask(mask: number): void;
  98985. /**
  98986. * Gets the current stencil operation when stencil fails
  98987. * @returns a number defining stencil operation to use when stencil fails
  98988. */
  98989. getStencilOperationFail(): number;
  98990. /**
  98991. * Gets the current stencil operation when depth fails
  98992. * @returns a number defining stencil operation to use when depth fails
  98993. */
  98994. getStencilOperationDepthFail(): number;
  98995. /**
  98996. * Gets the current stencil operation when stencil passes
  98997. * @returns a number defining stencil operation to use when stencil passes
  98998. */
  98999. getStencilOperationPass(): number;
  99000. /**
  99001. * Sets the stencil operation to use when stencil fails
  99002. * @param operation defines the stencil operation to use when stencil fails
  99003. */
  99004. setStencilOperationFail(operation: number): void;
  99005. /**
  99006. * Sets the stencil operation to use when depth fails
  99007. * @param operation defines the stencil operation to use when depth fails
  99008. */
  99009. setStencilOperationDepthFail(operation: number): void;
  99010. /**
  99011. * Sets the stencil operation to use when stencil passes
  99012. * @param operation defines the stencil operation to use when stencil passes
  99013. */
  99014. setStencilOperationPass(operation: number): void;
  99015. /**
  99016. * Sets a boolean indicating if the dithering state is enabled or disabled
  99017. * @param value defines the dithering state
  99018. */
  99019. setDitheringState(value: boolean): void;
  99020. /**
  99021. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  99022. * @param value defines the rasterizer state
  99023. */
  99024. setRasterizerState(value: boolean): void;
  99025. /**
  99026. * Gets the current depth function
  99027. * @returns a number defining the depth function
  99028. */
  99029. getDepthFunction(): Nullable<number>;
  99030. /**
  99031. * Sets the current depth function
  99032. * @param depthFunc defines the function to use
  99033. */
  99034. setDepthFunction(depthFunc: number): void;
  99035. /**
  99036. * Sets the current depth function to GREATER
  99037. */
  99038. setDepthFunctionToGreater(): void;
  99039. /**
  99040. * Sets the current depth function to GEQUAL
  99041. */
  99042. setDepthFunctionToGreaterOrEqual(): void;
  99043. /**
  99044. * Sets the current depth function to LESS
  99045. */
  99046. setDepthFunctionToLess(): void;
  99047. /**
  99048. * Sets the current depth function to LEQUAL
  99049. */
  99050. setDepthFunctionToLessOrEqual(): void;
  99051. private _cachedStencilBuffer;
  99052. private _cachedStencilFunction;
  99053. private _cachedStencilMask;
  99054. private _cachedStencilOperationPass;
  99055. private _cachedStencilOperationFail;
  99056. private _cachedStencilOperationDepthFail;
  99057. private _cachedStencilReference;
  99058. /**
  99059. * Caches the the state of the stencil buffer
  99060. */
  99061. cacheStencilState(): void;
  99062. /**
  99063. * Restores the state of the stencil buffer
  99064. */
  99065. restoreStencilState(): void;
  99066. /**
  99067. * Directly set the WebGL Viewport
  99068. * @param x defines the x coordinate of the viewport (in screen space)
  99069. * @param y defines the y coordinate of the viewport (in screen space)
  99070. * @param width defines the width of the viewport (in screen space)
  99071. * @param height defines the height of the viewport (in screen space)
  99072. * @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
  99073. */
  99074. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  99075. /**
  99076. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  99077. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99078. * @param y defines the y-coordinate of the corner of the clear rectangle
  99079. * @param width defines the width of the clear rectangle
  99080. * @param height defines the height of the clear rectangle
  99081. * @param clearColor defines the clear color
  99082. */
  99083. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  99084. /**
  99085. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  99086. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99087. * @param y defines the y-coordinate of the corner of the clear rectangle
  99088. * @param width defines the width of the clear rectangle
  99089. * @param height defines the height of the clear rectangle
  99090. */
  99091. enableScissor(x: number, y: number, width: number, height: number): void;
  99092. /**
  99093. * Disable previously set scissor test rectangle
  99094. */
  99095. disableScissor(): void;
  99096. protected _reportDrawCall(): void;
  99097. /**
  99098. * Initializes a webVR display and starts listening to display change events
  99099. * The onVRDisplayChangedObservable will be notified upon these changes
  99100. * @returns The onVRDisplayChangedObservable
  99101. */
  99102. initWebVR(): Observable<IDisplayChangedEventArgs>;
  99103. /** @hidden */
  99104. _prepareVRComponent(): void;
  99105. /** @hidden */
  99106. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  99107. /** @hidden */
  99108. _submitVRFrame(): void;
  99109. /**
  99110. * Call this function to leave webVR mode
  99111. * Will do nothing if webVR is not supported or if there is no webVR device
  99112. * @see http://doc.babylonjs.com/how_to/webvr_camera
  99113. */
  99114. disableVR(): void;
  99115. /**
  99116. * Gets a boolean indicating that the system is in VR mode and is presenting
  99117. * @returns true if VR mode is engaged
  99118. */
  99119. isVRPresenting(): boolean;
  99120. /** @hidden */
  99121. _requestVRFrame(): void;
  99122. /** @hidden */
  99123. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99124. /**
  99125. * Gets the source code of the vertex shader associated with a specific webGL program
  99126. * @param program defines the program to use
  99127. * @returns a string containing the source code of the vertex shader associated with the program
  99128. */
  99129. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  99130. /**
  99131. * Gets the source code of the fragment shader associated with a specific webGL program
  99132. * @param program defines the program to use
  99133. * @returns a string containing the source code of the fragment shader associated with the program
  99134. */
  99135. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  99136. /**
  99137. * Reads pixels from the current frame buffer. Please note that this function can be slow
  99138. * @param x defines the x coordinate of the rectangle where pixels must be read
  99139. * @param y defines the y coordinate of the rectangle where pixels must be read
  99140. * @param width defines the width of the rectangle where pixels must be read
  99141. * @param height defines the height of the rectangle where pixels must be read
  99142. * @returns a Uint8Array containing RGBA colors
  99143. */
  99144. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  99145. /**
  99146. * Sets a depth stencil texture from a render target to the according uniform.
  99147. * @param channel The texture channel
  99148. * @param uniform The uniform to set
  99149. * @param texture The render target texture containing the depth stencil texture to apply
  99150. */
  99151. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  99152. /**
  99153. * Sets a texture to the webGL context from a postprocess
  99154. * @param channel defines the channel to use
  99155. * @param postProcess defines the source postprocess
  99156. */
  99157. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  99158. /**
  99159. * Binds the output of the passed in post process to the texture channel specified
  99160. * @param channel The channel the texture should be bound to
  99161. * @param postProcess The post process which's output should be bound
  99162. */
  99163. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  99164. /** @hidden */
  99165. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  99166. protected _rebuildBuffers(): void;
  99167. _renderLoop(): void;
  99168. /**
  99169. * Toggle full screen mode
  99170. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99171. */
  99172. switchFullscreen(requestPointerLock: boolean): void;
  99173. /**
  99174. * Enters full screen mode
  99175. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99176. */
  99177. enterFullscreen(requestPointerLock: boolean): void;
  99178. /**
  99179. * Exits full screen mode
  99180. */
  99181. exitFullscreen(): void;
  99182. /**
  99183. * Enters Pointerlock mode
  99184. */
  99185. enterPointerlock(): void;
  99186. /**
  99187. * Exits Pointerlock mode
  99188. */
  99189. exitPointerlock(): void;
  99190. /**
  99191. * Begin a new frame
  99192. */
  99193. beginFrame(): void;
  99194. /**
  99195. * Enf the current frame
  99196. */
  99197. endFrame(): void;
  99198. resize(): void;
  99199. /**
  99200. * Set the compressed texture format to use, based on the formats you have, and the formats
  99201. * supported by the hardware / browser.
  99202. *
  99203. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  99204. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  99205. * to API arguments needed to compressed textures. This puts the burden on the container
  99206. * generator to house the arcane code for determining these for current & future formats.
  99207. *
  99208. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  99209. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  99210. *
  99211. * Note: The result of this call is not taken into account when a texture is base64.
  99212. *
  99213. * @param formatsAvailable defines the list of those format families you have created
  99214. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  99215. *
  99216. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  99217. * @returns The extension selected.
  99218. */
  99219. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  99220. /**
  99221. * Force a specific size of the canvas
  99222. * @param width defines the new canvas' width
  99223. * @param height defines the new canvas' height
  99224. */
  99225. setSize(width: number, height: number): void;
  99226. /**
  99227. * Updates a dynamic vertex buffer.
  99228. * @param vertexBuffer the vertex buffer to update
  99229. * @param data the data used to update the vertex buffer
  99230. * @param byteOffset the byte offset of the data
  99231. * @param byteLength the byte length of the data
  99232. */
  99233. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  99234. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  99235. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  99236. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  99237. _releaseTexture(texture: InternalTexture): void;
  99238. /**
  99239. * @hidden
  99240. * Rescales a texture
  99241. * @param source input texutre
  99242. * @param destination destination texture
  99243. * @param scene scene to use to render the resize
  99244. * @param internalFormat format to use when resizing
  99245. * @param onComplete callback to be called when resize has completed
  99246. */
  99247. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  99248. /**
  99249. * Gets the current framerate
  99250. * @returns a number representing the framerate
  99251. */
  99252. getFps(): number;
  99253. /**
  99254. * Gets the time spent between current and previous frame
  99255. * @returns a number representing the delta time in ms
  99256. */
  99257. getDeltaTime(): number;
  99258. private _measureFps;
  99259. /** @hidden */
  99260. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  99261. /**
  99262. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  99263. * @param renderTarget The render target to set the frame buffer for
  99264. */
  99265. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  99266. /**
  99267. * Update a dynamic index buffer
  99268. * @param indexBuffer defines the target index buffer
  99269. * @param indices defines the data to update
  99270. * @param offset defines the offset in the target index buffer where update should start
  99271. */
  99272. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  99273. /**
  99274. * Updates the sample count of a render target texture
  99275. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  99276. * @param texture defines the texture to update
  99277. * @param samples defines the sample count to set
  99278. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  99279. */
  99280. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  99281. /**
  99282. * Creates a webGL buffer to use with instanciation
  99283. * @param capacity defines the size of the buffer
  99284. * @returns the webGL buffer
  99285. */
  99286. createInstancesBuffer(capacity: number): DataBuffer;
  99287. /**
  99288. * Delete a webGL buffer used with instanciation
  99289. * @param buffer defines the webGL buffer to delete
  99290. */
  99291. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  99292. /** @hidden */
  99293. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  99294. dispose(): void;
  99295. private _disableTouchAction;
  99296. /**
  99297. * Display the loading screen
  99298. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99299. */
  99300. displayLoadingUI(): void;
  99301. /**
  99302. * Hide the loading screen
  99303. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99304. */
  99305. hideLoadingUI(): void;
  99306. /**
  99307. * Gets the current loading screen object
  99308. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99309. */
  99310. /**
  99311. * Sets the current loading screen object
  99312. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99313. */
  99314. loadingScreen: ILoadingScreen;
  99315. /**
  99316. * Sets the current loading screen text
  99317. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99318. */
  99319. loadingUIText: string;
  99320. /**
  99321. * Sets the current loading screen background color
  99322. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99323. */
  99324. loadingUIBackgroundColor: string;
  99325. /** Pointerlock and fullscreen */
  99326. /**
  99327. * Ask the browser to promote the current element to pointerlock mode
  99328. * @param element defines the DOM element to promote
  99329. */
  99330. static _RequestPointerlock(element: HTMLElement): void;
  99331. /**
  99332. * Asks the browser to exit pointerlock mode
  99333. */
  99334. static _ExitPointerlock(): void;
  99335. /**
  99336. * Ask the browser to promote the current element to fullscreen rendering mode
  99337. * @param element defines the DOM element to promote
  99338. */
  99339. static _RequestFullscreen(element: HTMLElement): void;
  99340. /**
  99341. * Asks the browser to exit fullscreen mode
  99342. */
  99343. static _ExitFullscreen(): void;
  99344. }
  99345. }
  99346. declare module BABYLON {
  99347. /**
  99348. * The engine store class is responsible to hold all the instances of Engine and Scene created
  99349. * during the life time of the application.
  99350. */
  99351. export class EngineStore {
  99352. /** Gets the list of created engines */
  99353. static Instances: Engine[];
  99354. /** @hidden */
  99355. static _LastCreatedScene: Nullable<Scene>;
  99356. /**
  99357. * Gets the latest created engine
  99358. */
  99359. static readonly LastCreatedEngine: Nullable<Engine>;
  99360. /**
  99361. * Gets the latest created scene
  99362. */
  99363. static readonly LastCreatedScene: Nullable<Scene>;
  99364. /**
  99365. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  99366. * @ignorenaming
  99367. */
  99368. static UseFallbackTexture: boolean;
  99369. /**
  99370. * Texture content used if a texture cannot loaded
  99371. * @ignorenaming
  99372. */
  99373. static FallbackTexture: string;
  99374. }
  99375. }
  99376. declare module BABYLON {
  99377. /**
  99378. * Helper class that provides a small promise polyfill
  99379. */
  99380. export class PromisePolyfill {
  99381. /**
  99382. * Static function used to check if the polyfill is required
  99383. * If this is the case then the function will inject the polyfill to window.Promise
  99384. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  99385. */
  99386. static Apply(force?: boolean): void;
  99387. }
  99388. }
  99389. declare module BABYLON {
  99390. /**
  99391. * Interface for screenshot methods with describe argument called `size` as object with options
  99392. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  99393. */
  99394. export interface IScreenshotSize {
  99395. /**
  99396. * number in pixels for canvas height
  99397. */
  99398. height?: number;
  99399. /**
  99400. * multiplier allowing render at a higher or lower resolution
  99401. * If value is defined then height and width will be ignored and taken from camera
  99402. */
  99403. precision?: number;
  99404. /**
  99405. * number in pixels for canvas width
  99406. */
  99407. width?: number;
  99408. }
  99409. }
  99410. declare module BABYLON {
  99411. interface IColor4Like {
  99412. r: float;
  99413. g: float;
  99414. b: float;
  99415. a: float;
  99416. }
  99417. /**
  99418. * Class containing a set of static utilities functions
  99419. */
  99420. export class Tools {
  99421. /**
  99422. * Gets or sets the base URL to use to load assets
  99423. */
  99424. static BaseUrl: string;
  99425. /**
  99426. * Enable/Disable Custom HTTP Request Headers globally.
  99427. * default = false
  99428. * @see CustomRequestHeaders
  99429. */
  99430. static UseCustomRequestHeaders: boolean;
  99431. /**
  99432. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  99433. * i.e. when loading files, where the server/service expects an Authorization header
  99434. */
  99435. static CustomRequestHeaders: {
  99436. [key: string]: string;
  99437. };
  99438. /**
  99439. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  99440. */
  99441. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  99442. /**
  99443. * Default behaviour for cors in the application.
  99444. * It can be a string if the expected behavior is identical in the entire app.
  99445. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  99446. */
  99447. static CorsBehavior: string | ((url: string | string[]) => string);
  99448. /**
  99449. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  99450. * @ignorenaming
  99451. */
  99452. static UseFallbackTexture: boolean;
  99453. /**
  99454. * Use this object to register external classes like custom textures or material
  99455. * to allow the laoders to instantiate them
  99456. */
  99457. static RegisteredExternalClasses: {
  99458. [key: string]: Object;
  99459. };
  99460. /**
  99461. * Texture content used if a texture cannot loaded
  99462. * @ignorenaming
  99463. */
  99464. static fallbackTexture: string;
  99465. /**
  99466. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  99467. * @param u defines the coordinate on X axis
  99468. * @param v defines the coordinate on Y axis
  99469. * @param width defines the width of the source data
  99470. * @param height defines the height of the source data
  99471. * @param pixels defines the source byte array
  99472. * @param color defines the output color
  99473. */
  99474. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  99475. /**
  99476. * Interpolates between a and b via alpha
  99477. * @param a The lower value (returned when alpha = 0)
  99478. * @param b The upper value (returned when alpha = 1)
  99479. * @param alpha The interpolation-factor
  99480. * @return The mixed value
  99481. */
  99482. static Mix(a: number, b: number, alpha: number): number;
  99483. /**
  99484. * Tries to instantiate a new object from a given class name
  99485. * @param className defines the class name to instantiate
  99486. * @returns the new object or null if the system was not able to do the instantiation
  99487. */
  99488. static Instantiate(className: string): any;
  99489. /**
  99490. * Provides a slice function that will work even on IE
  99491. * @param data defines the array to slice
  99492. * @param start defines the start of the data (optional)
  99493. * @param end defines the end of the data (optional)
  99494. * @returns the new sliced array
  99495. */
  99496. static Slice<T>(data: T, start?: number, end?: number): T;
  99497. /**
  99498. * Polyfill for setImmediate
  99499. * @param action defines the action to execute after the current execution block
  99500. */
  99501. static SetImmediate(action: () => void): void;
  99502. /**
  99503. * Function indicating if a number is an exponent of 2
  99504. * @param value defines the value to test
  99505. * @returns true if the value is an exponent of 2
  99506. */
  99507. static IsExponentOfTwo(value: number): boolean;
  99508. private static _tmpFloatArray;
  99509. /**
  99510. * Returns the nearest 32-bit single precision float representation of a Number
  99511. * @param value A Number. If the parameter is of a different type, it will get converted
  99512. * to a number or to NaN if it cannot be converted
  99513. * @returns number
  99514. */
  99515. static FloatRound(value: number): number;
  99516. /**
  99517. * Extracts the filename from a path
  99518. * @param path defines the path to use
  99519. * @returns the filename
  99520. */
  99521. static GetFilename(path: string): string;
  99522. /**
  99523. * Extracts the "folder" part of a path (everything before the filename).
  99524. * @param uri The URI to extract the info from
  99525. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  99526. * @returns The "folder" part of the path
  99527. */
  99528. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  99529. /**
  99530. * Extracts text content from a DOM element hierarchy
  99531. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  99532. */
  99533. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  99534. /**
  99535. * Convert an angle in radians to degrees
  99536. * @param angle defines the angle to convert
  99537. * @returns the angle in degrees
  99538. */
  99539. static ToDegrees(angle: number): number;
  99540. /**
  99541. * Convert an angle in degrees to radians
  99542. * @param angle defines the angle to convert
  99543. * @returns the angle in radians
  99544. */
  99545. static ToRadians(angle: number): number;
  99546. /**
  99547. * Returns an array if obj is not an array
  99548. * @param obj defines the object to evaluate as an array
  99549. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  99550. * @returns either obj directly if obj is an array or a new array containing obj
  99551. */
  99552. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  99553. /**
  99554. * Gets the pointer prefix to use
  99555. * @returns "pointer" if touch is enabled. Else returns "mouse"
  99556. */
  99557. static GetPointerPrefix(): string;
  99558. /**
  99559. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  99560. * @param url define the url we are trying
  99561. * @param element define the dom element where to configure the cors policy
  99562. */
  99563. static SetCorsBehavior(url: string | string[], element: {
  99564. crossOrigin: string | null;
  99565. }): void;
  99566. /**
  99567. * Removes unwanted characters from an url
  99568. * @param url defines the url to clean
  99569. * @returns the cleaned url
  99570. */
  99571. static CleanUrl(url: string): string;
  99572. /**
  99573. * Gets or sets a function used to pre-process url before using them to load assets
  99574. */
  99575. static PreprocessUrl: (url: string) => string;
  99576. /**
  99577. * Loads an image as an HTMLImageElement.
  99578. * @param input url string, ArrayBuffer, or Blob to load
  99579. * @param onLoad callback called when the image successfully loads
  99580. * @param onError callback called when the image fails to load
  99581. * @param offlineProvider offline provider for caching
  99582. * @param mimeType optional mime type
  99583. * @returns the HTMLImageElement of the loaded image
  99584. */
  99585. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  99586. /**
  99587. * Loads a file from a url
  99588. * @param url url string, ArrayBuffer, or Blob to load
  99589. * @param onSuccess callback called when the file successfully loads
  99590. * @param onProgress callback called while file is loading (if the server supports this mode)
  99591. * @param offlineProvider defines the offline provider for caching
  99592. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  99593. * @param onError callback called when the file fails to load
  99594. * @returns a file request object
  99595. */
  99596. 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;
  99597. /**
  99598. * Loads a file from a url
  99599. * @param url the file url to load
  99600. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  99601. */
  99602. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  99603. /**
  99604. * Load a script (identified by an url). When the url returns, the
  99605. * content of this file is added into a new script element, attached to the DOM (body element)
  99606. * @param scriptUrl defines the url of the script to laod
  99607. * @param onSuccess defines the callback called when the script is loaded
  99608. * @param onError defines the callback to call if an error occurs
  99609. * @param scriptId defines the id of the script element
  99610. */
  99611. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  99612. /**
  99613. * Load an asynchronous script (identified by an url). When the url returns, the
  99614. * content of this file is added into a new script element, attached to the DOM (body element)
  99615. * @param scriptUrl defines the url of the script to laod
  99616. * @param scriptId defines the id of the script element
  99617. * @returns a promise request object
  99618. */
  99619. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  99620. /**
  99621. * Loads a file from a blob
  99622. * @param fileToLoad defines the blob to use
  99623. * @param callback defines the callback to call when data is loaded
  99624. * @param progressCallback defines the callback to call during loading process
  99625. * @returns a file request object
  99626. */
  99627. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  99628. /**
  99629. * Reads a file from a File object
  99630. * @param file defines the file to load
  99631. * @param onSuccess defines the callback to call when data is loaded
  99632. * @param onProgress defines the callback to call during loading process
  99633. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  99634. * @param onError defines the callback to call when an error occurs
  99635. * @returns a file request object
  99636. */
  99637. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  99638. /**
  99639. * Creates a data url from a given string content
  99640. * @param content defines the content to convert
  99641. * @returns the new data url link
  99642. */
  99643. static FileAsURL(content: string): string;
  99644. /**
  99645. * Format the given number to a specific decimal format
  99646. * @param value defines the number to format
  99647. * @param decimals defines the number of decimals to use
  99648. * @returns the formatted string
  99649. */
  99650. static Format(value: number, decimals?: number): string;
  99651. /**
  99652. * Tries to copy an object by duplicating every property
  99653. * @param source defines the source object
  99654. * @param destination defines the target object
  99655. * @param doNotCopyList defines a list of properties to avoid
  99656. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  99657. */
  99658. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  99659. /**
  99660. * Gets a boolean indicating if the given object has no own property
  99661. * @param obj defines the object to test
  99662. * @returns true if object has no own property
  99663. */
  99664. static IsEmpty(obj: any): boolean;
  99665. /**
  99666. * Function used to register events at window level
  99667. * @param windowElement defines the Window object to use
  99668. * @param events defines the events to register
  99669. */
  99670. static RegisterTopRootEvents(windowElement: Window, events: {
  99671. name: string;
  99672. handler: Nullable<(e: FocusEvent) => any>;
  99673. }[]): void;
  99674. /**
  99675. * Function used to unregister events from window level
  99676. * @param windowElement defines the Window object to use
  99677. * @param events defines the events to unregister
  99678. */
  99679. static UnregisterTopRootEvents(windowElement: Window, events: {
  99680. name: string;
  99681. handler: Nullable<(e: FocusEvent) => any>;
  99682. }[]): void;
  99683. /**
  99684. * @ignore
  99685. */
  99686. static _ScreenshotCanvas: HTMLCanvasElement;
  99687. /**
  99688. * Dumps the current bound framebuffer
  99689. * @param width defines the rendering width
  99690. * @param height defines the rendering height
  99691. * @param engine defines the hosting engine
  99692. * @param successCallback defines the callback triggered once the data are available
  99693. * @param mimeType defines the mime type of the result
  99694. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  99695. */
  99696. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  99697. /**
  99698. * Converts the canvas data to blob.
  99699. * This acts as a polyfill for browsers not supporting the to blob function.
  99700. * @param canvas Defines the canvas to extract the data from
  99701. * @param successCallback Defines the callback triggered once the data are available
  99702. * @param mimeType Defines the mime type of the result
  99703. */
  99704. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  99705. /**
  99706. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  99707. * @param successCallback defines the callback triggered once the data are available
  99708. * @param mimeType defines the mime type of the result
  99709. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  99710. */
  99711. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  99712. /**
  99713. * Downloads a blob in the browser
  99714. * @param blob defines the blob to download
  99715. * @param fileName defines the name of the downloaded file
  99716. */
  99717. static Download(blob: Blob, fileName: string): void;
  99718. /**
  99719. * Captures a screenshot of the current rendering
  99720. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  99721. * @param engine defines the rendering engine
  99722. * @param camera defines the source camera
  99723. * @param size This parameter can be set to a single number or to an object with the
  99724. * following (optional) properties: precision, width, height. If a single number is passed,
  99725. * it will be used for both width and height. If an object is passed, the screenshot size
  99726. * will be derived from the parameters. The precision property is a multiplier allowing
  99727. * rendering at a higher or lower resolution
  99728. * @param successCallback defines the callback receives a single parameter which contains the
  99729. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  99730. * src parameter of an <img> to display it
  99731. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  99732. * Check your browser for supported MIME types
  99733. */
  99734. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  99735. /**
  99736. * Captures a screenshot of the current rendering
  99737. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  99738. * @param engine defines the rendering engine
  99739. * @param camera defines the source camera
  99740. * @param size This parameter can be set to a single number or to an object with the
  99741. * following (optional) properties: precision, width, height. If a single number is passed,
  99742. * it will be used for both width and height. If an object is passed, the screenshot size
  99743. * will be derived from the parameters. The precision property is a multiplier allowing
  99744. * rendering at a higher or lower resolution
  99745. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  99746. * Check your browser for supported MIME types
  99747. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  99748. * to the src parameter of an <img> to display it
  99749. */
  99750. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  99751. /**
  99752. * Generates an image screenshot from the specified camera.
  99753. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  99754. * @param engine The engine to use for rendering
  99755. * @param camera The camera to use for rendering
  99756. * @param size This parameter can be set to a single number or to an object with the
  99757. * following (optional) properties: precision, width, height. If a single number is passed,
  99758. * it will be used for both width and height. If an object is passed, the screenshot size
  99759. * will be derived from the parameters. The precision property is a multiplier allowing
  99760. * rendering at a higher or lower resolution
  99761. * @param successCallback The callback receives a single parameter which contains the
  99762. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  99763. * src parameter of an <img> to display it
  99764. * @param mimeType The MIME type of the screenshot image (default: image/png).
  99765. * Check your browser for supported MIME types
  99766. * @param samples Texture samples (default: 1)
  99767. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  99768. * @param fileName A name for for the downloaded file.
  99769. */
  99770. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  99771. /**
  99772. * Generates an image screenshot from the specified camera.
  99773. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  99774. * @param engine The engine to use for rendering
  99775. * @param camera The camera to use for rendering
  99776. * @param size This parameter can be set to a single number or to an object with the
  99777. * following (optional) properties: precision, width, height. If a single number is passed,
  99778. * it will be used for both width and height. If an object is passed, the screenshot size
  99779. * will be derived from the parameters. The precision property is a multiplier allowing
  99780. * rendering at a higher or lower resolution
  99781. * @param mimeType The MIME type of the screenshot image (default: image/png).
  99782. * Check your browser for supported MIME types
  99783. * @param samples Texture samples (default: 1)
  99784. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  99785. * @param fileName A name for for the downloaded file.
  99786. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  99787. * to the src parameter of an <img> to display it
  99788. */
  99789. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  99790. /**
  99791. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  99792. * Be aware Math.random() could cause collisions, but:
  99793. * "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"
  99794. * @returns a pseudo random id
  99795. */
  99796. static RandomId(): string;
  99797. /**
  99798. * Test if the given uri is a base64 string
  99799. * @param uri The uri to test
  99800. * @return True if the uri is a base64 string or false otherwise
  99801. */
  99802. static IsBase64(uri: string): boolean;
  99803. /**
  99804. * Decode the given base64 uri.
  99805. * @param uri The uri to decode
  99806. * @return The decoded base64 data.
  99807. */
  99808. static DecodeBase64(uri: string): ArrayBuffer;
  99809. /**
  99810. * Gets the absolute url.
  99811. * @param url the input url
  99812. * @return the absolute url
  99813. */
  99814. static GetAbsoluteUrl(url: string): string;
  99815. /**
  99816. * No log
  99817. */
  99818. static readonly NoneLogLevel: number;
  99819. /**
  99820. * Only message logs
  99821. */
  99822. static readonly MessageLogLevel: number;
  99823. /**
  99824. * Only warning logs
  99825. */
  99826. static readonly WarningLogLevel: number;
  99827. /**
  99828. * Only error logs
  99829. */
  99830. static readonly ErrorLogLevel: number;
  99831. /**
  99832. * All logs
  99833. */
  99834. static readonly AllLogLevel: number;
  99835. /**
  99836. * Gets a value indicating the number of loading errors
  99837. * @ignorenaming
  99838. */
  99839. static readonly errorsCount: number;
  99840. /**
  99841. * Callback called when a new log is added
  99842. */
  99843. static OnNewCacheEntry: (entry: string) => void;
  99844. /**
  99845. * Log a message to the console
  99846. * @param message defines the message to log
  99847. */
  99848. static Log(message: string): void;
  99849. /**
  99850. * Write a warning message to the console
  99851. * @param message defines the message to log
  99852. */
  99853. static Warn(message: string): void;
  99854. /**
  99855. * Write an error message to the console
  99856. * @param message defines the message to log
  99857. */
  99858. static Error(message: string): void;
  99859. /**
  99860. * Gets current log cache (list of logs)
  99861. */
  99862. static readonly LogCache: string;
  99863. /**
  99864. * Clears the log cache
  99865. */
  99866. static ClearLogCache(): void;
  99867. /**
  99868. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  99869. */
  99870. static LogLevels: number;
  99871. /**
  99872. * Checks if the window object exists
  99873. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  99874. */
  99875. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  99876. /**
  99877. * No performance log
  99878. */
  99879. static readonly PerformanceNoneLogLevel: number;
  99880. /**
  99881. * Use user marks to log performance
  99882. */
  99883. static readonly PerformanceUserMarkLogLevel: number;
  99884. /**
  99885. * Log performance to the console
  99886. */
  99887. static readonly PerformanceConsoleLogLevel: number;
  99888. private static _performance;
  99889. /**
  99890. * Sets the current performance log level
  99891. */
  99892. static PerformanceLogLevel: number;
  99893. private static _StartPerformanceCounterDisabled;
  99894. private static _EndPerformanceCounterDisabled;
  99895. private static _StartUserMark;
  99896. private static _EndUserMark;
  99897. private static _StartPerformanceConsole;
  99898. private static _EndPerformanceConsole;
  99899. /**
  99900. * Starts a performance counter
  99901. */
  99902. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  99903. /**
  99904. * Ends a specific performance coutner
  99905. */
  99906. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  99907. /**
  99908. * Gets either window.performance.now() if supported or Date.now() else
  99909. */
  99910. static readonly Now: number;
  99911. /**
  99912. * This method will return the name of the class used to create the instance of the given object.
  99913. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  99914. * @param object the object to get the class name from
  99915. * @param isType defines if the object is actually a type
  99916. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  99917. */
  99918. static GetClassName(object: any, isType?: boolean): string;
  99919. /**
  99920. * Gets the first element of an array satisfying a given predicate
  99921. * @param array defines the array to browse
  99922. * @param predicate defines the predicate to use
  99923. * @returns null if not found or the element
  99924. */
  99925. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  99926. /**
  99927. * This method will return the name of the full name of the class, including its owning module (if any).
  99928. * 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).
  99929. * @param object the object to get the class name from
  99930. * @param isType defines if the object is actually a type
  99931. * @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.
  99932. * @ignorenaming
  99933. */
  99934. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  99935. /**
  99936. * Returns a promise that resolves after the given amount of time.
  99937. * @param delay Number of milliseconds to delay
  99938. * @returns Promise that resolves after the given amount of time
  99939. */
  99940. static DelayAsync(delay: number): Promise<void>;
  99941. }
  99942. /**
  99943. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  99944. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  99945. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  99946. * @param name The name of the class, case should be preserved
  99947. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  99948. */
  99949. export function className(name: string, module?: string): (target: Object) => void;
  99950. /**
  99951. * An implementation of a loop for asynchronous functions.
  99952. */
  99953. export class AsyncLoop {
  99954. /**
  99955. * Defines the number of iterations for the loop
  99956. */
  99957. iterations: number;
  99958. /**
  99959. * Defines the current index of the loop.
  99960. */
  99961. index: number;
  99962. private _done;
  99963. private _fn;
  99964. private _successCallback;
  99965. /**
  99966. * Constructor.
  99967. * @param iterations the number of iterations.
  99968. * @param func the function to run each iteration
  99969. * @param successCallback the callback that will be called upon succesful execution
  99970. * @param offset starting offset.
  99971. */
  99972. constructor(
  99973. /**
  99974. * Defines the number of iterations for the loop
  99975. */
  99976. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  99977. /**
  99978. * Execute the next iteration. Must be called after the last iteration was finished.
  99979. */
  99980. executeNext(): void;
  99981. /**
  99982. * Break the loop and run the success callback.
  99983. */
  99984. breakLoop(): void;
  99985. /**
  99986. * Create and run an async loop.
  99987. * @param iterations the number of iterations.
  99988. * @param fn the function to run each iteration
  99989. * @param successCallback the callback that will be called upon succesful execution
  99990. * @param offset starting offset.
  99991. * @returns the created async loop object
  99992. */
  99993. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  99994. /**
  99995. * A for-loop that will run a given number of iterations synchronous and the rest async.
  99996. * @param iterations total number of iterations
  99997. * @param syncedIterations number of synchronous iterations in each async iteration.
  99998. * @param fn the function to call each iteration.
  99999. * @param callback a success call back that will be called when iterating stops.
  100000. * @param breakFunction a break condition (optional)
  100001. * @param timeout timeout settings for the setTimeout function. default - 0.
  100002. * @returns the created async loop object
  100003. */
  100004. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  100005. }
  100006. }
  100007. declare module BABYLON {
  100008. /**
  100009. * This class implement a typical dictionary using a string as key and the generic type T as value.
  100010. * The underlying implementation relies on an associative array to ensure the best performances.
  100011. * The value can be anything including 'null' but except 'undefined'
  100012. */
  100013. export class StringDictionary<T> {
  100014. /**
  100015. * This will clear this dictionary and copy the content from the 'source' one.
  100016. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  100017. * @param source the dictionary to take the content from and copy to this dictionary
  100018. */
  100019. copyFrom(source: StringDictionary<T>): void;
  100020. /**
  100021. * Get a value based from its key
  100022. * @param key the given key to get the matching value from
  100023. * @return the value if found, otherwise undefined is returned
  100024. */
  100025. get(key: string): T | undefined;
  100026. /**
  100027. * Get a value from its key or add it if it doesn't exist.
  100028. * This method will ensure you that a given key/data will be present in the dictionary.
  100029. * @param key the given key to get the matching value from
  100030. * @param factory the factory that will create the value if the key is not present in the dictionary.
  100031. * The factory will only be invoked if there's no data for the given key.
  100032. * @return the value corresponding to the key.
  100033. */
  100034. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  100035. /**
  100036. * Get a value from its key if present in the dictionary otherwise add it
  100037. * @param key the key to get the value from
  100038. * @param val if there's no such key/value pair in the dictionary add it with this value
  100039. * @return the value corresponding to the key
  100040. */
  100041. getOrAdd(key: string, val: T): T;
  100042. /**
  100043. * Check if there's a given key in the dictionary
  100044. * @param key the key to check for
  100045. * @return true if the key is present, false otherwise
  100046. */
  100047. contains(key: string): boolean;
  100048. /**
  100049. * Add a new key and its corresponding value
  100050. * @param key the key to add
  100051. * @param value the value corresponding to the key
  100052. * @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
  100053. */
  100054. add(key: string, value: T): boolean;
  100055. /**
  100056. * Update a specific value associated to a key
  100057. * @param key defines the key to use
  100058. * @param value defines the value to store
  100059. * @returns true if the value was updated (or false if the key was not found)
  100060. */
  100061. set(key: string, value: T): boolean;
  100062. /**
  100063. * Get the element of the given key and remove it from the dictionary
  100064. * @param key defines the key to search
  100065. * @returns the value associated with the key or null if not found
  100066. */
  100067. getAndRemove(key: string): Nullable<T>;
  100068. /**
  100069. * Remove a key/value from the dictionary.
  100070. * @param key the key to remove
  100071. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  100072. */
  100073. remove(key: string): boolean;
  100074. /**
  100075. * Clear the whole content of the dictionary
  100076. */
  100077. clear(): void;
  100078. /**
  100079. * Gets the current count
  100080. */
  100081. readonly count: number;
  100082. /**
  100083. * Execute a callback on each key/val of the dictionary.
  100084. * Note that you can remove any element in this dictionary in the callback implementation
  100085. * @param callback the callback to execute on a given key/value pair
  100086. */
  100087. forEach(callback: (key: string, val: T) => void): void;
  100088. /**
  100089. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  100090. * If the callback returns null or undefined the method will iterate to the next key/value pair
  100091. * Note that you can remove any element in this dictionary in the callback implementation
  100092. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  100093. * @returns the first item
  100094. */
  100095. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  100096. private _count;
  100097. private _data;
  100098. }
  100099. }
  100100. declare module BABYLON {
  100101. /** @hidden */
  100102. export interface ICollisionCoordinator {
  100103. createCollider(): Collider;
  100104. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100105. init(scene: Scene): void;
  100106. }
  100107. /** @hidden */
  100108. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  100109. private _scene;
  100110. private _scaledPosition;
  100111. private _scaledVelocity;
  100112. private _finalPosition;
  100113. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100114. createCollider(): Collider;
  100115. init(scene: Scene): void;
  100116. private _collideWithWorld;
  100117. }
  100118. }
  100119. declare module BABYLON {
  100120. /**
  100121. * Class used to manage all inputs for the scene.
  100122. */
  100123. export class InputManager {
  100124. /** The distance in pixel that you have to move to prevent some events */
  100125. static DragMovementThreshold: number;
  100126. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  100127. static LongPressDelay: number;
  100128. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  100129. static DoubleClickDelay: number;
  100130. /** If you need to check double click without raising a single click at first click, enable this flag */
  100131. static ExclusiveDoubleClickMode: boolean;
  100132. private _wheelEventName;
  100133. private _onPointerMove;
  100134. private _onPointerDown;
  100135. private _onPointerUp;
  100136. private _initClickEvent;
  100137. private _initActionManager;
  100138. private _delayedSimpleClick;
  100139. private _delayedSimpleClickTimeout;
  100140. private _previousDelayedSimpleClickTimeout;
  100141. private _meshPickProceed;
  100142. private _previousButtonPressed;
  100143. private _currentPickResult;
  100144. private _previousPickResult;
  100145. private _totalPointersPressed;
  100146. private _doubleClickOccured;
  100147. private _pointerOverMesh;
  100148. private _pickedDownMesh;
  100149. private _pickedUpMesh;
  100150. private _pointerX;
  100151. private _pointerY;
  100152. private _unTranslatedPointerX;
  100153. private _unTranslatedPointerY;
  100154. private _startingPointerPosition;
  100155. private _previousStartingPointerPosition;
  100156. private _startingPointerTime;
  100157. private _previousStartingPointerTime;
  100158. private _pointerCaptures;
  100159. private _onKeyDown;
  100160. private _onKeyUp;
  100161. private _onCanvasFocusObserver;
  100162. private _onCanvasBlurObserver;
  100163. private _scene;
  100164. /**
  100165. * Creates a new InputManager
  100166. * @param scene defines the hosting scene
  100167. */
  100168. constructor(scene: Scene);
  100169. /**
  100170. * Gets the mesh that is currently under the pointer
  100171. */
  100172. readonly meshUnderPointer: Nullable<AbstractMesh>;
  100173. /**
  100174. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  100175. */
  100176. readonly unTranslatedPointer: Vector2;
  100177. /**
  100178. * Gets or sets the current on-screen X position of the pointer
  100179. */
  100180. pointerX: number;
  100181. /**
  100182. * Gets or sets the current on-screen Y position of the pointer
  100183. */
  100184. pointerY: number;
  100185. private _updatePointerPosition;
  100186. private _processPointerMove;
  100187. private _setRayOnPointerInfo;
  100188. private _checkPrePointerObservable;
  100189. /**
  100190. * Use this method to simulate a pointer move on a mesh
  100191. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100192. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100193. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100194. */
  100195. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  100196. /**
  100197. * Use this method to simulate a pointer down on a mesh
  100198. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100199. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100200. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100201. */
  100202. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  100203. private _processPointerDown;
  100204. /** @hidden */
  100205. _isPointerSwiping(): boolean;
  100206. /**
  100207. * Use this method to simulate a pointer up on a mesh
  100208. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100209. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100210. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100211. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  100212. */
  100213. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  100214. private _processPointerUp;
  100215. /**
  100216. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  100217. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  100218. * @returns true if the pointer was captured
  100219. */
  100220. isPointerCaptured(pointerId?: number): boolean;
  100221. /**
  100222. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  100223. * @param attachUp defines if you want to attach events to pointerup
  100224. * @param attachDown defines if you want to attach events to pointerdown
  100225. * @param attachMove defines if you want to attach events to pointermove
  100226. */
  100227. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  100228. /**
  100229. * Detaches all event handlers
  100230. */
  100231. detachControl(): void;
  100232. /**
  100233. * Force the value of meshUnderPointer
  100234. * @param mesh defines the mesh to use
  100235. */
  100236. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  100237. /**
  100238. * Gets the mesh under the pointer
  100239. * @returns a Mesh or null if no mesh is under the pointer
  100240. */
  100241. getPointerOverMesh(): Nullable<AbstractMesh>;
  100242. }
  100243. }
  100244. declare module BABYLON {
  100245. /**
  100246. * Helper class used to generate session unique ID
  100247. */
  100248. export class UniqueIdGenerator {
  100249. private static _UniqueIdCounter;
  100250. /**
  100251. * Gets an unique (relatively to the current scene) Id
  100252. */
  100253. static readonly UniqueId: number;
  100254. }
  100255. }
  100256. declare module BABYLON {
  100257. /**
  100258. * This class defines the direct association between an animation and a target
  100259. */
  100260. export class TargetedAnimation {
  100261. /**
  100262. * Animation to perform
  100263. */
  100264. animation: Animation;
  100265. /**
  100266. * Target to animate
  100267. */
  100268. target: any;
  100269. /**
  100270. * Serialize the object
  100271. * @returns the JSON object representing the current entity
  100272. */
  100273. serialize(): any;
  100274. }
  100275. /**
  100276. * Use this class to create coordinated animations on multiple targets
  100277. */
  100278. export class AnimationGroup implements IDisposable {
  100279. /** The name of the animation group */
  100280. name: string;
  100281. private _scene;
  100282. private _targetedAnimations;
  100283. private _animatables;
  100284. private _from;
  100285. private _to;
  100286. private _isStarted;
  100287. private _isPaused;
  100288. private _speedRatio;
  100289. private _loopAnimation;
  100290. /**
  100291. * Gets or sets the unique id of the node
  100292. */
  100293. uniqueId: number;
  100294. /**
  100295. * This observable will notify when one animation have ended
  100296. */
  100297. onAnimationEndObservable: Observable<TargetedAnimation>;
  100298. /**
  100299. * Observer raised when one animation loops
  100300. */
  100301. onAnimationLoopObservable: Observable<TargetedAnimation>;
  100302. /**
  100303. * This observable will notify when all animations have ended.
  100304. */
  100305. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  100306. /**
  100307. * This observable will notify when all animations have paused.
  100308. */
  100309. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  100310. /**
  100311. * This observable will notify when all animations are playing.
  100312. */
  100313. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  100314. /**
  100315. * Gets the first frame
  100316. */
  100317. readonly from: number;
  100318. /**
  100319. * Gets the last frame
  100320. */
  100321. readonly to: number;
  100322. /**
  100323. * Define if the animations are started
  100324. */
  100325. readonly isStarted: boolean;
  100326. /**
  100327. * Gets a value indicating that the current group is playing
  100328. */
  100329. readonly isPlaying: boolean;
  100330. /**
  100331. * Gets or sets the speed ratio to use for all animations
  100332. */
  100333. /**
  100334. * Gets or sets the speed ratio to use for all animations
  100335. */
  100336. speedRatio: number;
  100337. /**
  100338. * Gets or sets if all animations should loop or not
  100339. */
  100340. loopAnimation: boolean;
  100341. /**
  100342. * Gets the targeted animations for this animation group
  100343. */
  100344. readonly targetedAnimations: Array<TargetedAnimation>;
  100345. /**
  100346. * returning the list of animatables controlled by this animation group.
  100347. */
  100348. readonly animatables: Array<Animatable>;
  100349. /**
  100350. * Instantiates a new Animation Group.
  100351. * This helps managing several animations at once.
  100352. * @see http://doc.babylonjs.com/how_to/group
  100353. * @param name Defines the name of the group
  100354. * @param scene Defines the scene the group belongs to
  100355. */
  100356. constructor(
  100357. /** The name of the animation group */
  100358. name: string, scene?: Nullable<Scene>);
  100359. /**
  100360. * Add an animation (with its target) in the group
  100361. * @param animation defines the animation we want to add
  100362. * @param target defines the target of the animation
  100363. * @returns the TargetedAnimation object
  100364. */
  100365. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  100366. /**
  100367. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  100368. * It can add constant keys at begin or end
  100369. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  100370. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  100371. * @returns the animation group
  100372. */
  100373. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  100374. /**
  100375. * Start all animations on given targets
  100376. * @param loop defines if animations must loop
  100377. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  100378. * @param from defines the from key (optional)
  100379. * @param to defines the to key (optional)
  100380. * @returns the current animation group
  100381. */
  100382. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  100383. /**
  100384. * Pause all animations
  100385. * @returns the animation group
  100386. */
  100387. pause(): AnimationGroup;
  100388. /**
  100389. * Play all animations to initial state
  100390. * This function will start() the animations if they were not started or will restart() them if they were paused
  100391. * @param loop defines if animations must loop
  100392. * @returns the animation group
  100393. */
  100394. play(loop?: boolean): AnimationGroup;
  100395. /**
  100396. * Reset all animations to initial state
  100397. * @returns the animation group
  100398. */
  100399. reset(): AnimationGroup;
  100400. /**
  100401. * Restart animations from key 0
  100402. * @returns the animation group
  100403. */
  100404. restart(): AnimationGroup;
  100405. /**
  100406. * Stop all animations
  100407. * @returns the animation group
  100408. */
  100409. stop(): AnimationGroup;
  100410. /**
  100411. * Set animation weight for all animatables
  100412. * @param weight defines the weight to use
  100413. * @return the animationGroup
  100414. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  100415. */
  100416. setWeightForAllAnimatables(weight: number): AnimationGroup;
  100417. /**
  100418. * Synchronize and normalize all animatables with a source animatable
  100419. * @param root defines the root animatable to synchronize with
  100420. * @return the animationGroup
  100421. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  100422. */
  100423. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  100424. /**
  100425. * Goes to a specific frame in this animation group
  100426. * @param frame the frame number to go to
  100427. * @return the animationGroup
  100428. */
  100429. goToFrame(frame: number): AnimationGroup;
  100430. /**
  100431. * Dispose all associated resources
  100432. */
  100433. dispose(): void;
  100434. private _checkAnimationGroupEnded;
  100435. /**
  100436. * Clone the current animation group and returns a copy
  100437. * @param newName defines the name of the new group
  100438. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  100439. * @returns the new aniamtion group
  100440. */
  100441. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  100442. /**
  100443. * Serializes the animationGroup to an object
  100444. * @returns Serialized object
  100445. */
  100446. serialize(): any;
  100447. /**
  100448. * Returns a new AnimationGroup object parsed from the source provided.
  100449. * @param parsedAnimationGroup defines the source
  100450. * @param scene defines the scene that will receive the animationGroup
  100451. * @returns a new AnimationGroup
  100452. */
  100453. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  100454. /**
  100455. * Returns the string "AnimationGroup"
  100456. * @returns "AnimationGroup"
  100457. */
  100458. getClassName(): string;
  100459. /**
  100460. * Creates a detailled string about the object
  100461. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  100462. * @returns a string representing the object
  100463. */
  100464. toString(fullDetails?: boolean): string;
  100465. }
  100466. }
  100467. declare module BABYLON {
  100468. /**
  100469. * Define an interface for all classes that will hold resources
  100470. */
  100471. export interface IDisposable {
  100472. /**
  100473. * Releases all held resources
  100474. */
  100475. dispose(): void;
  100476. }
  100477. /** Interface defining initialization parameters for Scene class */
  100478. export interface SceneOptions {
  100479. /**
  100480. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  100481. * It will improve performance when the number of geometries becomes important.
  100482. */
  100483. useGeometryUniqueIdsMap?: boolean;
  100484. /**
  100485. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  100486. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  100487. */
  100488. useMaterialMeshMap?: boolean;
  100489. /**
  100490. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  100491. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  100492. */
  100493. useClonedMeshhMap?: boolean;
  100494. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  100495. virtual?: boolean;
  100496. }
  100497. /**
  100498. * Represents a scene to be rendered by the engine.
  100499. * @see http://doc.babylonjs.com/features/scene
  100500. */
  100501. export class Scene extends AbstractScene implements IAnimatable {
  100502. /** The fog is deactivated */
  100503. static readonly FOGMODE_NONE: number;
  100504. /** The fog density is following an exponential function */
  100505. static readonly FOGMODE_EXP: number;
  100506. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  100507. static readonly FOGMODE_EXP2: number;
  100508. /** The fog density is following a linear function. */
  100509. static readonly FOGMODE_LINEAR: number;
  100510. /**
  100511. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  100512. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100513. */
  100514. static MinDeltaTime: number;
  100515. /**
  100516. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  100517. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100518. */
  100519. static MaxDeltaTime: number;
  100520. /**
  100521. * Factory used to create the default material.
  100522. * @param name The name of the material to create
  100523. * @param scene The scene to create the material for
  100524. * @returns The default material
  100525. */
  100526. static DefaultMaterialFactory(scene: Scene): Material;
  100527. /**
  100528. * Factory used to create the a collision coordinator.
  100529. * @returns The collision coordinator
  100530. */
  100531. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  100532. /** @hidden */
  100533. _inputManager: InputManager;
  100534. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  100535. cameraToUseForPointers: Nullable<Camera>;
  100536. /** @hidden */
  100537. readonly _isScene: boolean;
  100538. /**
  100539. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  100540. */
  100541. autoClear: boolean;
  100542. /**
  100543. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  100544. */
  100545. autoClearDepthAndStencil: boolean;
  100546. /**
  100547. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  100548. */
  100549. clearColor: Color4;
  100550. /**
  100551. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  100552. */
  100553. ambientColor: Color3;
  100554. /**
  100555. * This is use to store the default BRDF lookup for PBR materials in your scene.
  100556. * It should only be one of the following (if not the default embedded one):
  100557. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  100558. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  100559. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  100560. * The material properties need to be setup according to the type of texture in use.
  100561. */
  100562. environmentBRDFTexture: BaseTexture;
  100563. /** @hidden */
  100564. protected _environmentTexture: Nullable<BaseTexture>;
  100565. /**
  100566. * Texture used in all pbr material as the reflection texture.
  100567. * As in the majority of the scene they are the same (exception for multi room and so on),
  100568. * this is easier to reference from here than from all the materials.
  100569. */
  100570. /**
  100571. * Texture used in all pbr material as the reflection texture.
  100572. * As in the majority of the scene they are the same (exception for multi room and so on),
  100573. * this is easier to set here than in all the materials.
  100574. */
  100575. environmentTexture: Nullable<BaseTexture>;
  100576. /** @hidden */
  100577. protected _environmentIntensity: number;
  100578. /**
  100579. * Intensity of the environment in all pbr material.
  100580. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  100581. * As in the majority of the scene they are the same (exception for multi room and so on),
  100582. * this is easier to reference from here than from all the materials.
  100583. */
  100584. /**
  100585. * Intensity of the environment in all pbr material.
  100586. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  100587. * As in the majority of the scene they are the same (exception for multi room and so on),
  100588. * this is easier to set here than in all the materials.
  100589. */
  100590. environmentIntensity: number;
  100591. /** @hidden */
  100592. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  100593. /**
  100594. * Default image processing configuration used either in the rendering
  100595. * Forward main pass or through the imageProcessingPostProcess if present.
  100596. * As in the majority of the scene they are the same (exception for multi camera),
  100597. * this is easier to reference from here than from all the materials and post process.
  100598. *
  100599. * No setter as we it is a shared configuration, you can set the values instead.
  100600. */
  100601. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  100602. private _forceWireframe;
  100603. /**
  100604. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  100605. */
  100606. forceWireframe: boolean;
  100607. private _forcePointsCloud;
  100608. /**
  100609. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  100610. */
  100611. forcePointsCloud: boolean;
  100612. /**
  100613. * Gets or sets the active clipplane 1
  100614. */
  100615. clipPlane: Nullable<Plane>;
  100616. /**
  100617. * Gets or sets the active clipplane 2
  100618. */
  100619. clipPlane2: Nullable<Plane>;
  100620. /**
  100621. * Gets or sets the active clipplane 3
  100622. */
  100623. clipPlane3: Nullable<Plane>;
  100624. /**
  100625. * Gets or sets the active clipplane 4
  100626. */
  100627. clipPlane4: Nullable<Plane>;
  100628. /**
  100629. * Gets or sets a boolean indicating if animations are enabled
  100630. */
  100631. animationsEnabled: boolean;
  100632. private _animationPropertiesOverride;
  100633. /**
  100634. * Gets or sets the animation properties override
  100635. */
  100636. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  100637. /**
  100638. * Gets or sets a boolean indicating if a constant deltatime has to be used
  100639. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  100640. */
  100641. useConstantAnimationDeltaTime: boolean;
  100642. /**
  100643. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  100644. * Please note that it requires to run a ray cast through the scene on every frame
  100645. */
  100646. constantlyUpdateMeshUnderPointer: boolean;
  100647. /**
  100648. * Defines the HTML cursor to use when hovering over interactive elements
  100649. */
  100650. hoverCursor: string;
  100651. /**
  100652. * Defines the HTML default cursor to use (empty by default)
  100653. */
  100654. defaultCursor: string;
  100655. /**
  100656. * Defines wether cursors are handled by the scene.
  100657. */
  100658. doNotHandleCursors: boolean;
  100659. /**
  100660. * This is used to call preventDefault() on pointer down
  100661. * in order to block unwanted artifacts like system double clicks
  100662. */
  100663. preventDefaultOnPointerDown: boolean;
  100664. /**
  100665. * This is used to call preventDefault() on pointer up
  100666. * in order to block unwanted artifacts like system double clicks
  100667. */
  100668. preventDefaultOnPointerUp: boolean;
  100669. /**
  100670. * Gets or sets user defined metadata
  100671. */
  100672. metadata: any;
  100673. /**
  100674. * For internal use only. Please do not use.
  100675. */
  100676. reservedDataStore: any;
  100677. /**
  100678. * Gets the name of the plugin used to load this scene (null by default)
  100679. */
  100680. loadingPluginName: string;
  100681. /**
  100682. * Use this array to add regular expressions used to disable offline support for specific urls
  100683. */
  100684. disableOfflineSupportExceptionRules: RegExp[];
  100685. /**
  100686. * An event triggered when the scene is disposed.
  100687. */
  100688. onDisposeObservable: Observable<Scene>;
  100689. private _onDisposeObserver;
  100690. /** Sets a function to be executed when this scene is disposed. */
  100691. onDispose: () => void;
  100692. /**
  100693. * An event triggered before rendering the scene (right after animations and physics)
  100694. */
  100695. onBeforeRenderObservable: Observable<Scene>;
  100696. private _onBeforeRenderObserver;
  100697. /** Sets a function to be executed before rendering this scene */
  100698. beforeRender: Nullable<() => void>;
  100699. /**
  100700. * An event triggered after rendering the scene
  100701. */
  100702. onAfterRenderObservable: Observable<Scene>;
  100703. /**
  100704. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  100705. */
  100706. onAfterRenderCameraObservable: Observable<Camera>;
  100707. private _onAfterRenderObserver;
  100708. /** Sets a function to be executed after rendering this scene */
  100709. afterRender: Nullable<() => void>;
  100710. /**
  100711. * An event triggered before animating the scene
  100712. */
  100713. onBeforeAnimationsObservable: Observable<Scene>;
  100714. /**
  100715. * An event triggered after animations processing
  100716. */
  100717. onAfterAnimationsObservable: Observable<Scene>;
  100718. /**
  100719. * An event triggered before draw calls are ready to be sent
  100720. */
  100721. onBeforeDrawPhaseObservable: Observable<Scene>;
  100722. /**
  100723. * An event triggered after draw calls have been sent
  100724. */
  100725. onAfterDrawPhaseObservable: Observable<Scene>;
  100726. /**
  100727. * An event triggered when the scene is ready
  100728. */
  100729. onReadyObservable: Observable<Scene>;
  100730. /**
  100731. * An event triggered before rendering a camera
  100732. */
  100733. onBeforeCameraRenderObservable: Observable<Camera>;
  100734. private _onBeforeCameraRenderObserver;
  100735. /** Sets a function to be executed before rendering a camera*/
  100736. beforeCameraRender: () => void;
  100737. /**
  100738. * An event triggered after rendering a camera
  100739. */
  100740. onAfterCameraRenderObservable: Observable<Camera>;
  100741. private _onAfterCameraRenderObserver;
  100742. /** Sets a function to be executed after rendering a camera*/
  100743. afterCameraRender: () => void;
  100744. /**
  100745. * An event triggered when active meshes evaluation is about to start
  100746. */
  100747. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  100748. /**
  100749. * An event triggered when active meshes evaluation is done
  100750. */
  100751. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  100752. /**
  100753. * An event triggered when particles rendering is about to start
  100754. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  100755. */
  100756. onBeforeParticlesRenderingObservable: Observable<Scene>;
  100757. /**
  100758. * An event triggered when particles rendering is done
  100759. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  100760. */
  100761. onAfterParticlesRenderingObservable: Observable<Scene>;
  100762. /**
  100763. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  100764. */
  100765. onDataLoadedObservable: Observable<Scene>;
  100766. /**
  100767. * An event triggered when a camera is created
  100768. */
  100769. onNewCameraAddedObservable: Observable<Camera>;
  100770. /**
  100771. * An event triggered when a camera is removed
  100772. */
  100773. onCameraRemovedObservable: Observable<Camera>;
  100774. /**
  100775. * An event triggered when a light is created
  100776. */
  100777. onNewLightAddedObservable: Observable<Light>;
  100778. /**
  100779. * An event triggered when a light is removed
  100780. */
  100781. onLightRemovedObservable: Observable<Light>;
  100782. /**
  100783. * An event triggered when a geometry is created
  100784. */
  100785. onNewGeometryAddedObservable: Observable<Geometry>;
  100786. /**
  100787. * An event triggered when a geometry is removed
  100788. */
  100789. onGeometryRemovedObservable: Observable<Geometry>;
  100790. /**
  100791. * An event triggered when a transform node is created
  100792. */
  100793. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  100794. /**
  100795. * An event triggered when a transform node is removed
  100796. */
  100797. onTransformNodeRemovedObservable: Observable<TransformNode>;
  100798. /**
  100799. * An event triggered when a mesh is created
  100800. */
  100801. onNewMeshAddedObservable: Observable<AbstractMesh>;
  100802. /**
  100803. * An event triggered when a mesh is removed
  100804. */
  100805. onMeshRemovedObservable: Observable<AbstractMesh>;
  100806. /**
  100807. * An event triggered when a skeleton is created
  100808. */
  100809. onNewSkeletonAddedObservable: Observable<Skeleton>;
  100810. /**
  100811. * An event triggered when a skeleton is removed
  100812. */
  100813. onSkeletonRemovedObservable: Observable<Skeleton>;
  100814. /**
  100815. * An event triggered when a material is created
  100816. */
  100817. onNewMaterialAddedObservable: Observable<Material>;
  100818. /**
  100819. * An event triggered when a material is removed
  100820. */
  100821. onMaterialRemovedObservable: Observable<Material>;
  100822. /**
  100823. * An event triggered when a texture is created
  100824. */
  100825. onNewTextureAddedObservable: Observable<BaseTexture>;
  100826. /**
  100827. * An event triggered when a texture is removed
  100828. */
  100829. onTextureRemovedObservable: Observable<BaseTexture>;
  100830. /**
  100831. * An event triggered when render targets are about to be rendered
  100832. * Can happen multiple times per frame.
  100833. */
  100834. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  100835. /**
  100836. * An event triggered when render targets were rendered.
  100837. * Can happen multiple times per frame.
  100838. */
  100839. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  100840. /**
  100841. * An event triggered before calculating deterministic simulation step
  100842. */
  100843. onBeforeStepObservable: Observable<Scene>;
  100844. /**
  100845. * An event triggered after calculating deterministic simulation step
  100846. */
  100847. onAfterStepObservable: Observable<Scene>;
  100848. /**
  100849. * An event triggered when the activeCamera property is updated
  100850. */
  100851. onActiveCameraChanged: Observable<Scene>;
  100852. /**
  100853. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  100854. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  100855. * 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)
  100856. */
  100857. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  100858. /**
  100859. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  100860. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  100861. * 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)
  100862. */
  100863. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  100864. /**
  100865. * This Observable will when a mesh has been imported into the scene.
  100866. */
  100867. onMeshImportedObservable: Observable<AbstractMesh>;
  100868. /**
  100869. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  100870. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  100871. */
  100872. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  100873. /** @hidden */
  100874. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  100875. /**
  100876. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  100877. */
  100878. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  100879. /**
  100880. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  100881. */
  100882. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  100883. /**
  100884. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  100885. */
  100886. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  100887. /** Callback called when a pointer move is detected */
  100888. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  100889. /** Callback called when a pointer down is detected */
  100890. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  100891. /** Callback called when a pointer up is detected */
  100892. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  100893. /** Callback called when a pointer pick is detected */
  100894. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  100895. /**
  100896. * 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).
  100897. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  100898. */
  100899. onPrePointerObservable: Observable<PointerInfoPre>;
  100900. /**
  100901. * Observable event triggered each time an input event is received from the rendering canvas
  100902. */
  100903. onPointerObservable: Observable<PointerInfo>;
  100904. /**
  100905. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  100906. */
  100907. readonly unTranslatedPointer: Vector2;
  100908. /**
  100909. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  100910. */
  100911. static DragMovementThreshold: number;
  100912. /**
  100913. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  100914. */
  100915. static LongPressDelay: number;
  100916. /**
  100917. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  100918. */
  100919. static DoubleClickDelay: number;
  100920. /** If you need to check double click without raising a single click at first click, enable this flag */
  100921. static ExclusiveDoubleClickMode: boolean;
  100922. /** @hidden */
  100923. _mirroredCameraPosition: Nullable<Vector3>;
  100924. /**
  100925. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  100926. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  100927. */
  100928. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  100929. /**
  100930. * Observable event triggered each time an keyboard event is received from the hosting window
  100931. */
  100932. onKeyboardObservable: Observable<KeyboardInfo>;
  100933. private _useRightHandedSystem;
  100934. /**
  100935. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  100936. */
  100937. useRightHandedSystem: boolean;
  100938. private _timeAccumulator;
  100939. private _currentStepId;
  100940. private _currentInternalStep;
  100941. /**
  100942. * Sets the step Id used by deterministic lock step
  100943. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100944. * @param newStepId defines the step Id
  100945. */
  100946. setStepId(newStepId: number): void;
  100947. /**
  100948. * Gets the step Id used by deterministic lock step
  100949. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100950. * @returns the step Id
  100951. */
  100952. getStepId(): number;
  100953. /**
  100954. * Gets the internal step used by deterministic lock step
  100955. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100956. * @returns the internal step
  100957. */
  100958. getInternalStep(): number;
  100959. private _fogEnabled;
  100960. /**
  100961. * Gets or sets a boolean indicating if fog is enabled on this scene
  100962. * @see http://doc.babylonjs.com/babylon101/environment#fog
  100963. * (Default is true)
  100964. */
  100965. fogEnabled: boolean;
  100966. private _fogMode;
  100967. /**
  100968. * Gets or sets the fog mode to use
  100969. * @see http://doc.babylonjs.com/babylon101/environment#fog
  100970. * | mode | value |
  100971. * | --- | --- |
  100972. * | FOGMODE_NONE | 0 |
  100973. * | FOGMODE_EXP | 1 |
  100974. * | FOGMODE_EXP2 | 2 |
  100975. * | FOGMODE_LINEAR | 3 |
  100976. */
  100977. fogMode: number;
  100978. /**
  100979. * Gets or sets the fog color to use
  100980. * @see http://doc.babylonjs.com/babylon101/environment#fog
  100981. * (Default is Color3(0.2, 0.2, 0.3))
  100982. */
  100983. fogColor: Color3;
  100984. /**
  100985. * Gets or sets the fog density to use
  100986. * @see http://doc.babylonjs.com/babylon101/environment#fog
  100987. * (Default is 0.1)
  100988. */
  100989. fogDensity: number;
  100990. /**
  100991. * Gets or sets the fog start distance to use
  100992. * @see http://doc.babylonjs.com/babylon101/environment#fog
  100993. * (Default is 0)
  100994. */
  100995. fogStart: number;
  100996. /**
  100997. * Gets or sets the fog end distance to use
  100998. * @see http://doc.babylonjs.com/babylon101/environment#fog
  100999. * (Default is 1000)
  101000. */
  101001. fogEnd: number;
  101002. private _shadowsEnabled;
  101003. /**
  101004. * Gets or sets a boolean indicating if shadows are enabled on this scene
  101005. */
  101006. shadowsEnabled: boolean;
  101007. private _lightsEnabled;
  101008. /**
  101009. * Gets or sets a boolean indicating if lights are enabled on this scene
  101010. */
  101011. lightsEnabled: boolean;
  101012. /** All of the active cameras added to this scene. */
  101013. activeCameras: Camera[];
  101014. /** @hidden */
  101015. _activeCamera: Nullable<Camera>;
  101016. /** Gets or sets the current active camera */
  101017. activeCamera: Nullable<Camera>;
  101018. private _defaultMaterial;
  101019. /** The default material used on meshes when no material is affected */
  101020. /** The default material used on meshes when no material is affected */
  101021. defaultMaterial: Material;
  101022. private _texturesEnabled;
  101023. /**
  101024. * Gets or sets a boolean indicating if textures are enabled on this scene
  101025. */
  101026. texturesEnabled: boolean;
  101027. /**
  101028. * Gets or sets a boolean indicating if particles are enabled on this scene
  101029. */
  101030. particlesEnabled: boolean;
  101031. /**
  101032. * Gets or sets a boolean indicating if sprites are enabled on this scene
  101033. */
  101034. spritesEnabled: boolean;
  101035. private _skeletonsEnabled;
  101036. /**
  101037. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  101038. */
  101039. skeletonsEnabled: boolean;
  101040. /**
  101041. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  101042. */
  101043. lensFlaresEnabled: boolean;
  101044. /**
  101045. * Gets or sets a boolean indicating if collisions are enabled on this scene
  101046. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101047. */
  101048. collisionsEnabled: boolean;
  101049. private _collisionCoordinator;
  101050. /** @hidden */
  101051. readonly collisionCoordinator: ICollisionCoordinator;
  101052. /**
  101053. * Defines the gravity applied to this scene (used only for collisions)
  101054. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101055. */
  101056. gravity: Vector3;
  101057. /**
  101058. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  101059. */
  101060. postProcessesEnabled: boolean;
  101061. /**
  101062. * The list of postprocesses added to the scene
  101063. */
  101064. postProcesses: PostProcess[];
  101065. /**
  101066. * Gets the current postprocess manager
  101067. */
  101068. postProcessManager: PostProcessManager;
  101069. /**
  101070. * Gets or sets a boolean indicating if render targets are enabled on this scene
  101071. */
  101072. renderTargetsEnabled: boolean;
  101073. /**
  101074. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  101075. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  101076. */
  101077. dumpNextRenderTargets: boolean;
  101078. /**
  101079. * The list of user defined render targets added to the scene
  101080. */
  101081. customRenderTargets: RenderTargetTexture[];
  101082. /**
  101083. * Defines if texture loading must be delayed
  101084. * If true, textures will only be loaded when they need to be rendered
  101085. */
  101086. useDelayedTextureLoading: boolean;
  101087. /**
  101088. * Gets the list of meshes imported to the scene through SceneLoader
  101089. */
  101090. importedMeshesFiles: String[];
  101091. /**
  101092. * Gets or sets a boolean indicating if probes are enabled on this scene
  101093. */
  101094. probesEnabled: boolean;
  101095. /**
  101096. * Gets or sets the current offline provider to use to store scene data
  101097. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  101098. */
  101099. offlineProvider: IOfflineProvider;
  101100. /**
  101101. * Gets or sets the action manager associated with the scene
  101102. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  101103. */
  101104. actionManager: AbstractActionManager;
  101105. private _meshesForIntersections;
  101106. /**
  101107. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  101108. */
  101109. proceduralTexturesEnabled: boolean;
  101110. private _engine;
  101111. private _totalVertices;
  101112. /** @hidden */
  101113. _activeIndices: PerfCounter;
  101114. /** @hidden */
  101115. _activeParticles: PerfCounter;
  101116. /** @hidden */
  101117. _activeBones: PerfCounter;
  101118. private _animationRatio;
  101119. /** @hidden */
  101120. _animationTimeLast: number;
  101121. /** @hidden */
  101122. _animationTime: number;
  101123. /**
  101124. * Gets or sets a general scale for animation speed
  101125. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  101126. */
  101127. animationTimeScale: number;
  101128. /** @hidden */
  101129. _cachedMaterial: Nullable<Material>;
  101130. /** @hidden */
  101131. _cachedEffect: Nullable<Effect>;
  101132. /** @hidden */
  101133. _cachedVisibility: Nullable<number>;
  101134. private _renderId;
  101135. private _frameId;
  101136. private _executeWhenReadyTimeoutId;
  101137. private _intermediateRendering;
  101138. private _viewUpdateFlag;
  101139. private _projectionUpdateFlag;
  101140. /** @hidden */
  101141. _toBeDisposed: Nullable<IDisposable>[];
  101142. private _activeRequests;
  101143. /** @hidden */
  101144. _pendingData: any[];
  101145. private _isDisposed;
  101146. /**
  101147. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  101148. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  101149. */
  101150. dispatchAllSubMeshesOfActiveMeshes: boolean;
  101151. private _activeMeshes;
  101152. private _processedMaterials;
  101153. private _renderTargets;
  101154. /** @hidden */
  101155. _activeParticleSystems: SmartArray<IParticleSystem>;
  101156. private _activeSkeletons;
  101157. private _softwareSkinnedMeshes;
  101158. private _renderingManager;
  101159. /** @hidden */
  101160. _activeAnimatables: Animatable[];
  101161. private _transformMatrix;
  101162. private _sceneUbo;
  101163. /** @hidden */
  101164. _viewMatrix: Matrix;
  101165. private _projectionMatrix;
  101166. /** @hidden */
  101167. _forcedViewPosition: Nullable<Vector3>;
  101168. /** @hidden */
  101169. _frustumPlanes: Plane[];
  101170. /**
  101171. * Gets the list of frustum planes (built from the active camera)
  101172. */
  101173. readonly frustumPlanes: Plane[];
  101174. /**
  101175. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  101176. * This is useful if there are more lights that the maximum simulteanous authorized
  101177. */
  101178. requireLightSorting: boolean;
  101179. /** @hidden */
  101180. readonly useMaterialMeshMap: boolean;
  101181. /** @hidden */
  101182. readonly useClonedMeshhMap: boolean;
  101183. private _externalData;
  101184. private _uid;
  101185. /**
  101186. * @hidden
  101187. * Backing store of defined scene components.
  101188. */
  101189. _components: ISceneComponent[];
  101190. /**
  101191. * @hidden
  101192. * Backing store of defined scene components.
  101193. */
  101194. _serializableComponents: ISceneSerializableComponent[];
  101195. /**
  101196. * List of components to register on the next registration step.
  101197. */
  101198. private _transientComponents;
  101199. /**
  101200. * Registers the transient components if needed.
  101201. */
  101202. private _registerTransientComponents;
  101203. /**
  101204. * @hidden
  101205. * Add a component to the scene.
  101206. * Note that the ccomponent could be registered on th next frame if this is called after
  101207. * the register component stage.
  101208. * @param component Defines the component to add to the scene
  101209. */
  101210. _addComponent(component: ISceneComponent): void;
  101211. /**
  101212. * @hidden
  101213. * Gets a component from the scene.
  101214. * @param name defines the name of the component to retrieve
  101215. * @returns the component or null if not present
  101216. */
  101217. _getComponent(name: string): Nullable<ISceneComponent>;
  101218. /**
  101219. * @hidden
  101220. * Defines the actions happening before camera updates.
  101221. */
  101222. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  101223. /**
  101224. * @hidden
  101225. * Defines the actions happening before clear the canvas.
  101226. */
  101227. _beforeClearStage: Stage<SimpleStageAction>;
  101228. /**
  101229. * @hidden
  101230. * Defines the actions when collecting render targets for the frame.
  101231. */
  101232. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  101233. /**
  101234. * @hidden
  101235. * Defines the actions happening for one camera in the frame.
  101236. */
  101237. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  101238. /**
  101239. * @hidden
  101240. * Defines the actions happening during the per mesh ready checks.
  101241. */
  101242. _isReadyForMeshStage: Stage<MeshStageAction>;
  101243. /**
  101244. * @hidden
  101245. * Defines the actions happening before evaluate active mesh checks.
  101246. */
  101247. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  101248. /**
  101249. * @hidden
  101250. * Defines the actions happening during the evaluate sub mesh checks.
  101251. */
  101252. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  101253. /**
  101254. * @hidden
  101255. * Defines the actions happening during the active mesh stage.
  101256. */
  101257. _activeMeshStage: Stage<ActiveMeshStageAction>;
  101258. /**
  101259. * @hidden
  101260. * Defines the actions happening during the per camera render target step.
  101261. */
  101262. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  101263. /**
  101264. * @hidden
  101265. * Defines the actions happening just before the active camera is drawing.
  101266. */
  101267. _beforeCameraDrawStage: Stage<CameraStageAction>;
  101268. /**
  101269. * @hidden
  101270. * Defines the actions happening just before a render target is drawing.
  101271. */
  101272. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  101273. /**
  101274. * @hidden
  101275. * Defines the actions happening just before a rendering group is drawing.
  101276. */
  101277. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  101278. /**
  101279. * @hidden
  101280. * Defines the actions happening just before a mesh is drawing.
  101281. */
  101282. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  101283. /**
  101284. * @hidden
  101285. * Defines the actions happening just after a mesh has been drawn.
  101286. */
  101287. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  101288. /**
  101289. * @hidden
  101290. * Defines the actions happening just after a rendering group has been drawn.
  101291. */
  101292. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  101293. /**
  101294. * @hidden
  101295. * Defines the actions happening just after the active camera has been drawn.
  101296. */
  101297. _afterCameraDrawStage: Stage<CameraStageAction>;
  101298. /**
  101299. * @hidden
  101300. * Defines the actions happening just after a render target has been drawn.
  101301. */
  101302. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  101303. /**
  101304. * @hidden
  101305. * Defines the actions happening just after rendering all cameras and computing intersections.
  101306. */
  101307. _afterRenderStage: Stage<SimpleStageAction>;
  101308. /**
  101309. * @hidden
  101310. * Defines the actions happening when a pointer move event happens.
  101311. */
  101312. _pointerMoveStage: Stage<PointerMoveStageAction>;
  101313. /**
  101314. * @hidden
  101315. * Defines the actions happening when a pointer down event happens.
  101316. */
  101317. _pointerDownStage: Stage<PointerUpDownStageAction>;
  101318. /**
  101319. * @hidden
  101320. * Defines the actions happening when a pointer up event happens.
  101321. */
  101322. _pointerUpStage: Stage<PointerUpDownStageAction>;
  101323. /**
  101324. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  101325. */
  101326. private geometriesByUniqueId;
  101327. /**
  101328. * Creates a new Scene
  101329. * @param engine defines the engine to use to render this scene
  101330. * @param options defines the scene options
  101331. */
  101332. constructor(engine: Engine, options?: SceneOptions);
  101333. /**
  101334. * Gets a string idenfifying the name of the class
  101335. * @returns "Scene" string
  101336. */
  101337. getClassName(): string;
  101338. private _defaultMeshCandidates;
  101339. /**
  101340. * @hidden
  101341. */
  101342. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  101343. private _defaultSubMeshCandidates;
  101344. /**
  101345. * @hidden
  101346. */
  101347. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  101348. /**
  101349. * Sets the default candidate providers for the scene.
  101350. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  101351. * and getCollidingSubMeshCandidates to their default function
  101352. */
  101353. setDefaultCandidateProviders(): void;
  101354. /**
  101355. * Gets the mesh that is currently under the pointer
  101356. */
  101357. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101358. /**
  101359. * Gets or sets the current on-screen X position of the pointer
  101360. */
  101361. pointerX: number;
  101362. /**
  101363. * Gets or sets the current on-screen Y position of the pointer
  101364. */
  101365. pointerY: number;
  101366. /**
  101367. * Gets the cached material (ie. the latest rendered one)
  101368. * @returns the cached material
  101369. */
  101370. getCachedMaterial(): Nullable<Material>;
  101371. /**
  101372. * Gets the cached effect (ie. the latest rendered one)
  101373. * @returns the cached effect
  101374. */
  101375. getCachedEffect(): Nullable<Effect>;
  101376. /**
  101377. * Gets the cached visibility state (ie. the latest rendered one)
  101378. * @returns the cached visibility state
  101379. */
  101380. getCachedVisibility(): Nullable<number>;
  101381. /**
  101382. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  101383. * @param material defines the current material
  101384. * @param effect defines the current effect
  101385. * @param visibility defines the current visibility state
  101386. * @returns true if one parameter is not cached
  101387. */
  101388. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  101389. /**
  101390. * Gets the engine associated with the scene
  101391. * @returns an Engine
  101392. */
  101393. getEngine(): Engine;
  101394. /**
  101395. * Gets the total number of vertices rendered per frame
  101396. * @returns the total number of vertices rendered per frame
  101397. */
  101398. getTotalVertices(): number;
  101399. /**
  101400. * Gets the performance counter for total vertices
  101401. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101402. */
  101403. readonly totalVerticesPerfCounter: PerfCounter;
  101404. /**
  101405. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  101406. * @returns the total number of active indices rendered per frame
  101407. */
  101408. getActiveIndices(): number;
  101409. /**
  101410. * Gets the performance counter for active indices
  101411. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101412. */
  101413. readonly totalActiveIndicesPerfCounter: PerfCounter;
  101414. /**
  101415. * Gets the total number of active particles rendered per frame
  101416. * @returns the total number of active particles rendered per frame
  101417. */
  101418. getActiveParticles(): number;
  101419. /**
  101420. * Gets the performance counter for active particles
  101421. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101422. */
  101423. readonly activeParticlesPerfCounter: PerfCounter;
  101424. /**
  101425. * Gets the total number of active bones rendered per frame
  101426. * @returns the total number of active bones rendered per frame
  101427. */
  101428. getActiveBones(): number;
  101429. /**
  101430. * Gets the performance counter for active bones
  101431. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101432. */
  101433. readonly activeBonesPerfCounter: PerfCounter;
  101434. /**
  101435. * Gets the array of active meshes
  101436. * @returns an array of AbstractMesh
  101437. */
  101438. getActiveMeshes(): SmartArray<AbstractMesh>;
  101439. /**
  101440. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  101441. * @returns a number
  101442. */
  101443. getAnimationRatio(): number;
  101444. /**
  101445. * Gets an unique Id for the current render phase
  101446. * @returns a number
  101447. */
  101448. getRenderId(): number;
  101449. /**
  101450. * Gets an unique Id for the current frame
  101451. * @returns a number
  101452. */
  101453. getFrameId(): number;
  101454. /** Call this function if you want to manually increment the render Id*/
  101455. incrementRenderId(): void;
  101456. private _createUbo;
  101457. /**
  101458. * Use this method to simulate a pointer move on a mesh
  101459. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101460. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101461. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101462. * @returns the current scene
  101463. */
  101464. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  101465. /**
  101466. * Use this method to simulate a pointer down on a mesh
  101467. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101468. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101469. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101470. * @returns the current scene
  101471. */
  101472. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  101473. /**
  101474. * Use this method to simulate a pointer up on a mesh
  101475. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101476. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101477. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101478. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101479. * @returns the current scene
  101480. */
  101481. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  101482. /**
  101483. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101484. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101485. * @returns true if the pointer was captured
  101486. */
  101487. isPointerCaptured(pointerId?: number): boolean;
  101488. /**
  101489. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101490. * @param attachUp defines if you want to attach events to pointerup
  101491. * @param attachDown defines if you want to attach events to pointerdown
  101492. * @param attachMove defines if you want to attach events to pointermove
  101493. */
  101494. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101495. /** Detaches all event handlers*/
  101496. detachControl(): void;
  101497. /**
  101498. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  101499. * Delay loaded resources are not taking in account
  101500. * @return true if all required resources are ready
  101501. */
  101502. isReady(): boolean;
  101503. /** Resets all cached information relative to material (including effect and visibility) */
  101504. resetCachedMaterial(): void;
  101505. /**
  101506. * Registers a function to be called before every frame render
  101507. * @param func defines the function to register
  101508. */
  101509. registerBeforeRender(func: () => void): void;
  101510. /**
  101511. * Unregisters a function called before every frame render
  101512. * @param func defines the function to unregister
  101513. */
  101514. unregisterBeforeRender(func: () => void): void;
  101515. /**
  101516. * Registers a function to be called after every frame render
  101517. * @param func defines the function to register
  101518. */
  101519. registerAfterRender(func: () => void): void;
  101520. /**
  101521. * Unregisters a function called after every frame render
  101522. * @param func defines the function to unregister
  101523. */
  101524. unregisterAfterRender(func: () => void): void;
  101525. private _executeOnceBeforeRender;
  101526. /**
  101527. * The provided function will run before render once and will be disposed afterwards.
  101528. * A timeout delay can be provided so that the function will be executed in N ms.
  101529. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  101530. * @param func The function to be executed.
  101531. * @param timeout optional delay in ms
  101532. */
  101533. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  101534. /** @hidden */
  101535. _addPendingData(data: any): void;
  101536. /** @hidden */
  101537. _removePendingData(data: any): void;
  101538. /**
  101539. * Returns the number of items waiting to be loaded
  101540. * @returns the number of items waiting to be loaded
  101541. */
  101542. getWaitingItemsCount(): number;
  101543. /**
  101544. * Returns a boolean indicating if the scene is still loading data
  101545. */
  101546. readonly isLoading: boolean;
  101547. /**
  101548. * Registers a function to be executed when the scene is ready
  101549. * @param {Function} func - the function to be executed
  101550. */
  101551. executeWhenReady(func: () => void): void;
  101552. /**
  101553. * Returns a promise that resolves when the scene is ready
  101554. * @returns A promise that resolves when the scene is ready
  101555. */
  101556. whenReadyAsync(): Promise<void>;
  101557. /** @hidden */
  101558. _checkIsReady(): void;
  101559. /**
  101560. * Gets all animatable attached to the scene
  101561. */
  101562. readonly animatables: Animatable[];
  101563. /**
  101564. * Resets the last animation time frame.
  101565. * Useful to override when animations start running when loading a scene for the first time.
  101566. */
  101567. resetLastAnimationTimeFrame(): void;
  101568. /**
  101569. * Gets the current view matrix
  101570. * @returns a Matrix
  101571. */
  101572. getViewMatrix(): Matrix;
  101573. /**
  101574. * Gets the current projection matrix
  101575. * @returns a Matrix
  101576. */
  101577. getProjectionMatrix(): Matrix;
  101578. /**
  101579. * Gets the current transform matrix
  101580. * @returns a Matrix made of View * Projection
  101581. */
  101582. getTransformMatrix(): Matrix;
  101583. /**
  101584. * Sets the current transform matrix
  101585. * @param viewL defines the View matrix to use
  101586. * @param projectionL defines the Projection matrix to use
  101587. * @param viewR defines the right View matrix to use (if provided)
  101588. * @param projectionR defines the right Projection matrix to use (if provided)
  101589. */
  101590. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  101591. /**
  101592. * Gets the uniform buffer used to store scene data
  101593. * @returns a UniformBuffer
  101594. */
  101595. getSceneUniformBuffer(): UniformBuffer;
  101596. /**
  101597. * Gets an unique (relatively to the current scene) Id
  101598. * @returns an unique number for the scene
  101599. */
  101600. getUniqueId(): number;
  101601. /**
  101602. * Add a mesh to the list of scene's meshes
  101603. * @param newMesh defines the mesh to add
  101604. * @param recursive if all child meshes should also be added to the scene
  101605. */
  101606. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  101607. /**
  101608. * Remove a mesh for the list of scene's meshes
  101609. * @param toRemove defines the mesh to remove
  101610. * @param recursive if all child meshes should also be removed from the scene
  101611. * @returns the index where the mesh was in the mesh list
  101612. */
  101613. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  101614. /**
  101615. * Add a transform node to the list of scene's transform nodes
  101616. * @param newTransformNode defines the transform node to add
  101617. */
  101618. addTransformNode(newTransformNode: TransformNode): void;
  101619. /**
  101620. * Remove a transform node for the list of scene's transform nodes
  101621. * @param toRemove defines the transform node to remove
  101622. * @returns the index where the transform node was in the transform node list
  101623. */
  101624. removeTransformNode(toRemove: TransformNode): number;
  101625. /**
  101626. * Remove a skeleton for the list of scene's skeletons
  101627. * @param toRemove defines the skeleton to remove
  101628. * @returns the index where the skeleton was in the skeleton list
  101629. */
  101630. removeSkeleton(toRemove: Skeleton): number;
  101631. /**
  101632. * Remove a morph target for the list of scene's morph targets
  101633. * @param toRemove defines the morph target to remove
  101634. * @returns the index where the morph target was in the morph target list
  101635. */
  101636. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  101637. /**
  101638. * Remove a light for the list of scene's lights
  101639. * @param toRemove defines the light to remove
  101640. * @returns the index where the light was in the light list
  101641. */
  101642. removeLight(toRemove: Light): number;
  101643. /**
  101644. * Remove a camera for the list of scene's cameras
  101645. * @param toRemove defines the camera to remove
  101646. * @returns the index where the camera was in the camera list
  101647. */
  101648. removeCamera(toRemove: Camera): number;
  101649. /**
  101650. * Remove a particle system for the list of scene's particle systems
  101651. * @param toRemove defines the particle system to remove
  101652. * @returns the index where the particle system was in the particle system list
  101653. */
  101654. removeParticleSystem(toRemove: IParticleSystem): number;
  101655. /**
  101656. * Remove a animation for the list of scene's animations
  101657. * @param toRemove defines the animation to remove
  101658. * @returns the index where the animation was in the animation list
  101659. */
  101660. removeAnimation(toRemove: Animation): number;
  101661. /**
  101662. * Will stop the animation of the given target
  101663. * @param target - the target
  101664. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  101665. * @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)
  101666. */
  101667. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  101668. /**
  101669. * Removes the given animation group from this scene.
  101670. * @param toRemove The animation group to remove
  101671. * @returns The index of the removed animation group
  101672. */
  101673. removeAnimationGroup(toRemove: AnimationGroup): number;
  101674. /**
  101675. * Removes the given multi-material from this scene.
  101676. * @param toRemove The multi-material to remove
  101677. * @returns The index of the removed multi-material
  101678. */
  101679. removeMultiMaterial(toRemove: MultiMaterial): number;
  101680. /**
  101681. * Removes the given material from this scene.
  101682. * @param toRemove The material to remove
  101683. * @returns The index of the removed material
  101684. */
  101685. removeMaterial(toRemove: Material): number;
  101686. /**
  101687. * Removes the given action manager from this scene.
  101688. * @param toRemove The action manager to remove
  101689. * @returns The index of the removed action manager
  101690. */
  101691. removeActionManager(toRemove: AbstractActionManager): number;
  101692. /**
  101693. * Removes the given texture from this scene.
  101694. * @param toRemove The texture to remove
  101695. * @returns The index of the removed texture
  101696. */
  101697. removeTexture(toRemove: BaseTexture): number;
  101698. /**
  101699. * Adds the given light to this scene
  101700. * @param newLight The light to add
  101701. */
  101702. addLight(newLight: Light): void;
  101703. /**
  101704. * Sorts the list list based on light priorities
  101705. */
  101706. sortLightsByPriority(): void;
  101707. /**
  101708. * Adds the given camera to this scene
  101709. * @param newCamera The camera to add
  101710. */
  101711. addCamera(newCamera: Camera): void;
  101712. /**
  101713. * Adds the given skeleton to this scene
  101714. * @param newSkeleton The skeleton to add
  101715. */
  101716. addSkeleton(newSkeleton: Skeleton): void;
  101717. /**
  101718. * Adds the given particle system to this scene
  101719. * @param newParticleSystem The particle system to add
  101720. */
  101721. addParticleSystem(newParticleSystem: IParticleSystem): void;
  101722. /**
  101723. * Adds the given animation to this scene
  101724. * @param newAnimation The animation to add
  101725. */
  101726. addAnimation(newAnimation: Animation): void;
  101727. /**
  101728. * Adds the given animation group to this scene.
  101729. * @param newAnimationGroup The animation group to add
  101730. */
  101731. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  101732. /**
  101733. * Adds the given multi-material to this scene
  101734. * @param newMultiMaterial The multi-material to add
  101735. */
  101736. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  101737. /**
  101738. * Adds the given material to this scene
  101739. * @param newMaterial The material to add
  101740. */
  101741. addMaterial(newMaterial: Material): void;
  101742. /**
  101743. * Adds the given morph target to this scene
  101744. * @param newMorphTargetManager The morph target to add
  101745. */
  101746. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  101747. /**
  101748. * Adds the given geometry to this scene
  101749. * @param newGeometry The geometry to add
  101750. */
  101751. addGeometry(newGeometry: Geometry): void;
  101752. /**
  101753. * Adds the given action manager to this scene
  101754. * @param newActionManager The action manager to add
  101755. */
  101756. addActionManager(newActionManager: AbstractActionManager): void;
  101757. /**
  101758. * Adds the given texture to this scene.
  101759. * @param newTexture The texture to add
  101760. */
  101761. addTexture(newTexture: BaseTexture): void;
  101762. /**
  101763. * Switch active camera
  101764. * @param newCamera defines the new active camera
  101765. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  101766. */
  101767. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  101768. /**
  101769. * sets the active camera of the scene using its ID
  101770. * @param id defines the camera's ID
  101771. * @return the new active camera or null if none found.
  101772. */
  101773. setActiveCameraByID(id: string): Nullable<Camera>;
  101774. /**
  101775. * sets the active camera of the scene using its name
  101776. * @param name defines the camera's name
  101777. * @returns the new active camera or null if none found.
  101778. */
  101779. setActiveCameraByName(name: string): Nullable<Camera>;
  101780. /**
  101781. * get an animation group using its name
  101782. * @param name defines the material's name
  101783. * @return the animation group or null if none found.
  101784. */
  101785. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  101786. /**
  101787. * Get a material using its unique id
  101788. * @param uniqueId defines the material's unique id
  101789. * @return the material or null if none found.
  101790. */
  101791. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  101792. /**
  101793. * get a material using its id
  101794. * @param id defines the material's ID
  101795. * @return the material or null if none found.
  101796. */
  101797. getMaterialByID(id: string): Nullable<Material>;
  101798. /**
  101799. * Gets a the last added material using a given id
  101800. * @param id defines the material's ID
  101801. * @return the last material with the given id or null if none found.
  101802. */
  101803. getLastMaterialByID(id: string): Nullable<Material>;
  101804. /**
  101805. * Gets a material using its name
  101806. * @param name defines the material's name
  101807. * @return the material or null if none found.
  101808. */
  101809. getMaterialByName(name: string): Nullable<Material>;
  101810. /**
  101811. * Get a texture using its unique id
  101812. * @param uniqueId defines the texture's unique id
  101813. * @return the texture or null if none found.
  101814. */
  101815. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  101816. /**
  101817. * Gets a camera using its id
  101818. * @param id defines the id to look for
  101819. * @returns the camera or null if not found
  101820. */
  101821. getCameraByID(id: string): Nullable<Camera>;
  101822. /**
  101823. * Gets a camera using its unique id
  101824. * @param uniqueId defines the unique id to look for
  101825. * @returns the camera or null if not found
  101826. */
  101827. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  101828. /**
  101829. * Gets a camera using its name
  101830. * @param name defines the camera's name
  101831. * @return the camera or null if none found.
  101832. */
  101833. getCameraByName(name: string): Nullable<Camera>;
  101834. /**
  101835. * Gets a bone using its id
  101836. * @param id defines the bone's id
  101837. * @return the bone or null if not found
  101838. */
  101839. getBoneByID(id: string): Nullable<Bone>;
  101840. /**
  101841. * Gets a bone using its id
  101842. * @param name defines the bone's name
  101843. * @return the bone or null if not found
  101844. */
  101845. getBoneByName(name: string): Nullable<Bone>;
  101846. /**
  101847. * Gets a light node using its name
  101848. * @param name defines the the light's name
  101849. * @return the light or null if none found.
  101850. */
  101851. getLightByName(name: string): Nullable<Light>;
  101852. /**
  101853. * Gets a light node using its id
  101854. * @param id defines the light's id
  101855. * @return the light or null if none found.
  101856. */
  101857. getLightByID(id: string): Nullable<Light>;
  101858. /**
  101859. * Gets a light node using its scene-generated unique ID
  101860. * @param uniqueId defines the light's unique id
  101861. * @return the light or null if none found.
  101862. */
  101863. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  101864. /**
  101865. * Gets a particle system by id
  101866. * @param id defines the particle system id
  101867. * @return the corresponding system or null if none found
  101868. */
  101869. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  101870. /**
  101871. * Gets a geometry using its ID
  101872. * @param id defines the geometry's id
  101873. * @return the geometry or null if none found.
  101874. */
  101875. getGeometryByID(id: string): Nullable<Geometry>;
  101876. private _getGeometryByUniqueID;
  101877. /**
  101878. * Add a new geometry to this scene
  101879. * @param geometry defines the geometry to be added to the scene.
  101880. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  101881. * @return a boolean defining if the geometry was added or not
  101882. */
  101883. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  101884. /**
  101885. * Removes an existing geometry
  101886. * @param geometry defines the geometry to be removed from the scene
  101887. * @return a boolean defining if the geometry was removed or not
  101888. */
  101889. removeGeometry(geometry: Geometry): boolean;
  101890. /**
  101891. * Gets the list of geometries attached to the scene
  101892. * @returns an array of Geometry
  101893. */
  101894. getGeometries(): Geometry[];
  101895. /**
  101896. * Gets the first added mesh found of a given ID
  101897. * @param id defines the id to search for
  101898. * @return the mesh found or null if not found at all
  101899. */
  101900. getMeshByID(id: string): Nullable<AbstractMesh>;
  101901. /**
  101902. * Gets a list of meshes using their id
  101903. * @param id defines the id to search for
  101904. * @returns a list of meshes
  101905. */
  101906. getMeshesByID(id: string): Array<AbstractMesh>;
  101907. /**
  101908. * Gets the first added transform node found of a given ID
  101909. * @param id defines the id to search for
  101910. * @return the found transform node or null if not found at all.
  101911. */
  101912. getTransformNodeByID(id: string): Nullable<TransformNode>;
  101913. /**
  101914. * Gets a transform node with its auto-generated unique id
  101915. * @param uniqueId efines the unique id to search for
  101916. * @return the found transform node or null if not found at all.
  101917. */
  101918. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  101919. /**
  101920. * Gets a list of transform nodes using their id
  101921. * @param id defines the id to search for
  101922. * @returns a list of transform nodes
  101923. */
  101924. getTransformNodesByID(id: string): Array<TransformNode>;
  101925. /**
  101926. * Gets a mesh with its auto-generated unique id
  101927. * @param uniqueId defines the unique id to search for
  101928. * @return the found mesh or null if not found at all.
  101929. */
  101930. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  101931. /**
  101932. * Gets a the last added mesh using a given id
  101933. * @param id defines the id to search for
  101934. * @return the found mesh or null if not found at all.
  101935. */
  101936. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  101937. /**
  101938. * Gets a the last added node (Mesh, Camera, Light) using a given id
  101939. * @param id defines the id to search for
  101940. * @return the found node or null if not found at all
  101941. */
  101942. getLastEntryByID(id: string): Nullable<Node>;
  101943. /**
  101944. * Gets a node (Mesh, Camera, Light) using a given id
  101945. * @param id defines the id to search for
  101946. * @return the found node or null if not found at all
  101947. */
  101948. getNodeByID(id: string): Nullable<Node>;
  101949. /**
  101950. * Gets a node (Mesh, Camera, Light) using a given name
  101951. * @param name defines the name to search for
  101952. * @return the found node or null if not found at all.
  101953. */
  101954. getNodeByName(name: string): Nullable<Node>;
  101955. /**
  101956. * Gets a mesh using a given name
  101957. * @param name defines the name to search for
  101958. * @return the found mesh or null if not found at all.
  101959. */
  101960. getMeshByName(name: string): Nullable<AbstractMesh>;
  101961. /**
  101962. * Gets a transform node using a given name
  101963. * @param name defines the name to search for
  101964. * @return the found transform node or null if not found at all.
  101965. */
  101966. getTransformNodeByName(name: string): Nullable<TransformNode>;
  101967. /**
  101968. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  101969. * @param id defines the id to search for
  101970. * @return the found skeleton or null if not found at all.
  101971. */
  101972. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  101973. /**
  101974. * Gets a skeleton using a given auto generated unique id
  101975. * @param uniqueId defines the unique id to search for
  101976. * @return the found skeleton or null if not found at all.
  101977. */
  101978. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  101979. /**
  101980. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  101981. * @param id defines the id to search for
  101982. * @return the found skeleton or null if not found at all.
  101983. */
  101984. getSkeletonById(id: string): Nullable<Skeleton>;
  101985. /**
  101986. * Gets a skeleton using a given name
  101987. * @param name defines the name to search for
  101988. * @return the found skeleton or null if not found at all.
  101989. */
  101990. getSkeletonByName(name: string): Nullable<Skeleton>;
  101991. /**
  101992. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  101993. * @param id defines the id to search for
  101994. * @return the found morph target manager or null if not found at all.
  101995. */
  101996. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  101997. /**
  101998. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  101999. * @param id defines the id to search for
  102000. * @return the found morph target or null if not found at all.
  102001. */
  102002. getMorphTargetById(id: string): Nullable<MorphTarget>;
  102003. /**
  102004. * Gets a boolean indicating if the given mesh is active
  102005. * @param mesh defines the mesh to look for
  102006. * @returns true if the mesh is in the active list
  102007. */
  102008. isActiveMesh(mesh: AbstractMesh): boolean;
  102009. /**
  102010. * Return a unique id as a string which can serve as an identifier for the scene
  102011. */
  102012. readonly uid: string;
  102013. /**
  102014. * Add an externaly attached data from its key.
  102015. * This method call will fail and return false, if such key already exists.
  102016. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  102017. * @param key the unique key that identifies the data
  102018. * @param data the data object to associate to the key for this Engine instance
  102019. * @return true if no such key were already present and the data was added successfully, false otherwise
  102020. */
  102021. addExternalData<T>(key: string, data: T): boolean;
  102022. /**
  102023. * Get an externaly attached data from its key
  102024. * @param key the unique key that identifies the data
  102025. * @return the associated data, if present (can be null), or undefined if not present
  102026. */
  102027. getExternalData<T>(key: string): Nullable<T>;
  102028. /**
  102029. * Get an externaly attached data from its key, create it using a factory if it's not already present
  102030. * @param key the unique key that identifies the data
  102031. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  102032. * @return the associated data, can be null if the factory returned null.
  102033. */
  102034. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  102035. /**
  102036. * Remove an externaly attached data from the Engine instance
  102037. * @param key the unique key that identifies the data
  102038. * @return true if the data was successfully removed, false if it doesn't exist
  102039. */
  102040. removeExternalData(key: string): boolean;
  102041. private _evaluateSubMesh;
  102042. /**
  102043. * Clear the processed materials smart array preventing retention point in material dispose.
  102044. */
  102045. freeProcessedMaterials(): void;
  102046. private _preventFreeActiveMeshesAndRenderingGroups;
  102047. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  102048. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  102049. * when disposing several meshes in a row or a hierarchy of meshes.
  102050. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  102051. */
  102052. blockfreeActiveMeshesAndRenderingGroups: boolean;
  102053. /**
  102054. * Clear the active meshes smart array preventing retention point in mesh dispose.
  102055. */
  102056. freeActiveMeshes(): void;
  102057. /**
  102058. * Clear the info related to rendering groups preventing retention points during dispose.
  102059. */
  102060. freeRenderingGroups(): void;
  102061. /** @hidden */
  102062. _isInIntermediateRendering(): boolean;
  102063. /**
  102064. * Lambda returning the list of potentially active meshes.
  102065. */
  102066. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  102067. /**
  102068. * Lambda returning the list of potentially active sub meshes.
  102069. */
  102070. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  102071. /**
  102072. * Lambda returning the list of potentially intersecting sub meshes.
  102073. */
  102074. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  102075. /**
  102076. * Lambda returning the list of potentially colliding sub meshes.
  102077. */
  102078. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  102079. private _activeMeshesFrozen;
  102080. /**
  102081. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  102082. * @returns the current scene
  102083. */
  102084. freezeActiveMeshes(): Scene;
  102085. /**
  102086. * Use this function to restart evaluating active meshes on every frame
  102087. * @returns the current scene
  102088. */
  102089. unfreezeActiveMeshes(): Scene;
  102090. private _evaluateActiveMeshes;
  102091. private _activeMesh;
  102092. /**
  102093. * Update the transform matrix to update from the current active camera
  102094. * @param force defines a boolean used to force the update even if cache is up to date
  102095. */
  102096. updateTransformMatrix(force?: boolean): void;
  102097. private _bindFrameBuffer;
  102098. /** @hidden */
  102099. _allowPostProcessClearColor: boolean;
  102100. /** @hidden */
  102101. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  102102. private _processSubCameras;
  102103. private _checkIntersections;
  102104. /** @hidden */
  102105. _advancePhysicsEngineStep(step: number): void;
  102106. /**
  102107. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  102108. */
  102109. getDeterministicFrameTime: () => number;
  102110. /** @hidden */
  102111. _animate(): void;
  102112. /** Execute all animations (for a frame) */
  102113. animate(): void;
  102114. /**
  102115. * Render the scene
  102116. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  102117. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  102118. */
  102119. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  102120. /**
  102121. * Freeze all materials
  102122. * A frozen material will not be updatable but should be faster to render
  102123. */
  102124. freezeMaterials(): void;
  102125. /**
  102126. * Unfreeze all materials
  102127. * A frozen material will not be updatable but should be faster to render
  102128. */
  102129. unfreezeMaterials(): void;
  102130. /**
  102131. * Releases all held ressources
  102132. */
  102133. dispose(): void;
  102134. /**
  102135. * Gets if the scene is already disposed
  102136. */
  102137. readonly isDisposed: boolean;
  102138. /**
  102139. * Call this function to reduce memory footprint of the scene.
  102140. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  102141. */
  102142. clearCachedVertexData(): void;
  102143. /**
  102144. * This function will remove the local cached buffer data from texture.
  102145. * It will save memory but will prevent the texture from being rebuilt
  102146. */
  102147. cleanCachedTextureBuffer(): void;
  102148. /**
  102149. * Get the world extend vectors with an optional filter
  102150. *
  102151. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  102152. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  102153. */
  102154. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  102155. min: Vector3;
  102156. max: Vector3;
  102157. };
  102158. /**
  102159. * Creates a ray that can be used to pick in the scene
  102160. * @param x defines the x coordinate of the origin (on-screen)
  102161. * @param y defines the y coordinate of the origin (on-screen)
  102162. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102163. * @param camera defines the camera to use for the picking
  102164. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102165. * @returns a Ray
  102166. */
  102167. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  102168. /**
  102169. * Creates a ray that can be used to pick in the scene
  102170. * @param x defines the x coordinate of the origin (on-screen)
  102171. * @param y defines the y coordinate of the origin (on-screen)
  102172. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102173. * @param result defines the ray where to store the picking ray
  102174. * @param camera defines the camera to use for the picking
  102175. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102176. * @returns the current scene
  102177. */
  102178. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  102179. /**
  102180. * Creates a ray that can be used to pick in the scene
  102181. * @param x defines the x coordinate of the origin (on-screen)
  102182. * @param y defines the y coordinate of the origin (on-screen)
  102183. * @param camera defines the camera to use for the picking
  102184. * @returns a Ray
  102185. */
  102186. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  102187. /**
  102188. * Creates a ray that can be used to pick in the scene
  102189. * @param x defines the x coordinate of the origin (on-screen)
  102190. * @param y defines the y coordinate of the origin (on-screen)
  102191. * @param result defines the ray where to store the picking ray
  102192. * @param camera defines the camera to use for the picking
  102193. * @returns the current scene
  102194. */
  102195. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  102196. /** Launch a ray to try to pick a mesh in the scene
  102197. * @param x position on screen
  102198. * @param y position on screen
  102199. * @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
  102200. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  102201. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  102202. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102203. * @returns a PickingInfo
  102204. */
  102205. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  102206. /** Use the given ray to pick a mesh in the scene
  102207. * @param ray The ray to use to pick meshes
  102208. * @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
  102209. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  102210. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102211. * @returns a PickingInfo
  102212. */
  102213. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  102214. /**
  102215. * Launch a ray to try to pick a mesh in the scene
  102216. * @param x X position on screen
  102217. * @param y Y position on screen
  102218. * @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
  102219. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  102220. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102221. * @returns an array of PickingInfo
  102222. */
  102223. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  102224. /**
  102225. * Launch a ray to try to pick a mesh in the scene
  102226. * @param ray Ray to use
  102227. * @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
  102228. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102229. * @returns an array of PickingInfo
  102230. */
  102231. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  102232. /**
  102233. * Force the value of meshUnderPointer
  102234. * @param mesh defines the mesh to use
  102235. */
  102236. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  102237. /**
  102238. * Gets the mesh under the pointer
  102239. * @returns a Mesh or null if no mesh is under the pointer
  102240. */
  102241. getPointerOverMesh(): Nullable<AbstractMesh>;
  102242. /** @hidden */
  102243. _rebuildGeometries(): void;
  102244. /** @hidden */
  102245. _rebuildTextures(): void;
  102246. private _getByTags;
  102247. /**
  102248. * Get a list of meshes by tags
  102249. * @param tagsQuery defines the tags query to use
  102250. * @param forEach defines a predicate used to filter results
  102251. * @returns an array of Mesh
  102252. */
  102253. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  102254. /**
  102255. * Get a list of cameras by tags
  102256. * @param tagsQuery defines the tags query to use
  102257. * @param forEach defines a predicate used to filter results
  102258. * @returns an array of Camera
  102259. */
  102260. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  102261. /**
  102262. * Get a list of lights by tags
  102263. * @param tagsQuery defines the tags query to use
  102264. * @param forEach defines a predicate used to filter results
  102265. * @returns an array of Light
  102266. */
  102267. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  102268. /**
  102269. * Get a list of materials by tags
  102270. * @param tagsQuery defines the tags query to use
  102271. * @param forEach defines a predicate used to filter results
  102272. * @returns an array of Material
  102273. */
  102274. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  102275. /**
  102276. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  102277. * This allowed control for front to back rendering or reversly depending of the special needs.
  102278. *
  102279. * @param renderingGroupId The rendering group id corresponding to its index
  102280. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  102281. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  102282. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  102283. */
  102284. 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;
  102285. /**
  102286. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  102287. *
  102288. * @param renderingGroupId The rendering group id corresponding to its index
  102289. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  102290. * @param depth Automatically clears depth between groups if true and autoClear is true.
  102291. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  102292. */
  102293. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  102294. /**
  102295. * Gets the current auto clear configuration for one rendering group of the rendering
  102296. * manager.
  102297. * @param index the rendering group index to get the information for
  102298. * @returns The auto clear setup for the requested rendering group
  102299. */
  102300. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  102301. private _blockMaterialDirtyMechanism;
  102302. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  102303. blockMaterialDirtyMechanism: boolean;
  102304. /**
  102305. * Will flag all materials as dirty to trigger new shader compilation
  102306. * @param flag defines the flag used to specify which material part must be marked as dirty
  102307. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  102308. */
  102309. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  102310. /** @hidden */
  102311. _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;
  102312. /** @hidden */
  102313. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  102314. /** @hidden */
  102315. _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;
  102316. /** @hidden */
  102317. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  102318. /** @hidden */
  102319. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  102320. /** @hidden */
  102321. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  102322. }
  102323. }
  102324. declare module BABYLON {
  102325. /**
  102326. * Set of assets to keep when moving a scene into an asset container.
  102327. */
  102328. export class KeepAssets extends AbstractScene {
  102329. }
  102330. /**
  102331. * Container with a set of assets that can be added or removed from a scene.
  102332. */
  102333. export class AssetContainer extends AbstractScene {
  102334. /**
  102335. * The scene the AssetContainer belongs to.
  102336. */
  102337. scene: Scene;
  102338. /**
  102339. * Instantiates an AssetContainer.
  102340. * @param scene The scene the AssetContainer belongs to.
  102341. */
  102342. constructor(scene: Scene);
  102343. /**
  102344. * Adds all the assets from the container to the scene.
  102345. */
  102346. addAllToScene(): void;
  102347. /**
  102348. * Removes all the assets in the container from the scene
  102349. */
  102350. removeAllFromScene(): void;
  102351. /**
  102352. * Disposes all the assets in the container
  102353. */
  102354. dispose(): void;
  102355. private _moveAssets;
  102356. /**
  102357. * Removes all the assets contained in the scene and adds them to the container.
  102358. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  102359. */
  102360. moveAllFromScene(keepAssets?: KeepAssets): void;
  102361. /**
  102362. * 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.
  102363. * @returns the root mesh
  102364. */
  102365. createRootMesh(): Mesh;
  102366. }
  102367. }
  102368. declare module BABYLON {
  102369. /**
  102370. * Defines how the parser contract is defined.
  102371. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  102372. */
  102373. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  102374. /**
  102375. * Defines how the individual parser contract is defined.
  102376. * These parser can parse an individual asset
  102377. */
  102378. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  102379. /**
  102380. * Base class of the scene acting as a container for the different elements composing a scene.
  102381. * This class is dynamically extended by the different components of the scene increasing
  102382. * flexibility and reducing coupling
  102383. */
  102384. export abstract class AbstractScene {
  102385. /**
  102386. * Stores the list of available parsers in the application.
  102387. */
  102388. private static _BabylonFileParsers;
  102389. /**
  102390. * Stores the list of available individual parsers in the application.
  102391. */
  102392. private static _IndividualBabylonFileParsers;
  102393. /**
  102394. * Adds a parser in the list of available ones
  102395. * @param name Defines the name of the parser
  102396. * @param parser Defines the parser to add
  102397. */
  102398. static AddParser(name: string, parser: BabylonFileParser): void;
  102399. /**
  102400. * Gets a general parser from the list of avaialble ones
  102401. * @param name Defines the name of the parser
  102402. * @returns the requested parser or null
  102403. */
  102404. static GetParser(name: string): Nullable<BabylonFileParser>;
  102405. /**
  102406. * Adds n individual parser in the list of available ones
  102407. * @param name Defines the name of the parser
  102408. * @param parser Defines the parser to add
  102409. */
  102410. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  102411. /**
  102412. * Gets an individual parser from the list of avaialble ones
  102413. * @param name Defines the name of the parser
  102414. * @returns the requested parser or null
  102415. */
  102416. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  102417. /**
  102418. * Parser json data and populate both a scene and its associated container object
  102419. * @param jsonData Defines the data to parse
  102420. * @param scene Defines the scene to parse the data for
  102421. * @param container Defines the container attached to the parsing sequence
  102422. * @param rootUrl Defines the root url of the data
  102423. */
  102424. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  102425. /**
  102426. * Gets the list of root nodes (ie. nodes with no parent)
  102427. */
  102428. rootNodes: Node[];
  102429. /** All of the cameras added to this scene
  102430. * @see http://doc.babylonjs.com/babylon101/cameras
  102431. */
  102432. cameras: Camera[];
  102433. /**
  102434. * All of the lights added to this scene
  102435. * @see http://doc.babylonjs.com/babylon101/lights
  102436. */
  102437. lights: Light[];
  102438. /**
  102439. * All of the (abstract) meshes added to this scene
  102440. */
  102441. meshes: AbstractMesh[];
  102442. /**
  102443. * The list of skeletons added to the scene
  102444. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  102445. */
  102446. skeletons: Skeleton[];
  102447. /**
  102448. * All of the particle systems added to this scene
  102449. * @see http://doc.babylonjs.com/babylon101/particles
  102450. */
  102451. particleSystems: IParticleSystem[];
  102452. /**
  102453. * Gets a list of Animations associated with the scene
  102454. */
  102455. animations: Animation[];
  102456. /**
  102457. * All of the animation groups added to this scene
  102458. * @see http://doc.babylonjs.com/how_to/group
  102459. */
  102460. animationGroups: AnimationGroup[];
  102461. /**
  102462. * All of the multi-materials added to this scene
  102463. * @see http://doc.babylonjs.com/how_to/multi_materials
  102464. */
  102465. multiMaterials: MultiMaterial[];
  102466. /**
  102467. * All of the materials added to this scene
  102468. * In the context of a Scene, it is not supposed to be modified manually.
  102469. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  102470. * Note also that the order of the Material wihin the array is not significant and might change.
  102471. * @see http://doc.babylonjs.com/babylon101/materials
  102472. */
  102473. materials: Material[];
  102474. /**
  102475. * The list of morph target managers added to the scene
  102476. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  102477. */
  102478. morphTargetManagers: MorphTargetManager[];
  102479. /**
  102480. * The list of geometries used in the scene.
  102481. */
  102482. geometries: Geometry[];
  102483. /**
  102484. * All of the tranform nodes added to this scene
  102485. * In the context of a Scene, it is not supposed to be modified manually.
  102486. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  102487. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  102488. * @see http://doc.babylonjs.com/how_to/transformnode
  102489. */
  102490. transformNodes: TransformNode[];
  102491. /**
  102492. * ActionManagers available on the scene.
  102493. */
  102494. actionManagers: AbstractActionManager[];
  102495. /**
  102496. * Textures to keep.
  102497. */
  102498. textures: BaseTexture[];
  102499. /**
  102500. * Environment texture for the scene
  102501. */
  102502. environmentTexture: Nullable<BaseTexture>;
  102503. }
  102504. }
  102505. declare module BABYLON {
  102506. /**
  102507. * Interface used to define options for Sound class
  102508. */
  102509. export interface ISoundOptions {
  102510. /**
  102511. * Does the sound autoplay once loaded.
  102512. */
  102513. autoplay?: boolean;
  102514. /**
  102515. * Does the sound loop after it finishes playing once.
  102516. */
  102517. loop?: boolean;
  102518. /**
  102519. * Sound's volume
  102520. */
  102521. volume?: number;
  102522. /**
  102523. * Is it a spatial sound?
  102524. */
  102525. spatialSound?: boolean;
  102526. /**
  102527. * Maximum distance to hear that sound
  102528. */
  102529. maxDistance?: number;
  102530. /**
  102531. * Uses user defined attenuation function
  102532. */
  102533. useCustomAttenuation?: boolean;
  102534. /**
  102535. * Define the roll off factor of spatial sounds.
  102536. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102537. */
  102538. rolloffFactor?: number;
  102539. /**
  102540. * Define the reference distance the sound should be heard perfectly.
  102541. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102542. */
  102543. refDistance?: number;
  102544. /**
  102545. * Define the distance attenuation model the sound will follow.
  102546. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102547. */
  102548. distanceModel?: string;
  102549. /**
  102550. * Defines the playback speed (1 by default)
  102551. */
  102552. playbackRate?: number;
  102553. /**
  102554. * Defines if the sound is from a streaming source
  102555. */
  102556. streaming?: boolean;
  102557. /**
  102558. * Defines an optional length (in seconds) inside the sound file
  102559. */
  102560. length?: number;
  102561. /**
  102562. * Defines an optional offset (in seconds) inside the sound file
  102563. */
  102564. offset?: number;
  102565. /**
  102566. * If true, URLs will not be required to state the audio file codec to use.
  102567. */
  102568. skipCodecCheck?: boolean;
  102569. }
  102570. /**
  102571. * Defines a sound that can be played in the application.
  102572. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  102573. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  102574. */
  102575. export class Sound {
  102576. /**
  102577. * The name of the sound in the scene.
  102578. */
  102579. name: string;
  102580. /**
  102581. * Does the sound autoplay once loaded.
  102582. */
  102583. autoplay: boolean;
  102584. /**
  102585. * Does the sound loop after it finishes playing once.
  102586. */
  102587. loop: boolean;
  102588. /**
  102589. * Does the sound use a custom attenuation curve to simulate the falloff
  102590. * happening when the source gets further away from the camera.
  102591. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  102592. */
  102593. useCustomAttenuation: boolean;
  102594. /**
  102595. * The sound track id this sound belongs to.
  102596. */
  102597. soundTrackId: number;
  102598. /**
  102599. * Is this sound currently played.
  102600. */
  102601. isPlaying: boolean;
  102602. /**
  102603. * Is this sound currently paused.
  102604. */
  102605. isPaused: boolean;
  102606. /**
  102607. * Does this sound enables spatial sound.
  102608. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102609. */
  102610. spatialSound: boolean;
  102611. /**
  102612. * Define the reference distance the sound should be heard perfectly.
  102613. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102614. */
  102615. refDistance: number;
  102616. /**
  102617. * Define the roll off factor of spatial sounds.
  102618. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102619. */
  102620. rolloffFactor: number;
  102621. /**
  102622. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  102623. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102624. */
  102625. maxDistance: number;
  102626. /**
  102627. * Define the distance attenuation model the sound will follow.
  102628. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102629. */
  102630. distanceModel: string;
  102631. /**
  102632. * @hidden
  102633. * Back Compat
  102634. **/
  102635. onended: () => any;
  102636. /**
  102637. * Observable event when the current playing sound finishes.
  102638. */
  102639. onEndedObservable: Observable<Sound>;
  102640. private _panningModel;
  102641. private _playbackRate;
  102642. private _streaming;
  102643. private _startTime;
  102644. private _startOffset;
  102645. private _position;
  102646. /** @hidden */
  102647. _positionInEmitterSpace: boolean;
  102648. private _localDirection;
  102649. private _volume;
  102650. private _isReadyToPlay;
  102651. private _isDirectional;
  102652. private _readyToPlayCallback;
  102653. private _audioBuffer;
  102654. private _soundSource;
  102655. private _streamingSource;
  102656. private _soundPanner;
  102657. private _soundGain;
  102658. private _inputAudioNode;
  102659. private _outputAudioNode;
  102660. private _coneInnerAngle;
  102661. private _coneOuterAngle;
  102662. private _coneOuterGain;
  102663. private _scene;
  102664. private _connectedTransformNode;
  102665. private _customAttenuationFunction;
  102666. private _registerFunc;
  102667. private _isOutputConnected;
  102668. private _htmlAudioElement;
  102669. private _urlType;
  102670. private _length?;
  102671. private _offset?;
  102672. /** @hidden */
  102673. static _SceneComponentInitialization: (scene: Scene) => void;
  102674. /**
  102675. * Create a sound and attach it to a scene
  102676. * @param name Name of your sound
  102677. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  102678. * @param scene defines the scene the sound belongs to
  102679. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  102680. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  102681. */
  102682. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  102683. /**
  102684. * Release the sound and its associated resources
  102685. */
  102686. dispose(): void;
  102687. /**
  102688. * Gets if the sounds is ready to be played or not.
  102689. * @returns true if ready, otherwise false
  102690. */
  102691. isReady(): boolean;
  102692. private _soundLoaded;
  102693. /**
  102694. * Sets the data of the sound from an audiobuffer
  102695. * @param audioBuffer The audioBuffer containing the data
  102696. */
  102697. setAudioBuffer(audioBuffer: AudioBuffer): void;
  102698. /**
  102699. * Updates the current sounds options such as maxdistance, loop...
  102700. * @param options A JSON object containing values named as the object properties
  102701. */
  102702. updateOptions(options: ISoundOptions): void;
  102703. private _createSpatialParameters;
  102704. private _updateSpatialParameters;
  102705. /**
  102706. * Switch the panning model to HRTF:
  102707. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  102708. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102709. */
  102710. switchPanningModelToHRTF(): void;
  102711. /**
  102712. * Switch the panning model to Equal Power:
  102713. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  102714. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102715. */
  102716. switchPanningModelToEqualPower(): void;
  102717. private _switchPanningModel;
  102718. /**
  102719. * Connect this sound to a sound track audio node like gain...
  102720. * @param soundTrackAudioNode the sound track audio node to connect to
  102721. */
  102722. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  102723. /**
  102724. * Transform this sound into a directional source
  102725. * @param coneInnerAngle Size of the inner cone in degree
  102726. * @param coneOuterAngle Size of the outer cone in degree
  102727. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  102728. */
  102729. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  102730. /**
  102731. * Gets or sets the inner angle for the directional cone.
  102732. */
  102733. /**
  102734. * Gets or sets the inner angle for the directional cone.
  102735. */
  102736. directionalConeInnerAngle: number;
  102737. /**
  102738. * Gets or sets the outer angle for the directional cone.
  102739. */
  102740. /**
  102741. * Gets or sets the outer angle for the directional cone.
  102742. */
  102743. directionalConeOuterAngle: number;
  102744. /**
  102745. * Sets the position of the emitter if spatial sound is enabled
  102746. * @param newPosition Defines the new posisiton
  102747. */
  102748. setPosition(newPosition: Vector3): void;
  102749. /**
  102750. * Sets the local direction of the emitter if spatial sound is enabled
  102751. * @param newLocalDirection Defines the new local direction
  102752. */
  102753. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  102754. private _updateDirection;
  102755. /** @hidden */
  102756. updateDistanceFromListener(): void;
  102757. /**
  102758. * Sets a new custom attenuation function for the sound.
  102759. * @param callback Defines the function used for the attenuation
  102760. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  102761. */
  102762. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  102763. /**
  102764. * Play the sound
  102765. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  102766. * @param offset (optional) Start the sound at a specific time in seconds
  102767. * @param length (optional) Sound duration (in seconds)
  102768. */
  102769. play(time?: number, offset?: number, length?: number): void;
  102770. private _onended;
  102771. /**
  102772. * Stop the sound
  102773. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  102774. */
  102775. stop(time?: number): void;
  102776. /**
  102777. * Put the sound in pause
  102778. */
  102779. pause(): void;
  102780. /**
  102781. * Sets a dedicated volume for this sounds
  102782. * @param newVolume Define the new volume of the sound
  102783. * @param time Define time for gradual change to new volume
  102784. */
  102785. setVolume(newVolume: number, time?: number): void;
  102786. /**
  102787. * Set the sound play back rate
  102788. * @param newPlaybackRate Define the playback rate the sound should be played at
  102789. */
  102790. setPlaybackRate(newPlaybackRate: number): void;
  102791. /**
  102792. * Gets the volume of the sound.
  102793. * @returns the volume of the sound
  102794. */
  102795. getVolume(): number;
  102796. /**
  102797. * Attach the sound to a dedicated mesh
  102798. * @param transformNode The transform node to connect the sound with
  102799. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  102800. */
  102801. attachToMesh(transformNode: TransformNode): void;
  102802. /**
  102803. * Detach the sound from the previously attached mesh
  102804. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  102805. */
  102806. detachFromMesh(): void;
  102807. private _onRegisterAfterWorldMatrixUpdate;
  102808. /**
  102809. * Clone the current sound in the scene.
  102810. * @returns the new sound clone
  102811. */
  102812. clone(): Nullable<Sound>;
  102813. /**
  102814. * Gets the current underlying audio buffer containing the data
  102815. * @returns the audio buffer
  102816. */
  102817. getAudioBuffer(): Nullable<AudioBuffer>;
  102818. /**
  102819. * Serializes the Sound in a JSON representation
  102820. * @returns the JSON representation of the sound
  102821. */
  102822. serialize(): any;
  102823. /**
  102824. * Parse a JSON representation of a sound to innstantiate in a given scene
  102825. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  102826. * @param scene Define the scene the new parsed sound should be created in
  102827. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  102828. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  102829. * @returns the newly parsed sound
  102830. */
  102831. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  102832. }
  102833. }
  102834. declare module BABYLON {
  102835. /**
  102836. * This defines an action helpful to play a defined sound on a triggered action.
  102837. */
  102838. export class PlaySoundAction extends Action {
  102839. private _sound;
  102840. /**
  102841. * Instantiate the action
  102842. * @param triggerOptions defines the trigger options
  102843. * @param sound defines the sound to play
  102844. * @param condition defines the trigger related conditions
  102845. */
  102846. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  102847. /** @hidden */
  102848. _prepare(): void;
  102849. /**
  102850. * Execute the action and play the sound.
  102851. */
  102852. execute(): void;
  102853. /**
  102854. * Serializes the actions and its related information.
  102855. * @param parent defines the object to serialize in
  102856. * @returns the serialized object
  102857. */
  102858. serialize(parent: any): any;
  102859. }
  102860. /**
  102861. * This defines an action helpful to stop a defined sound on a triggered action.
  102862. */
  102863. export class StopSoundAction extends Action {
  102864. private _sound;
  102865. /**
  102866. * Instantiate the action
  102867. * @param triggerOptions defines the trigger options
  102868. * @param sound defines the sound to stop
  102869. * @param condition defines the trigger related conditions
  102870. */
  102871. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  102872. /** @hidden */
  102873. _prepare(): void;
  102874. /**
  102875. * Execute the action and stop the sound.
  102876. */
  102877. execute(): void;
  102878. /**
  102879. * Serializes the actions and its related information.
  102880. * @param parent defines the object to serialize in
  102881. * @returns the serialized object
  102882. */
  102883. serialize(parent: any): any;
  102884. }
  102885. }
  102886. declare module BABYLON {
  102887. /**
  102888. * This defines an action responsible to change the value of a property
  102889. * by interpolating between its current value and the newly set one once triggered.
  102890. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  102891. */
  102892. export class InterpolateValueAction extends Action {
  102893. /**
  102894. * Defines the path of the property where the value should be interpolated
  102895. */
  102896. propertyPath: string;
  102897. /**
  102898. * Defines the target value at the end of the interpolation.
  102899. */
  102900. value: any;
  102901. /**
  102902. * Defines the time it will take for the property to interpolate to the value.
  102903. */
  102904. duration: number;
  102905. /**
  102906. * Defines if the other scene animations should be stopped when the action has been triggered
  102907. */
  102908. stopOtherAnimations?: boolean;
  102909. /**
  102910. * Defines a callback raised once the interpolation animation has been done.
  102911. */
  102912. onInterpolationDone?: () => void;
  102913. /**
  102914. * Observable triggered once the interpolation animation has been done.
  102915. */
  102916. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  102917. private _target;
  102918. private _effectiveTarget;
  102919. private _property;
  102920. /**
  102921. * Instantiate the action
  102922. * @param triggerOptions defines the trigger options
  102923. * @param target defines the object containing the value to interpolate
  102924. * @param propertyPath defines the path to the property in the target object
  102925. * @param value defines the target value at the end of the interpolation
  102926. * @param duration deines the time it will take for the property to interpolate to the value.
  102927. * @param condition defines the trigger related conditions
  102928. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  102929. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  102930. */
  102931. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  102932. /** @hidden */
  102933. _prepare(): void;
  102934. /**
  102935. * Execute the action starts the value interpolation.
  102936. */
  102937. execute(): void;
  102938. /**
  102939. * Serializes the actions and its related information.
  102940. * @param parent defines the object to serialize in
  102941. * @returns the serialized object
  102942. */
  102943. serialize(parent: any): any;
  102944. }
  102945. }
  102946. declare module BABYLON {
  102947. /**
  102948. * Options allowed during the creation of a sound track.
  102949. */
  102950. export interface ISoundTrackOptions {
  102951. /**
  102952. * The volume the sound track should take during creation
  102953. */
  102954. volume?: number;
  102955. /**
  102956. * Define if the sound track is the main sound track of the scene
  102957. */
  102958. mainTrack?: boolean;
  102959. }
  102960. /**
  102961. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  102962. * It will be also used in a future release to apply effects on a specific track.
  102963. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  102964. */
  102965. export class SoundTrack {
  102966. /**
  102967. * The unique identifier of the sound track in the scene.
  102968. */
  102969. id: number;
  102970. /**
  102971. * The list of sounds included in the sound track.
  102972. */
  102973. soundCollection: Array<Sound>;
  102974. private _outputAudioNode;
  102975. private _scene;
  102976. private _isMainTrack;
  102977. private _connectedAnalyser;
  102978. private _options;
  102979. private _isInitialized;
  102980. /**
  102981. * Creates a new sound track.
  102982. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  102983. * @param scene Define the scene the sound track belongs to
  102984. * @param options
  102985. */
  102986. constructor(scene: Scene, options?: ISoundTrackOptions);
  102987. private _initializeSoundTrackAudioGraph;
  102988. /**
  102989. * Release the sound track and its associated resources
  102990. */
  102991. dispose(): void;
  102992. /**
  102993. * Adds a sound to this sound track
  102994. * @param sound define the cound to add
  102995. * @ignoreNaming
  102996. */
  102997. AddSound(sound: Sound): void;
  102998. /**
  102999. * Removes a sound to this sound track
  103000. * @param sound define the cound to remove
  103001. * @ignoreNaming
  103002. */
  103003. RemoveSound(sound: Sound): void;
  103004. /**
  103005. * Set a global volume for the full sound track.
  103006. * @param newVolume Define the new volume of the sound track
  103007. */
  103008. setVolume(newVolume: number): void;
  103009. /**
  103010. * Switch the panning model to HRTF:
  103011. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103012. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103013. */
  103014. switchPanningModelToHRTF(): void;
  103015. /**
  103016. * Switch the panning model to Equal Power:
  103017. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103018. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103019. */
  103020. switchPanningModelToEqualPower(): void;
  103021. /**
  103022. * Connect the sound track to an audio analyser allowing some amazing
  103023. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  103024. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  103025. * @param analyser The analyser to connect to the engine
  103026. */
  103027. connectToAnalyser(analyser: Analyser): void;
  103028. }
  103029. }
  103030. declare module BABYLON {
  103031. interface AbstractScene {
  103032. /**
  103033. * The list of sounds used in the scene.
  103034. */
  103035. sounds: Nullable<Array<Sound>>;
  103036. }
  103037. interface Scene {
  103038. /**
  103039. * @hidden
  103040. * Backing field
  103041. */
  103042. _mainSoundTrack: SoundTrack;
  103043. /**
  103044. * The main sound track played by the scene.
  103045. * It cotains your primary collection of sounds.
  103046. */
  103047. mainSoundTrack: SoundTrack;
  103048. /**
  103049. * The list of sound tracks added to the scene
  103050. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103051. */
  103052. soundTracks: Nullable<Array<SoundTrack>>;
  103053. /**
  103054. * Gets a sound using a given name
  103055. * @param name defines the name to search for
  103056. * @return the found sound or null if not found at all.
  103057. */
  103058. getSoundByName(name: string): Nullable<Sound>;
  103059. /**
  103060. * Gets or sets if audio support is enabled
  103061. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103062. */
  103063. audioEnabled: boolean;
  103064. /**
  103065. * Gets or sets if audio will be output to headphones
  103066. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103067. */
  103068. headphone: boolean;
  103069. /**
  103070. * Gets or sets custom audio listener position provider
  103071. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103072. */
  103073. audioListenerPositionProvider: Nullable<() => Vector3>;
  103074. }
  103075. /**
  103076. * Defines the sound scene component responsible to manage any sounds
  103077. * in a given scene.
  103078. */
  103079. export class AudioSceneComponent implements ISceneSerializableComponent {
  103080. /**
  103081. * The component name helpfull to identify the component in the list of scene components.
  103082. */
  103083. readonly name: string;
  103084. /**
  103085. * The scene the component belongs to.
  103086. */
  103087. scene: Scene;
  103088. private _audioEnabled;
  103089. /**
  103090. * Gets whether audio is enabled or not.
  103091. * Please use related enable/disable method to switch state.
  103092. */
  103093. readonly audioEnabled: boolean;
  103094. private _headphone;
  103095. /**
  103096. * Gets whether audio is outputing to headphone or not.
  103097. * Please use the according Switch methods to change output.
  103098. */
  103099. readonly headphone: boolean;
  103100. private _audioListenerPositionProvider;
  103101. /**
  103102. * Gets the current audio listener position provider
  103103. */
  103104. /**
  103105. * Sets a custom listener position for all sounds in the scene
  103106. * By default, this is the position of the first active camera
  103107. */
  103108. audioListenerPositionProvider: Nullable<() => Vector3>;
  103109. /**
  103110. * Creates a new instance of the component for the given scene
  103111. * @param scene Defines the scene to register the component in
  103112. */
  103113. constructor(scene: Scene);
  103114. /**
  103115. * Registers the component in a given scene
  103116. */
  103117. register(): void;
  103118. /**
  103119. * Rebuilds the elements related to this component in case of
  103120. * context lost for instance.
  103121. */
  103122. rebuild(): void;
  103123. /**
  103124. * Serializes the component data to the specified json object
  103125. * @param serializationObject The object to serialize to
  103126. */
  103127. serialize(serializationObject: any): void;
  103128. /**
  103129. * Adds all the elements from the container to the scene
  103130. * @param container the container holding the elements
  103131. */
  103132. addFromContainer(container: AbstractScene): void;
  103133. /**
  103134. * Removes all the elements in the container from the scene
  103135. * @param container contains the elements to remove
  103136. * @param dispose if the removed element should be disposed (default: false)
  103137. */
  103138. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  103139. /**
  103140. * Disposes the component and the associated ressources.
  103141. */
  103142. dispose(): void;
  103143. /**
  103144. * Disables audio in the associated scene.
  103145. */
  103146. disableAudio(): void;
  103147. /**
  103148. * Enables audio in the associated scene.
  103149. */
  103150. enableAudio(): void;
  103151. /**
  103152. * Switch audio to headphone output.
  103153. */
  103154. switchAudioModeForHeadphones(): void;
  103155. /**
  103156. * Switch audio to normal speakers.
  103157. */
  103158. switchAudioModeForNormalSpeakers(): void;
  103159. private _afterRender;
  103160. }
  103161. }
  103162. declare module BABYLON {
  103163. /**
  103164. * Wraps one or more Sound objects and selects one with random weight for playback.
  103165. */
  103166. export class WeightedSound {
  103167. /** When true a Sound will be selected and played when the current playing Sound completes. */
  103168. loop: boolean;
  103169. private _coneInnerAngle;
  103170. private _coneOuterAngle;
  103171. private _volume;
  103172. /** A Sound is currently playing. */
  103173. isPlaying: boolean;
  103174. /** A Sound is currently paused. */
  103175. isPaused: boolean;
  103176. private _sounds;
  103177. private _weights;
  103178. private _currentIndex?;
  103179. /**
  103180. * Creates a new WeightedSound from the list of sounds given.
  103181. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  103182. * @param sounds Array of Sounds that will be selected from.
  103183. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  103184. */
  103185. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  103186. /**
  103187. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  103188. */
  103189. /**
  103190. * The size of cone in degress for a directional sound in which there will be no attenuation.
  103191. */
  103192. directionalConeInnerAngle: number;
  103193. /**
  103194. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  103195. * Listener angles between innerAngle and outerAngle will falloff linearly.
  103196. */
  103197. /**
  103198. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  103199. * Listener angles between innerAngle and outerAngle will falloff linearly.
  103200. */
  103201. directionalConeOuterAngle: number;
  103202. /**
  103203. * Playback volume.
  103204. */
  103205. /**
  103206. * Playback volume.
  103207. */
  103208. volume: number;
  103209. private _onended;
  103210. /**
  103211. * Suspend playback
  103212. */
  103213. pause(): void;
  103214. /**
  103215. * Stop playback
  103216. */
  103217. stop(): void;
  103218. /**
  103219. * Start playback.
  103220. * @param startOffset Position the clip head at a specific time in seconds.
  103221. */
  103222. play(startOffset?: number): void;
  103223. }
  103224. }
  103225. declare module BABYLON {
  103226. /**
  103227. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  103228. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  103229. */
  103230. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  103231. /**
  103232. * Gets the name of the behavior.
  103233. */
  103234. readonly name: string;
  103235. /**
  103236. * The easing function used by animations
  103237. */
  103238. static EasingFunction: BackEase;
  103239. /**
  103240. * The easing mode used by animations
  103241. */
  103242. static EasingMode: number;
  103243. /**
  103244. * The duration of the animation, in milliseconds
  103245. */
  103246. transitionDuration: number;
  103247. /**
  103248. * Length of the distance animated by the transition when lower radius is reached
  103249. */
  103250. lowerRadiusTransitionRange: number;
  103251. /**
  103252. * Length of the distance animated by the transition when upper radius is reached
  103253. */
  103254. upperRadiusTransitionRange: number;
  103255. private _autoTransitionRange;
  103256. /**
  103257. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  103258. */
  103259. /**
  103260. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  103261. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  103262. */
  103263. autoTransitionRange: boolean;
  103264. private _attachedCamera;
  103265. private _onAfterCheckInputsObserver;
  103266. private _onMeshTargetChangedObserver;
  103267. /**
  103268. * Initializes the behavior.
  103269. */
  103270. init(): void;
  103271. /**
  103272. * Attaches the behavior to its arc rotate camera.
  103273. * @param camera Defines the camera to attach the behavior to
  103274. */
  103275. attach(camera: ArcRotateCamera): void;
  103276. /**
  103277. * Detaches the behavior from its current arc rotate camera.
  103278. */
  103279. detach(): void;
  103280. private _radiusIsAnimating;
  103281. private _radiusBounceTransition;
  103282. private _animatables;
  103283. private _cachedWheelPrecision;
  103284. /**
  103285. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  103286. * @param radiusLimit The limit to check against.
  103287. * @return Bool to indicate if at limit.
  103288. */
  103289. private _isRadiusAtLimit;
  103290. /**
  103291. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  103292. * @param radiusDelta The delta by which to animate to. Can be negative.
  103293. */
  103294. private _applyBoundRadiusAnimation;
  103295. /**
  103296. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  103297. */
  103298. protected _clearAnimationLocks(): void;
  103299. /**
  103300. * Stops and removes all animations that have been applied to the camera
  103301. */
  103302. stopAllAnimations(): void;
  103303. }
  103304. }
  103305. declare module BABYLON {
  103306. /**
  103307. * 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.
  103308. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  103309. */
  103310. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  103311. /**
  103312. * Gets the name of the behavior.
  103313. */
  103314. readonly name: string;
  103315. private _mode;
  103316. private _radiusScale;
  103317. private _positionScale;
  103318. private _defaultElevation;
  103319. private _elevationReturnTime;
  103320. private _elevationReturnWaitTime;
  103321. private _zoomStopsAnimation;
  103322. private _framingTime;
  103323. /**
  103324. * The easing function used by animations
  103325. */
  103326. static EasingFunction: ExponentialEase;
  103327. /**
  103328. * The easing mode used by animations
  103329. */
  103330. static EasingMode: number;
  103331. /**
  103332. * Sets the current mode used by the behavior
  103333. */
  103334. /**
  103335. * Gets current mode used by the behavior.
  103336. */
  103337. mode: number;
  103338. /**
  103339. * Sets the scale applied to the radius (1 by default)
  103340. */
  103341. /**
  103342. * Gets the scale applied to the radius
  103343. */
  103344. radiusScale: number;
  103345. /**
  103346. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  103347. */
  103348. /**
  103349. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  103350. */
  103351. positionScale: number;
  103352. /**
  103353. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  103354. * behaviour is triggered, in radians.
  103355. */
  103356. /**
  103357. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  103358. * behaviour is triggered, in radians.
  103359. */
  103360. defaultElevation: number;
  103361. /**
  103362. * Sets the time (in milliseconds) taken to return to the default beta position.
  103363. * Negative value indicates camera should not return to default.
  103364. */
  103365. /**
  103366. * Gets the time (in milliseconds) taken to return to the default beta position.
  103367. * Negative value indicates camera should not return to default.
  103368. */
  103369. elevationReturnTime: number;
  103370. /**
  103371. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  103372. */
  103373. /**
  103374. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  103375. */
  103376. elevationReturnWaitTime: number;
  103377. /**
  103378. * Sets the flag that indicates if user zooming should stop animation.
  103379. */
  103380. /**
  103381. * Gets the flag that indicates if user zooming should stop animation.
  103382. */
  103383. zoomStopsAnimation: boolean;
  103384. /**
  103385. * Sets the transition time when framing the mesh, in milliseconds
  103386. */
  103387. /**
  103388. * Gets the transition time when framing the mesh, in milliseconds
  103389. */
  103390. framingTime: number;
  103391. /**
  103392. * Define if the behavior should automatically change the configured
  103393. * camera limits and sensibilities.
  103394. */
  103395. autoCorrectCameraLimitsAndSensibility: boolean;
  103396. private _onPrePointerObservableObserver;
  103397. private _onAfterCheckInputsObserver;
  103398. private _onMeshTargetChangedObserver;
  103399. private _attachedCamera;
  103400. private _isPointerDown;
  103401. private _lastInteractionTime;
  103402. /**
  103403. * Initializes the behavior.
  103404. */
  103405. init(): void;
  103406. /**
  103407. * Attaches the behavior to its arc rotate camera.
  103408. * @param camera Defines the camera to attach the behavior to
  103409. */
  103410. attach(camera: ArcRotateCamera): void;
  103411. /**
  103412. * Detaches the behavior from its current arc rotate camera.
  103413. */
  103414. detach(): void;
  103415. private _animatables;
  103416. private _betaIsAnimating;
  103417. private _betaTransition;
  103418. private _radiusTransition;
  103419. private _vectorTransition;
  103420. /**
  103421. * Targets the given mesh and updates zoom level accordingly.
  103422. * @param mesh The mesh to target.
  103423. * @param radius Optional. If a cached radius position already exists, overrides default.
  103424. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103425. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103426. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103427. */
  103428. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103429. /**
  103430. * Targets the given mesh with its children and updates zoom level accordingly.
  103431. * @param mesh The mesh to target.
  103432. * @param radius Optional. If a cached radius position already exists, overrides default.
  103433. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103434. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103435. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103436. */
  103437. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103438. /**
  103439. * Targets the given meshes with their children and updates zoom level accordingly.
  103440. * @param meshes The mesh to target.
  103441. * @param radius Optional. If a cached radius position already exists, overrides default.
  103442. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103443. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103444. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103445. */
  103446. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103447. /**
  103448. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  103449. * @param minimumWorld Determines the smaller position of the bounding box extend
  103450. * @param maximumWorld Determines the bigger position of the bounding box extend
  103451. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103452. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103453. */
  103454. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103455. /**
  103456. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  103457. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  103458. * frustum width.
  103459. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  103460. * to fully enclose the mesh in the viewing frustum.
  103461. */
  103462. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  103463. /**
  103464. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  103465. * is automatically returned to its default position (expected to be above ground plane).
  103466. */
  103467. private _maintainCameraAboveGround;
  103468. /**
  103469. * Returns the frustum slope based on the canvas ratio and camera FOV
  103470. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  103471. */
  103472. private _getFrustumSlope;
  103473. /**
  103474. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  103475. */
  103476. private _clearAnimationLocks;
  103477. /**
  103478. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  103479. */
  103480. private _applyUserInteraction;
  103481. /**
  103482. * Stops and removes all animations that have been applied to the camera
  103483. */
  103484. stopAllAnimations(): void;
  103485. /**
  103486. * Gets a value indicating if the user is moving the camera
  103487. */
  103488. readonly isUserIsMoving: boolean;
  103489. /**
  103490. * The camera can move all the way towards the mesh.
  103491. */
  103492. static IgnoreBoundsSizeMode: number;
  103493. /**
  103494. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  103495. */
  103496. static FitFrustumSidesMode: number;
  103497. }
  103498. }
  103499. declare module BABYLON {
  103500. /**
  103501. * Base class for Camera Pointer Inputs.
  103502. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  103503. * for example usage.
  103504. */
  103505. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  103506. /**
  103507. * Defines the camera the input is attached to.
  103508. */
  103509. abstract camera: Camera;
  103510. /**
  103511. * Whether keyboard modifier keys are pressed at time of last mouse event.
  103512. */
  103513. protected _altKey: boolean;
  103514. protected _ctrlKey: boolean;
  103515. protected _metaKey: boolean;
  103516. protected _shiftKey: boolean;
  103517. /**
  103518. * Which mouse buttons were pressed at time of last mouse event.
  103519. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  103520. */
  103521. protected _buttonsPressed: number;
  103522. /**
  103523. * Defines the buttons associated with the input to handle camera move.
  103524. */
  103525. buttons: number[];
  103526. /**
  103527. * Attach the input controls to a specific dom element to get the input from.
  103528. * @param element Defines the element the controls should be listened from
  103529. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103530. */
  103531. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103532. /**
  103533. * Detach the current controls from the specified dom element.
  103534. * @param element Defines the element to stop listening the inputs from
  103535. */
  103536. detachControl(element: Nullable<HTMLElement>): void;
  103537. /**
  103538. * Gets the class name of the current input.
  103539. * @returns the class name
  103540. */
  103541. getClassName(): string;
  103542. /**
  103543. * Get the friendly name associated with the input class.
  103544. * @returns the input friendly name
  103545. */
  103546. getSimpleName(): string;
  103547. /**
  103548. * Called on pointer POINTERDOUBLETAP event.
  103549. * Override this method to provide functionality on POINTERDOUBLETAP event.
  103550. */
  103551. protected onDoubleTap(type: string): void;
  103552. /**
  103553. * Called on pointer POINTERMOVE event if only a single touch is active.
  103554. * Override this method to provide functionality.
  103555. */
  103556. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103557. /**
  103558. * Called on pointer POINTERMOVE event if multiple touches are active.
  103559. * Override this method to provide functionality.
  103560. */
  103561. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103562. /**
  103563. * Called on JS contextmenu event.
  103564. * Override this method to provide functionality.
  103565. */
  103566. protected onContextMenu(evt: PointerEvent): void;
  103567. /**
  103568. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  103569. * press.
  103570. * Override this method to provide functionality.
  103571. */
  103572. protected onButtonDown(evt: PointerEvent): void;
  103573. /**
  103574. * Called each time a new POINTERUP event occurs. Ie, for each button
  103575. * release.
  103576. * Override this method to provide functionality.
  103577. */
  103578. protected onButtonUp(evt: PointerEvent): void;
  103579. /**
  103580. * Called when window becomes inactive.
  103581. * Override this method to provide functionality.
  103582. */
  103583. protected onLostFocus(): void;
  103584. private _pointerInput;
  103585. private _observer;
  103586. private _onLostFocus;
  103587. private pointA;
  103588. private pointB;
  103589. }
  103590. }
  103591. declare module BABYLON {
  103592. /**
  103593. * Manage the pointers inputs to control an arc rotate camera.
  103594. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103595. */
  103596. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  103597. /**
  103598. * Defines the camera the input is attached to.
  103599. */
  103600. camera: ArcRotateCamera;
  103601. /**
  103602. * Gets the class name of the current input.
  103603. * @returns the class name
  103604. */
  103605. getClassName(): string;
  103606. /**
  103607. * Defines the buttons associated with the input to handle camera move.
  103608. */
  103609. buttons: number[];
  103610. /**
  103611. * Defines the pointer angular sensibility along the X axis or how fast is
  103612. * the camera rotating.
  103613. */
  103614. angularSensibilityX: number;
  103615. /**
  103616. * Defines the pointer angular sensibility along the Y axis or how fast is
  103617. * the camera rotating.
  103618. */
  103619. angularSensibilityY: number;
  103620. /**
  103621. * Defines the pointer pinch precision or how fast is the camera zooming.
  103622. */
  103623. pinchPrecision: number;
  103624. /**
  103625. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103626. * from 0.
  103627. * It defines the percentage of current camera.radius to use as delta when
  103628. * pinch zoom is used.
  103629. */
  103630. pinchDeltaPercentage: number;
  103631. /**
  103632. * Defines the pointer panning sensibility or how fast is the camera moving.
  103633. */
  103634. panningSensibility: number;
  103635. /**
  103636. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  103637. */
  103638. multiTouchPanning: boolean;
  103639. /**
  103640. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  103641. * zoom (pinch) through multitouch.
  103642. */
  103643. multiTouchPanAndZoom: boolean;
  103644. /**
  103645. * Revers pinch action direction.
  103646. */
  103647. pinchInwards: boolean;
  103648. private _isPanClick;
  103649. private _twoFingerActivityCount;
  103650. private _isPinching;
  103651. /**
  103652. * Called on pointer POINTERMOVE event if only a single touch is active.
  103653. */
  103654. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103655. /**
  103656. * Called on pointer POINTERDOUBLETAP event.
  103657. */
  103658. protected onDoubleTap(type: string): void;
  103659. /**
  103660. * Called on pointer POINTERMOVE event if multiple touches are active.
  103661. */
  103662. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103663. /**
  103664. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  103665. * press.
  103666. */
  103667. protected onButtonDown(evt: PointerEvent): void;
  103668. /**
  103669. * Called each time a new POINTERUP event occurs. Ie, for each button
  103670. * release.
  103671. */
  103672. protected onButtonUp(evt: PointerEvent): void;
  103673. /**
  103674. * Called when window becomes inactive.
  103675. */
  103676. protected onLostFocus(): void;
  103677. }
  103678. }
  103679. declare module BABYLON {
  103680. /**
  103681. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  103682. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103683. */
  103684. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  103685. /**
  103686. * Defines the camera the input is attached to.
  103687. */
  103688. camera: ArcRotateCamera;
  103689. /**
  103690. * Defines the list of key codes associated with the up action (increase alpha)
  103691. */
  103692. keysUp: number[];
  103693. /**
  103694. * Defines the list of key codes associated with the down action (decrease alpha)
  103695. */
  103696. keysDown: number[];
  103697. /**
  103698. * Defines the list of key codes associated with the left action (increase beta)
  103699. */
  103700. keysLeft: number[];
  103701. /**
  103702. * Defines the list of key codes associated with the right action (decrease beta)
  103703. */
  103704. keysRight: number[];
  103705. /**
  103706. * Defines the list of key codes associated with the reset action.
  103707. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  103708. */
  103709. keysReset: number[];
  103710. /**
  103711. * Defines the panning sensibility of the inputs.
  103712. * (How fast is the camera paning)
  103713. */
  103714. panningSensibility: number;
  103715. /**
  103716. * Defines the zooming sensibility of the inputs.
  103717. * (How fast is the camera zooming)
  103718. */
  103719. zoomingSensibility: number;
  103720. /**
  103721. * Defines wether maintaining the alt key down switch the movement mode from
  103722. * orientation to zoom.
  103723. */
  103724. useAltToZoom: boolean;
  103725. /**
  103726. * Rotation speed of the camera
  103727. */
  103728. angularSpeed: number;
  103729. private _keys;
  103730. private _ctrlPressed;
  103731. private _altPressed;
  103732. private _onCanvasBlurObserver;
  103733. private _onKeyboardObserver;
  103734. private _engine;
  103735. private _scene;
  103736. /**
  103737. * Attach the input controls to a specific dom element to get the input from.
  103738. * @param element Defines the element the controls should be listened from
  103739. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103740. */
  103741. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103742. /**
  103743. * Detach the current controls from the specified dom element.
  103744. * @param element Defines the element to stop listening the inputs from
  103745. */
  103746. detachControl(element: Nullable<HTMLElement>): void;
  103747. /**
  103748. * Update the current camera state depending on the inputs that have been used this frame.
  103749. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103750. */
  103751. checkInputs(): void;
  103752. /**
  103753. * Gets the class name of the current intput.
  103754. * @returns the class name
  103755. */
  103756. getClassName(): string;
  103757. /**
  103758. * Get the friendly name associated with the input class.
  103759. * @returns the input friendly name
  103760. */
  103761. getSimpleName(): string;
  103762. }
  103763. }
  103764. declare module BABYLON {
  103765. /**
  103766. * Manage the mouse wheel inputs to control an arc rotate camera.
  103767. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103768. */
  103769. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  103770. /**
  103771. * Defines the camera the input is attached to.
  103772. */
  103773. camera: ArcRotateCamera;
  103774. /**
  103775. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  103776. */
  103777. wheelPrecision: number;
  103778. /**
  103779. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  103780. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  103781. */
  103782. wheelDeltaPercentage: number;
  103783. private _wheel;
  103784. private _observer;
  103785. private computeDeltaFromMouseWheelLegacyEvent;
  103786. /**
  103787. * Attach the input controls to a specific dom element to get the input from.
  103788. * @param element Defines the element the controls should be listened from
  103789. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103790. */
  103791. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103792. /**
  103793. * Detach the current controls from the specified dom element.
  103794. * @param element Defines the element to stop listening the inputs from
  103795. */
  103796. detachControl(element: Nullable<HTMLElement>): void;
  103797. /**
  103798. * Gets the class name of the current intput.
  103799. * @returns the class name
  103800. */
  103801. getClassName(): string;
  103802. /**
  103803. * Get the friendly name associated with the input class.
  103804. * @returns the input friendly name
  103805. */
  103806. getSimpleName(): string;
  103807. }
  103808. }
  103809. declare module BABYLON {
  103810. /**
  103811. * Default Inputs manager for the ArcRotateCamera.
  103812. * It groups all the default supported inputs for ease of use.
  103813. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103814. */
  103815. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  103816. /**
  103817. * Instantiates a new ArcRotateCameraInputsManager.
  103818. * @param camera Defines the camera the inputs belong to
  103819. */
  103820. constructor(camera: ArcRotateCamera);
  103821. /**
  103822. * Add mouse wheel input support to the input manager.
  103823. * @returns the current input manager
  103824. */
  103825. addMouseWheel(): ArcRotateCameraInputsManager;
  103826. /**
  103827. * Add pointers input support to the input manager.
  103828. * @returns the current input manager
  103829. */
  103830. addPointers(): ArcRotateCameraInputsManager;
  103831. /**
  103832. * Add keyboard input support to the input manager.
  103833. * @returns the current input manager
  103834. */
  103835. addKeyboard(): ArcRotateCameraInputsManager;
  103836. }
  103837. }
  103838. declare module BABYLON {
  103839. /**
  103840. * This represents an orbital type of camera.
  103841. *
  103842. * 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.
  103843. * 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.
  103844. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  103845. */
  103846. export class ArcRotateCamera extends TargetCamera {
  103847. /**
  103848. * Defines the rotation angle of the camera along the longitudinal axis.
  103849. */
  103850. alpha: number;
  103851. /**
  103852. * Defines the rotation angle of the camera along the latitudinal axis.
  103853. */
  103854. beta: number;
  103855. /**
  103856. * Defines the radius of the camera from it s target point.
  103857. */
  103858. radius: number;
  103859. protected _target: Vector3;
  103860. protected _targetHost: Nullable<AbstractMesh>;
  103861. /**
  103862. * Defines the target point of the camera.
  103863. * The camera looks towards it form the radius distance.
  103864. */
  103865. target: Vector3;
  103866. /**
  103867. * Define the current local position of the camera in the scene
  103868. */
  103869. position: Vector3;
  103870. protected _upVector: Vector3;
  103871. protected _upToYMatrix: Matrix;
  103872. protected _YToUpMatrix: Matrix;
  103873. /**
  103874. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  103875. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  103876. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  103877. */
  103878. upVector: Vector3;
  103879. /**
  103880. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  103881. */
  103882. setMatUp(): void;
  103883. /**
  103884. * Current inertia value on the longitudinal axis.
  103885. * The bigger this number the longer it will take for the camera to stop.
  103886. */
  103887. inertialAlphaOffset: number;
  103888. /**
  103889. * Current inertia value on the latitudinal axis.
  103890. * The bigger this number the longer it will take for the camera to stop.
  103891. */
  103892. inertialBetaOffset: number;
  103893. /**
  103894. * Current inertia value on the radius axis.
  103895. * The bigger this number the longer it will take for the camera to stop.
  103896. */
  103897. inertialRadiusOffset: number;
  103898. /**
  103899. * Minimum allowed angle on the longitudinal axis.
  103900. * This can help limiting how the Camera is able to move in the scene.
  103901. */
  103902. lowerAlphaLimit: Nullable<number>;
  103903. /**
  103904. * Maximum allowed angle on the longitudinal axis.
  103905. * This can help limiting how the Camera is able to move in the scene.
  103906. */
  103907. upperAlphaLimit: Nullable<number>;
  103908. /**
  103909. * Minimum allowed angle on the latitudinal axis.
  103910. * This can help limiting how the Camera is able to move in the scene.
  103911. */
  103912. lowerBetaLimit: number;
  103913. /**
  103914. * Maximum allowed angle on the latitudinal axis.
  103915. * This can help limiting how the Camera is able to move in the scene.
  103916. */
  103917. upperBetaLimit: number;
  103918. /**
  103919. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  103920. * This can help limiting how the Camera is able to move in the scene.
  103921. */
  103922. lowerRadiusLimit: Nullable<number>;
  103923. /**
  103924. * Maximum allowed distance of the camera to the target (The camera can not get further).
  103925. * This can help limiting how the Camera is able to move in the scene.
  103926. */
  103927. upperRadiusLimit: Nullable<number>;
  103928. /**
  103929. * Defines the current inertia value used during panning of the camera along the X axis.
  103930. */
  103931. inertialPanningX: number;
  103932. /**
  103933. * Defines the current inertia value used during panning of the camera along the Y axis.
  103934. */
  103935. inertialPanningY: number;
  103936. /**
  103937. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  103938. * Basically if your fingers moves away from more than this distance you will be considered
  103939. * in pinch mode.
  103940. */
  103941. pinchToPanMaxDistance: number;
  103942. /**
  103943. * Defines the maximum distance the camera can pan.
  103944. * This could help keeping the cammera always in your scene.
  103945. */
  103946. panningDistanceLimit: Nullable<number>;
  103947. /**
  103948. * Defines the target of the camera before paning.
  103949. */
  103950. panningOriginTarget: Vector3;
  103951. /**
  103952. * Defines the value of the inertia used during panning.
  103953. * 0 would mean stop inertia and one would mean no decelleration at all.
  103954. */
  103955. panningInertia: number;
  103956. /**
  103957. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  103958. */
  103959. angularSensibilityX: number;
  103960. /**
  103961. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  103962. */
  103963. angularSensibilityY: number;
  103964. /**
  103965. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  103966. */
  103967. pinchPrecision: number;
  103968. /**
  103969. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  103970. * It will be used instead of pinchDeltaPrecision if different from 0.
  103971. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  103972. */
  103973. pinchDeltaPercentage: number;
  103974. /**
  103975. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  103976. */
  103977. panningSensibility: number;
  103978. /**
  103979. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  103980. */
  103981. keysUp: number[];
  103982. /**
  103983. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  103984. */
  103985. keysDown: number[];
  103986. /**
  103987. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  103988. */
  103989. keysLeft: number[];
  103990. /**
  103991. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  103992. */
  103993. keysRight: number[];
  103994. /**
  103995. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  103996. */
  103997. wheelPrecision: number;
  103998. /**
  103999. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  104000. * It will be used instead of pinchDeltaPrecision if different from 0.
  104001. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104002. */
  104003. wheelDeltaPercentage: number;
  104004. /**
  104005. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  104006. */
  104007. zoomOnFactor: number;
  104008. /**
  104009. * Defines a screen offset for the camera position.
  104010. */
  104011. targetScreenOffset: Vector2;
  104012. /**
  104013. * Allows the camera to be completely reversed.
  104014. * If false the camera can not arrive upside down.
  104015. */
  104016. allowUpsideDown: boolean;
  104017. /**
  104018. * Define if double tap/click is used to restore the previously saved state of the camera.
  104019. */
  104020. useInputToRestoreState: boolean;
  104021. /** @hidden */
  104022. _viewMatrix: Matrix;
  104023. /** @hidden */
  104024. _useCtrlForPanning: boolean;
  104025. /** @hidden */
  104026. _panningMouseButton: number;
  104027. /**
  104028. * Defines the input associated to the camera.
  104029. */
  104030. inputs: ArcRotateCameraInputsManager;
  104031. /** @hidden */
  104032. _reset: () => void;
  104033. /**
  104034. * Defines the allowed panning axis.
  104035. */
  104036. panningAxis: Vector3;
  104037. protected _localDirection: Vector3;
  104038. protected _transformedDirection: Vector3;
  104039. private _bouncingBehavior;
  104040. /**
  104041. * Gets the bouncing behavior of the camera if it has been enabled.
  104042. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104043. */
  104044. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  104045. /**
  104046. * Defines if the bouncing behavior of the camera is enabled on the camera.
  104047. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104048. */
  104049. useBouncingBehavior: boolean;
  104050. private _framingBehavior;
  104051. /**
  104052. * Gets the framing behavior of the camera if it has been enabled.
  104053. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104054. */
  104055. readonly framingBehavior: Nullable<FramingBehavior>;
  104056. /**
  104057. * Defines if the framing behavior of the camera is enabled on the camera.
  104058. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104059. */
  104060. useFramingBehavior: boolean;
  104061. private _autoRotationBehavior;
  104062. /**
  104063. * Gets the auto rotation behavior of the camera if it has been enabled.
  104064. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104065. */
  104066. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  104067. /**
  104068. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  104069. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104070. */
  104071. useAutoRotationBehavior: boolean;
  104072. /**
  104073. * Observable triggered when the mesh target has been changed on the camera.
  104074. */
  104075. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  104076. /**
  104077. * Event raised when the camera is colliding with a mesh.
  104078. */
  104079. onCollide: (collidedMesh: AbstractMesh) => void;
  104080. /**
  104081. * Defines whether the camera should check collision with the objects oh the scene.
  104082. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  104083. */
  104084. checkCollisions: boolean;
  104085. /**
  104086. * Defines the collision radius of the camera.
  104087. * This simulates a sphere around the camera.
  104088. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  104089. */
  104090. collisionRadius: Vector3;
  104091. protected _collider: Collider;
  104092. protected _previousPosition: Vector3;
  104093. protected _collisionVelocity: Vector3;
  104094. protected _newPosition: Vector3;
  104095. protected _previousAlpha: number;
  104096. protected _previousBeta: number;
  104097. protected _previousRadius: number;
  104098. protected _collisionTriggered: boolean;
  104099. protected _targetBoundingCenter: Nullable<Vector3>;
  104100. private _computationVector;
  104101. /**
  104102. * Instantiates a new ArcRotateCamera in a given scene
  104103. * @param name Defines the name of the camera
  104104. * @param alpha Defines the camera rotation along the logitudinal axis
  104105. * @param beta Defines the camera rotation along the latitudinal axis
  104106. * @param radius Defines the camera distance from its target
  104107. * @param target Defines the camera target
  104108. * @param scene Defines the scene the camera belongs to
  104109. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  104110. */
  104111. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  104112. /** @hidden */
  104113. _initCache(): void;
  104114. /** @hidden */
  104115. _updateCache(ignoreParentClass?: boolean): void;
  104116. protected _getTargetPosition(): Vector3;
  104117. private _storedAlpha;
  104118. private _storedBeta;
  104119. private _storedRadius;
  104120. private _storedTarget;
  104121. private _storedTargetScreenOffset;
  104122. /**
  104123. * Stores the current state of the camera (alpha, beta, radius and target)
  104124. * @returns the camera itself
  104125. */
  104126. storeState(): Camera;
  104127. /**
  104128. * @hidden
  104129. * Restored camera state. You must call storeState() first
  104130. */
  104131. _restoreStateValues(): boolean;
  104132. /** @hidden */
  104133. _isSynchronizedViewMatrix(): boolean;
  104134. /**
  104135. * Attached controls to the current camera.
  104136. * @param element Defines the element the controls should be listened from
  104137. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104138. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  104139. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  104140. */
  104141. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  104142. /**
  104143. * Detach the current controls from the camera.
  104144. * The camera will stop reacting to inputs.
  104145. * @param element Defines the element to stop listening the inputs from
  104146. */
  104147. detachControl(element: HTMLElement): void;
  104148. /** @hidden */
  104149. _checkInputs(): void;
  104150. protected _checkLimits(): void;
  104151. /**
  104152. * Rebuilds angles (alpha, beta) and radius from the give position and target
  104153. */
  104154. rebuildAnglesAndRadius(): void;
  104155. /**
  104156. * Use a position to define the current camera related information like alpha, beta and radius
  104157. * @param position Defines the position to set the camera at
  104158. */
  104159. setPosition(position: Vector3): void;
  104160. /**
  104161. * Defines the target the camera should look at.
  104162. * This will automatically adapt alpha beta and radius to fit within the new target.
  104163. * @param target Defines the new target as a Vector or a mesh
  104164. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  104165. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  104166. */
  104167. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  104168. /** @hidden */
  104169. _getViewMatrix(): Matrix;
  104170. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  104171. /**
  104172. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  104173. * @param meshes Defines the mesh to zoom on
  104174. * @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)
  104175. */
  104176. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  104177. /**
  104178. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  104179. * The target will be changed but the radius
  104180. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  104181. * @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)
  104182. */
  104183. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  104184. min: Vector3;
  104185. max: Vector3;
  104186. distance: number;
  104187. }, doNotUpdateMaxZ?: boolean): void;
  104188. /**
  104189. * @override
  104190. * Override Camera.createRigCamera
  104191. */
  104192. createRigCamera(name: string, cameraIndex: number): Camera;
  104193. /**
  104194. * @hidden
  104195. * @override
  104196. * Override Camera._updateRigCameras
  104197. */
  104198. _updateRigCameras(): void;
  104199. /**
  104200. * Destroy the camera and release the current resources hold by it.
  104201. */
  104202. dispose(): void;
  104203. /**
  104204. * Gets the current object class name.
  104205. * @return the class name
  104206. */
  104207. getClassName(): string;
  104208. }
  104209. }
  104210. declare module BABYLON {
  104211. /**
  104212. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  104213. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104214. */
  104215. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  104216. /**
  104217. * Gets the name of the behavior.
  104218. */
  104219. readonly name: string;
  104220. private _zoomStopsAnimation;
  104221. private _idleRotationSpeed;
  104222. private _idleRotationWaitTime;
  104223. private _idleRotationSpinupTime;
  104224. /**
  104225. * Sets the flag that indicates if user zooming should stop animation.
  104226. */
  104227. /**
  104228. * Gets the flag that indicates if user zooming should stop animation.
  104229. */
  104230. zoomStopsAnimation: boolean;
  104231. /**
  104232. * Sets the default speed at which the camera rotates around the model.
  104233. */
  104234. /**
  104235. * Gets the default speed at which the camera rotates around the model.
  104236. */
  104237. idleRotationSpeed: number;
  104238. /**
  104239. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  104240. */
  104241. /**
  104242. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  104243. */
  104244. idleRotationWaitTime: number;
  104245. /**
  104246. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  104247. */
  104248. /**
  104249. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  104250. */
  104251. idleRotationSpinupTime: number;
  104252. /**
  104253. * Gets a value indicating if the camera is currently rotating because of this behavior
  104254. */
  104255. readonly rotationInProgress: boolean;
  104256. private _onPrePointerObservableObserver;
  104257. private _onAfterCheckInputsObserver;
  104258. private _attachedCamera;
  104259. private _isPointerDown;
  104260. private _lastFrameTime;
  104261. private _lastInteractionTime;
  104262. private _cameraRotationSpeed;
  104263. /**
  104264. * Initializes the behavior.
  104265. */
  104266. init(): void;
  104267. /**
  104268. * Attaches the behavior to its arc rotate camera.
  104269. * @param camera Defines the camera to attach the behavior to
  104270. */
  104271. attach(camera: ArcRotateCamera): void;
  104272. /**
  104273. * Detaches the behavior from its current arc rotate camera.
  104274. */
  104275. detach(): void;
  104276. /**
  104277. * Returns true if user is scrolling.
  104278. * @return true if user is scrolling.
  104279. */
  104280. private _userIsZooming;
  104281. private _lastFrameRadius;
  104282. private _shouldAnimationStopForInteraction;
  104283. /**
  104284. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104285. */
  104286. private _applyUserInteraction;
  104287. private _userIsMoving;
  104288. }
  104289. }
  104290. declare module BABYLON {
  104291. /**
  104292. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  104293. */
  104294. export class AttachToBoxBehavior implements Behavior<Mesh> {
  104295. private ui;
  104296. /**
  104297. * The name of the behavior
  104298. */
  104299. name: string;
  104300. /**
  104301. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  104302. */
  104303. distanceAwayFromFace: number;
  104304. /**
  104305. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  104306. */
  104307. distanceAwayFromBottomOfFace: number;
  104308. private _faceVectors;
  104309. private _target;
  104310. private _scene;
  104311. private _onRenderObserver;
  104312. private _tmpMatrix;
  104313. private _tmpVector;
  104314. /**
  104315. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  104316. * @param ui The transform node that should be attched to the mesh
  104317. */
  104318. constructor(ui: TransformNode);
  104319. /**
  104320. * Initializes the behavior
  104321. */
  104322. init(): void;
  104323. private _closestFace;
  104324. private _zeroVector;
  104325. private _lookAtTmpMatrix;
  104326. private _lookAtToRef;
  104327. /**
  104328. * Attaches the AttachToBoxBehavior to the passed in mesh
  104329. * @param target The mesh that the specified node will be attached to
  104330. */
  104331. attach(target: Mesh): void;
  104332. /**
  104333. * Detaches the behavior from the mesh
  104334. */
  104335. detach(): void;
  104336. }
  104337. }
  104338. declare module BABYLON {
  104339. /**
  104340. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  104341. */
  104342. export class FadeInOutBehavior implements Behavior<Mesh> {
  104343. /**
  104344. * Time in milliseconds to delay before fading in (Default: 0)
  104345. */
  104346. delay: number;
  104347. /**
  104348. * Time in milliseconds for the mesh to fade in (Default: 300)
  104349. */
  104350. fadeInTime: number;
  104351. private _millisecondsPerFrame;
  104352. private _hovered;
  104353. private _hoverValue;
  104354. private _ownerNode;
  104355. /**
  104356. * Instatiates the FadeInOutBehavior
  104357. */
  104358. constructor();
  104359. /**
  104360. * The name of the behavior
  104361. */
  104362. readonly name: string;
  104363. /**
  104364. * Initializes the behavior
  104365. */
  104366. init(): void;
  104367. /**
  104368. * Attaches the fade behavior on the passed in mesh
  104369. * @param ownerNode The mesh that will be faded in/out once attached
  104370. */
  104371. attach(ownerNode: Mesh): void;
  104372. /**
  104373. * Detaches the behavior from the mesh
  104374. */
  104375. detach(): void;
  104376. /**
  104377. * Triggers the mesh to begin fading in or out
  104378. * @param value if the object should fade in or out (true to fade in)
  104379. */
  104380. fadeIn(value: boolean): void;
  104381. private _update;
  104382. private _setAllVisibility;
  104383. }
  104384. }
  104385. declare module BABYLON {
  104386. /**
  104387. * Class containing a set of static utilities functions for managing Pivots
  104388. * @hidden
  104389. */
  104390. export class PivotTools {
  104391. private static _PivotCached;
  104392. private static _OldPivotPoint;
  104393. private static _PivotTranslation;
  104394. private static _PivotTmpVector;
  104395. /** @hidden */
  104396. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  104397. /** @hidden */
  104398. static _RestorePivotPoint(mesh: AbstractMesh): void;
  104399. }
  104400. }
  104401. declare module BABYLON {
  104402. /**
  104403. * Class containing static functions to help procedurally build meshes
  104404. */
  104405. export class PlaneBuilder {
  104406. /**
  104407. * Creates a plane mesh
  104408. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  104409. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  104410. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  104411. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104412. * * 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
  104413. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  104414. * @param name defines the name of the mesh
  104415. * @param options defines the options used to create the mesh
  104416. * @param scene defines the hosting scene
  104417. * @returns the plane mesh
  104418. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  104419. */
  104420. static CreatePlane(name: string, options: {
  104421. size?: number;
  104422. width?: number;
  104423. height?: number;
  104424. sideOrientation?: number;
  104425. frontUVs?: Vector4;
  104426. backUVs?: Vector4;
  104427. updatable?: boolean;
  104428. sourcePlane?: Plane;
  104429. }, scene?: Nullable<Scene>): Mesh;
  104430. }
  104431. }
  104432. declare module BABYLON {
  104433. /**
  104434. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  104435. */
  104436. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  104437. private static _AnyMouseID;
  104438. /**
  104439. * Abstract mesh the behavior is set on
  104440. */
  104441. attachedNode: AbstractMesh;
  104442. private _dragPlane;
  104443. private _scene;
  104444. private _pointerObserver;
  104445. private _beforeRenderObserver;
  104446. private static _planeScene;
  104447. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  104448. /**
  104449. * 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)
  104450. */
  104451. maxDragAngle: number;
  104452. /**
  104453. * @hidden
  104454. */
  104455. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  104456. /**
  104457. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  104458. */
  104459. currentDraggingPointerID: number;
  104460. /**
  104461. * The last position where the pointer hit the drag plane in world space
  104462. */
  104463. lastDragPosition: Vector3;
  104464. /**
  104465. * If the behavior is currently in a dragging state
  104466. */
  104467. dragging: boolean;
  104468. /**
  104469. * 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)
  104470. */
  104471. dragDeltaRatio: number;
  104472. /**
  104473. * If the drag plane orientation should be updated during the dragging (Default: true)
  104474. */
  104475. updateDragPlane: boolean;
  104476. private _debugMode;
  104477. private _moving;
  104478. /**
  104479. * Fires each time the attached mesh is dragged with the pointer
  104480. * * delta between last drag position and current drag position in world space
  104481. * * dragDistance along the drag axis
  104482. * * dragPlaneNormal normal of the current drag plane used during the drag
  104483. * * dragPlanePoint in world space where the drag intersects the drag plane
  104484. */
  104485. onDragObservable: Observable<{
  104486. delta: Vector3;
  104487. dragPlanePoint: Vector3;
  104488. dragPlaneNormal: Vector3;
  104489. dragDistance: number;
  104490. pointerId: number;
  104491. }>;
  104492. /**
  104493. * Fires each time a drag begins (eg. mouse down on mesh)
  104494. */
  104495. onDragStartObservable: Observable<{
  104496. dragPlanePoint: Vector3;
  104497. pointerId: number;
  104498. }>;
  104499. /**
  104500. * Fires each time a drag ends (eg. mouse release after drag)
  104501. */
  104502. onDragEndObservable: Observable<{
  104503. dragPlanePoint: Vector3;
  104504. pointerId: number;
  104505. }>;
  104506. /**
  104507. * If the attached mesh should be moved when dragged
  104508. */
  104509. moveAttached: boolean;
  104510. /**
  104511. * If the drag behavior will react to drag events (Default: true)
  104512. */
  104513. enabled: boolean;
  104514. /**
  104515. * If pointer events should start and release the drag (Default: true)
  104516. */
  104517. startAndReleaseDragOnPointerEvents: boolean;
  104518. /**
  104519. * If camera controls should be detached during the drag
  104520. */
  104521. detachCameraControls: boolean;
  104522. /**
  104523. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  104524. */
  104525. useObjectOrienationForDragging: boolean;
  104526. private _options;
  104527. /**
  104528. * Creates a pointer drag behavior that can be attached to a mesh
  104529. * @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)
  104530. */
  104531. constructor(options?: {
  104532. dragAxis?: Vector3;
  104533. dragPlaneNormal?: Vector3;
  104534. });
  104535. /**
  104536. * Predicate to determine if it is valid to move the object to a new position when it is moved
  104537. */
  104538. validateDrag: (targetPosition: Vector3) => boolean;
  104539. /**
  104540. * The name of the behavior
  104541. */
  104542. readonly name: string;
  104543. /**
  104544. * Initializes the behavior
  104545. */
  104546. init(): void;
  104547. private _tmpVector;
  104548. private _alternatePickedPoint;
  104549. private _worldDragAxis;
  104550. private _targetPosition;
  104551. private _attachedElement;
  104552. /**
  104553. * Attaches the drag behavior the passed in mesh
  104554. * @param ownerNode The mesh that will be dragged around once attached
  104555. * @param predicate Predicate to use for pick filtering
  104556. */
  104557. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  104558. /**
  104559. * Force relase the drag action by code.
  104560. */
  104561. releaseDrag(): void;
  104562. private _startDragRay;
  104563. private _lastPointerRay;
  104564. /**
  104565. * Simulates the start of a pointer drag event on the behavior
  104566. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  104567. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  104568. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  104569. */
  104570. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  104571. private _startDrag;
  104572. private _dragDelta;
  104573. private _moveDrag;
  104574. private _pickWithRayOnDragPlane;
  104575. private _pointA;
  104576. private _pointB;
  104577. private _pointC;
  104578. private _lineA;
  104579. private _lineB;
  104580. private _localAxis;
  104581. private _lookAt;
  104582. private _updateDragPlanePosition;
  104583. /**
  104584. * Detaches the behavior from the mesh
  104585. */
  104586. detach(): void;
  104587. }
  104588. }
  104589. declare module BABYLON {
  104590. /**
  104591. * A behavior that when attached to a mesh will allow the mesh to be scaled
  104592. */
  104593. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  104594. private _dragBehaviorA;
  104595. private _dragBehaviorB;
  104596. private _startDistance;
  104597. private _initialScale;
  104598. private _targetScale;
  104599. private _ownerNode;
  104600. private _sceneRenderObserver;
  104601. /**
  104602. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  104603. */
  104604. constructor();
  104605. /**
  104606. * The name of the behavior
  104607. */
  104608. readonly name: string;
  104609. /**
  104610. * Initializes the behavior
  104611. */
  104612. init(): void;
  104613. private _getCurrentDistance;
  104614. /**
  104615. * Attaches the scale behavior the passed in mesh
  104616. * @param ownerNode The mesh that will be scaled around once attached
  104617. */
  104618. attach(ownerNode: Mesh): void;
  104619. /**
  104620. * Detaches the behavior from the mesh
  104621. */
  104622. detach(): void;
  104623. }
  104624. }
  104625. declare module BABYLON {
  104626. /**
  104627. * 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
  104628. */
  104629. export class SixDofDragBehavior implements Behavior<Mesh> {
  104630. private static _virtualScene;
  104631. private _ownerNode;
  104632. private _sceneRenderObserver;
  104633. private _scene;
  104634. private _targetPosition;
  104635. private _virtualOriginMesh;
  104636. private _virtualDragMesh;
  104637. private _pointerObserver;
  104638. private _moving;
  104639. private _startingOrientation;
  104640. /**
  104641. * 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)
  104642. */
  104643. private zDragFactor;
  104644. /**
  104645. * If the object should rotate to face the drag origin
  104646. */
  104647. rotateDraggedObject: boolean;
  104648. /**
  104649. * If the behavior is currently in a dragging state
  104650. */
  104651. dragging: boolean;
  104652. /**
  104653. * 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)
  104654. */
  104655. dragDeltaRatio: number;
  104656. /**
  104657. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  104658. */
  104659. currentDraggingPointerID: number;
  104660. /**
  104661. * If camera controls should be detached during the drag
  104662. */
  104663. detachCameraControls: boolean;
  104664. /**
  104665. * Fires each time a drag starts
  104666. */
  104667. onDragStartObservable: Observable<{}>;
  104668. /**
  104669. * Fires each time a drag ends (eg. mouse release after drag)
  104670. */
  104671. onDragEndObservable: Observable<{}>;
  104672. /**
  104673. * 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
  104674. */
  104675. constructor();
  104676. /**
  104677. * The name of the behavior
  104678. */
  104679. readonly name: string;
  104680. /**
  104681. * Initializes the behavior
  104682. */
  104683. init(): void;
  104684. /**
  104685. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  104686. */
  104687. private readonly _pointerCamera;
  104688. /**
  104689. * Attaches the scale behavior the passed in mesh
  104690. * @param ownerNode The mesh that will be scaled around once attached
  104691. */
  104692. attach(ownerNode: Mesh): void;
  104693. /**
  104694. * Detaches the behavior from the mesh
  104695. */
  104696. detach(): void;
  104697. }
  104698. }
  104699. declare module BABYLON {
  104700. /**
  104701. * Class used to apply inverse kinematics to bones
  104702. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  104703. */
  104704. export class BoneIKController {
  104705. private static _tmpVecs;
  104706. private static _tmpQuat;
  104707. private static _tmpMats;
  104708. /**
  104709. * Gets or sets the target mesh
  104710. */
  104711. targetMesh: AbstractMesh;
  104712. /** Gets or sets the mesh used as pole */
  104713. poleTargetMesh: AbstractMesh;
  104714. /**
  104715. * Gets or sets the bone used as pole
  104716. */
  104717. poleTargetBone: Nullable<Bone>;
  104718. /**
  104719. * Gets or sets the target position
  104720. */
  104721. targetPosition: Vector3;
  104722. /**
  104723. * Gets or sets the pole target position
  104724. */
  104725. poleTargetPosition: Vector3;
  104726. /**
  104727. * Gets or sets the pole target local offset
  104728. */
  104729. poleTargetLocalOffset: Vector3;
  104730. /**
  104731. * Gets or sets the pole angle
  104732. */
  104733. poleAngle: number;
  104734. /**
  104735. * Gets or sets the mesh associated with the controller
  104736. */
  104737. mesh: AbstractMesh;
  104738. /**
  104739. * 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)
  104740. */
  104741. slerpAmount: number;
  104742. private _bone1Quat;
  104743. private _bone1Mat;
  104744. private _bone2Ang;
  104745. private _bone1;
  104746. private _bone2;
  104747. private _bone1Length;
  104748. private _bone2Length;
  104749. private _maxAngle;
  104750. private _maxReach;
  104751. private _rightHandedSystem;
  104752. private _bendAxis;
  104753. private _slerping;
  104754. private _adjustRoll;
  104755. /**
  104756. * Gets or sets maximum allowed angle
  104757. */
  104758. maxAngle: number;
  104759. /**
  104760. * Creates a new BoneIKController
  104761. * @param mesh defines the mesh to control
  104762. * @param bone defines the bone to control
  104763. * @param options defines options to set up the controller
  104764. */
  104765. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  104766. targetMesh?: AbstractMesh;
  104767. poleTargetMesh?: AbstractMesh;
  104768. poleTargetBone?: Bone;
  104769. poleTargetLocalOffset?: Vector3;
  104770. poleAngle?: number;
  104771. bendAxis?: Vector3;
  104772. maxAngle?: number;
  104773. slerpAmount?: number;
  104774. });
  104775. private _setMaxAngle;
  104776. /**
  104777. * Force the controller to update the bones
  104778. */
  104779. update(): void;
  104780. }
  104781. }
  104782. declare module BABYLON {
  104783. /**
  104784. * Class used to make a bone look toward a point in space
  104785. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  104786. */
  104787. export class BoneLookController {
  104788. private static _tmpVecs;
  104789. private static _tmpQuat;
  104790. private static _tmpMats;
  104791. /**
  104792. * The target Vector3 that the bone will look at
  104793. */
  104794. target: Vector3;
  104795. /**
  104796. * The mesh that the bone is attached to
  104797. */
  104798. mesh: AbstractMesh;
  104799. /**
  104800. * The bone that will be looking to the target
  104801. */
  104802. bone: Bone;
  104803. /**
  104804. * The up axis of the coordinate system that is used when the bone is rotated
  104805. */
  104806. upAxis: Vector3;
  104807. /**
  104808. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  104809. */
  104810. upAxisSpace: Space;
  104811. /**
  104812. * Used to make an adjustment to the yaw of the bone
  104813. */
  104814. adjustYaw: number;
  104815. /**
  104816. * Used to make an adjustment to the pitch of the bone
  104817. */
  104818. adjustPitch: number;
  104819. /**
  104820. * Used to make an adjustment to the roll of the bone
  104821. */
  104822. adjustRoll: number;
  104823. /**
  104824. * 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)
  104825. */
  104826. slerpAmount: number;
  104827. private _minYaw;
  104828. private _maxYaw;
  104829. private _minPitch;
  104830. private _maxPitch;
  104831. private _minYawSin;
  104832. private _minYawCos;
  104833. private _maxYawSin;
  104834. private _maxYawCos;
  104835. private _midYawConstraint;
  104836. private _minPitchTan;
  104837. private _maxPitchTan;
  104838. private _boneQuat;
  104839. private _slerping;
  104840. private _transformYawPitch;
  104841. private _transformYawPitchInv;
  104842. private _firstFrameSkipped;
  104843. private _yawRange;
  104844. private _fowardAxis;
  104845. /**
  104846. * Gets or sets the minimum yaw angle that the bone can look to
  104847. */
  104848. minYaw: number;
  104849. /**
  104850. * Gets or sets the maximum yaw angle that the bone can look to
  104851. */
  104852. maxYaw: number;
  104853. /**
  104854. * Gets or sets the minimum pitch angle that the bone can look to
  104855. */
  104856. minPitch: number;
  104857. /**
  104858. * Gets or sets the maximum pitch angle that the bone can look to
  104859. */
  104860. maxPitch: number;
  104861. /**
  104862. * Create a BoneLookController
  104863. * @param mesh the mesh that the bone belongs to
  104864. * @param bone the bone that will be looking to the target
  104865. * @param target the target Vector3 to look at
  104866. * @param options optional settings:
  104867. * * maxYaw: the maximum angle the bone will yaw to
  104868. * * minYaw: the minimum angle the bone will yaw to
  104869. * * maxPitch: the maximum angle the bone will pitch to
  104870. * * minPitch: the minimum angle the bone will yaw to
  104871. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  104872. * * upAxis: the up axis of the coordinate system
  104873. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  104874. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  104875. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  104876. * * adjustYaw: used to make an adjustment to the yaw of the bone
  104877. * * adjustPitch: used to make an adjustment to the pitch of the bone
  104878. * * adjustRoll: used to make an adjustment to the roll of the bone
  104879. **/
  104880. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  104881. maxYaw?: number;
  104882. minYaw?: number;
  104883. maxPitch?: number;
  104884. minPitch?: number;
  104885. slerpAmount?: number;
  104886. upAxis?: Vector3;
  104887. upAxisSpace?: Space;
  104888. yawAxis?: Vector3;
  104889. pitchAxis?: Vector3;
  104890. adjustYaw?: number;
  104891. adjustPitch?: number;
  104892. adjustRoll?: number;
  104893. });
  104894. /**
  104895. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  104896. */
  104897. update(): void;
  104898. private _getAngleDiff;
  104899. private _getAngleBetween;
  104900. private _isAngleBetween;
  104901. }
  104902. }
  104903. declare module BABYLON {
  104904. /**
  104905. * Manage the gamepad inputs to control an arc rotate camera.
  104906. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104907. */
  104908. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  104909. /**
  104910. * Defines the camera the input is attached to.
  104911. */
  104912. camera: ArcRotateCamera;
  104913. /**
  104914. * Defines the gamepad the input is gathering event from.
  104915. */
  104916. gamepad: Nullable<Gamepad>;
  104917. /**
  104918. * Defines the gamepad rotation sensiblity.
  104919. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  104920. */
  104921. gamepadRotationSensibility: number;
  104922. /**
  104923. * Defines the gamepad move sensiblity.
  104924. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  104925. */
  104926. gamepadMoveSensibility: number;
  104927. private _yAxisScale;
  104928. /**
  104929. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  104930. */
  104931. invertYAxis: boolean;
  104932. private _onGamepadConnectedObserver;
  104933. private _onGamepadDisconnectedObserver;
  104934. /**
  104935. * Attach the input controls to a specific dom element to get the input from.
  104936. * @param element Defines the element the controls should be listened from
  104937. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104938. */
  104939. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104940. /**
  104941. * Detach the current controls from the specified dom element.
  104942. * @param element Defines the element to stop listening the inputs from
  104943. */
  104944. detachControl(element: Nullable<HTMLElement>): void;
  104945. /**
  104946. * Update the current camera state depending on the inputs that have been used this frame.
  104947. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104948. */
  104949. checkInputs(): void;
  104950. /**
  104951. * Gets the class name of the current intput.
  104952. * @returns the class name
  104953. */
  104954. getClassName(): string;
  104955. /**
  104956. * Get the friendly name associated with the input class.
  104957. * @returns the input friendly name
  104958. */
  104959. getSimpleName(): string;
  104960. }
  104961. }
  104962. declare module BABYLON {
  104963. interface ArcRotateCameraInputsManager {
  104964. /**
  104965. * Add orientation input support to the input manager.
  104966. * @returns the current input manager
  104967. */
  104968. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  104969. }
  104970. /**
  104971. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  104972. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104973. */
  104974. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  104975. /**
  104976. * Defines the camera the input is attached to.
  104977. */
  104978. camera: ArcRotateCamera;
  104979. /**
  104980. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  104981. */
  104982. alphaCorrection: number;
  104983. /**
  104984. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  104985. */
  104986. gammaCorrection: number;
  104987. private _alpha;
  104988. private _gamma;
  104989. private _dirty;
  104990. private _deviceOrientationHandler;
  104991. /**
  104992. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  104993. */
  104994. constructor();
  104995. /**
  104996. * Attach the input controls to a specific dom element to get the input from.
  104997. * @param element Defines the element the controls should be listened from
  104998. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104999. */
  105000. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105001. /** @hidden */
  105002. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  105003. /**
  105004. * Update the current camera state depending on the inputs that have been used this frame.
  105005. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105006. */
  105007. checkInputs(): void;
  105008. /**
  105009. * Detach the current controls from the specified dom element.
  105010. * @param element Defines the element to stop listening the inputs from
  105011. */
  105012. detachControl(element: Nullable<HTMLElement>): void;
  105013. /**
  105014. * Gets the class name of the current intput.
  105015. * @returns the class name
  105016. */
  105017. getClassName(): string;
  105018. /**
  105019. * Get the friendly name associated with the input class.
  105020. * @returns the input friendly name
  105021. */
  105022. getSimpleName(): string;
  105023. }
  105024. }
  105025. declare module BABYLON {
  105026. /**
  105027. * Listen to mouse events to control the camera.
  105028. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105029. */
  105030. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  105031. /**
  105032. * Defines the camera the input is attached to.
  105033. */
  105034. camera: FlyCamera;
  105035. /**
  105036. * Defines if touch is enabled. (Default is true.)
  105037. */
  105038. touchEnabled: boolean;
  105039. /**
  105040. * Defines the buttons associated with the input to handle camera rotation.
  105041. */
  105042. buttons: number[];
  105043. /**
  105044. * Assign buttons for Yaw control.
  105045. */
  105046. buttonsYaw: number[];
  105047. /**
  105048. * Assign buttons for Pitch control.
  105049. */
  105050. buttonsPitch: number[];
  105051. /**
  105052. * Assign buttons for Roll control.
  105053. */
  105054. buttonsRoll: number[];
  105055. /**
  105056. * Detect if any button is being pressed while mouse is moved.
  105057. * -1 = Mouse locked.
  105058. * 0 = Left button.
  105059. * 1 = Middle Button.
  105060. * 2 = Right Button.
  105061. */
  105062. activeButton: number;
  105063. /**
  105064. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  105065. * Higher values reduce its sensitivity.
  105066. */
  105067. angularSensibility: number;
  105068. private _mousemoveCallback;
  105069. private _observer;
  105070. private _rollObserver;
  105071. private previousPosition;
  105072. private noPreventDefault;
  105073. private element;
  105074. /**
  105075. * Listen to mouse events to control the camera.
  105076. * @param touchEnabled Define if touch is enabled. (Default is true.)
  105077. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105078. */
  105079. constructor(touchEnabled?: boolean);
  105080. /**
  105081. * Attach the mouse control to the HTML DOM element.
  105082. * @param element Defines the element that listens to the input events.
  105083. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  105084. */
  105085. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105086. /**
  105087. * Detach the current controls from the specified dom element.
  105088. * @param element Defines the element to stop listening the inputs from
  105089. */
  105090. detachControl(element: Nullable<HTMLElement>): void;
  105091. /**
  105092. * Gets the class name of the current input.
  105093. * @returns the class name.
  105094. */
  105095. getClassName(): string;
  105096. /**
  105097. * Get the friendly name associated with the input class.
  105098. * @returns the input's friendly name.
  105099. */
  105100. getSimpleName(): string;
  105101. private _pointerInput;
  105102. private _onMouseMove;
  105103. /**
  105104. * Rotate camera by mouse offset.
  105105. */
  105106. private rotateCamera;
  105107. }
  105108. }
  105109. declare module BABYLON {
  105110. /**
  105111. * Default Inputs manager for the FlyCamera.
  105112. * It groups all the default supported inputs for ease of use.
  105113. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105114. */
  105115. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  105116. /**
  105117. * Instantiates a new FlyCameraInputsManager.
  105118. * @param camera Defines the camera the inputs belong to.
  105119. */
  105120. constructor(camera: FlyCamera);
  105121. /**
  105122. * Add keyboard input support to the input manager.
  105123. * @returns the new FlyCameraKeyboardMoveInput().
  105124. */
  105125. addKeyboard(): FlyCameraInputsManager;
  105126. /**
  105127. * Add mouse input support to the input manager.
  105128. * @param touchEnabled Enable touch screen support.
  105129. * @returns the new FlyCameraMouseInput().
  105130. */
  105131. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  105132. }
  105133. }
  105134. declare module BABYLON {
  105135. /**
  105136. * This is a flying camera, designed for 3D movement and rotation in all directions,
  105137. * such as in a 3D Space Shooter or a Flight Simulator.
  105138. */
  105139. export class FlyCamera extends TargetCamera {
  105140. /**
  105141. * Define the collision ellipsoid of the camera.
  105142. * This is helpful for simulating a camera body, like a player's body.
  105143. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105144. */
  105145. ellipsoid: Vector3;
  105146. /**
  105147. * Define an offset for the position of the ellipsoid around the camera.
  105148. * This can be helpful if the camera is attached away from the player's body center,
  105149. * such as at its head.
  105150. */
  105151. ellipsoidOffset: Vector3;
  105152. /**
  105153. * Enable or disable collisions of the camera with the rest of the scene objects.
  105154. */
  105155. checkCollisions: boolean;
  105156. /**
  105157. * Enable or disable gravity on the camera.
  105158. */
  105159. applyGravity: boolean;
  105160. /**
  105161. * Define the current direction the camera is moving to.
  105162. */
  105163. cameraDirection: Vector3;
  105164. /**
  105165. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  105166. * This overrides and empties cameraRotation.
  105167. */
  105168. rotationQuaternion: Quaternion;
  105169. /**
  105170. * Track Roll to maintain the wanted Rolling when looking around.
  105171. */
  105172. _trackRoll: number;
  105173. /**
  105174. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  105175. */
  105176. rollCorrect: number;
  105177. /**
  105178. * Mimic a banked turn, Rolling the camera when Yawing.
  105179. * It's recommended to use rollCorrect = 10 for faster banking correction.
  105180. */
  105181. bankedTurn: boolean;
  105182. /**
  105183. * Limit in radians for how much Roll banking will add. (Default: 90°)
  105184. */
  105185. bankedTurnLimit: number;
  105186. /**
  105187. * Value of 0 disables the banked Roll.
  105188. * Value of 1 is equal to the Yaw angle in radians.
  105189. */
  105190. bankedTurnMultiplier: number;
  105191. /**
  105192. * The inputs manager loads all the input sources, such as keyboard and mouse.
  105193. */
  105194. inputs: FlyCameraInputsManager;
  105195. /**
  105196. * Gets the input sensibility for mouse input.
  105197. * Higher values reduce sensitivity.
  105198. */
  105199. /**
  105200. * Sets the input sensibility for a mouse input.
  105201. * Higher values reduce sensitivity.
  105202. */
  105203. angularSensibility: number;
  105204. /**
  105205. * Get the keys for camera movement forward.
  105206. */
  105207. /**
  105208. * Set the keys for camera movement forward.
  105209. */
  105210. keysForward: number[];
  105211. /**
  105212. * Get the keys for camera movement backward.
  105213. */
  105214. keysBackward: number[];
  105215. /**
  105216. * Get the keys for camera movement up.
  105217. */
  105218. /**
  105219. * Set the keys for camera movement up.
  105220. */
  105221. keysUp: number[];
  105222. /**
  105223. * Get the keys for camera movement down.
  105224. */
  105225. /**
  105226. * Set the keys for camera movement down.
  105227. */
  105228. keysDown: number[];
  105229. /**
  105230. * Get the keys for camera movement left.
  105231. */
  105232. /**
  105233. * Set the keys for camera movement left.
  105234. */
  105235. keysLeft: number[];
  105236. /**
  105237. * Set the keys for camera movement right.
  105238. */
  105239. /**
  105240. * Set the keys for camera movement right.
  105241. */
  105242. keysRight: number[];
  105243. /**
  105244. * Event raised when the camera collides with a mesh in the scene.
  105245. */
  105246. onCollide: (collidedMesh: AbstractMesh) => void;
  105247. private _collider;
  105248. private _needMoveForGravity;
  105249. private _oldPosition;
  105250. private _diffPosition;
  105251. private _newPosition;
  105252. /** @hidden */
  105253. _localDirection: Vector3;
  105254. /** @hidden */
  105255. _transformedDirection: Vector3;
  105256. /**
  105257. * Instantiates a FlyCamera.
  105258. * This is a flying camera, designed for 3D movement and rotation in all directions,
  105259. * such as in a 3D Space Shooter or a Flight Simulator.
  105260. * @param name Define the name of the camera in the scene.
  105261. * @param position Define the starting position of the camera in the scene.
  105262. * @param scene Define the scene the camera belongs to.
  105263. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  105264. */
  105265. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105266. /**
  105267. * Attach a control to the HTML DOM element.
  105268. * @param element Defines the element that listens to the input events.
  105269. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  105270. */
  105271. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105272. /**
  105273. * Detach a control from the HTML DOM element.
  105274. * The camera will stop reacting to that input.
  105275. * @param element Defines the element that listens to the input events.
  105276. */
  105277. detachControl(element: HTMLElement): void;
  105278. private _collisionMask;
  105279. /**
  105280. * Get the mask that the camera ignores in collision events.
  105281. */
  105282. /**
  105283. * Set the mask that the camera ignores in collision events.
  105284. */
  105285. collisionMask: number;
  105286. /** @hidden */
  105287. _collideWithWorld(displacement: Vector3): void;
  105288. /** @hidden */
  105289. private _onCollisionPositionChange;
  105290. /** @hidden */
  105291. _checkInputs(): void;
  105292. /** @hidden */
  105293. _decideIfNeedsToMove(): boolean;
  105294. /** @hidden */
  105295. _updatePosition(): void;
  105296. /**
  105297. * Restore the Roll to its target value at the rate specified.
  105298. * @param rate - Higher means slower restoring.
  105299. * @hidden
  105300. */
  105301. restoreRoll(rate: number): void;
  105302. /**
  105303. * Destroy the camera and release the current resources held by it.
  105304. */
  105305. dispose(): void;
  105306. /**
  105307. * Get the current object class name.
  105308. * @returns the class name.
  105309. */
  105310. getClassName(): string;
  105311. }
  105312. }
  105313. declare module BABYLON {
  105314. /**
  105315. * Listen to keyboard events to control the camera.
  105316. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105317. */
  105318. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  105319. /**
  105320. * Defines the camera the input is attached to.
  105321. */
  105322. camera: FlyCamera;
  105323. /**
  105324. * The list of keyboard keys used to control the forward move of the camera.
  105325. */
  105326. keysForward: number[];
  105327. /**
  105328. * The list of keyboard keys used to control the backward move of the camera.
  105329. */
  105330. keysBackward: number[];
  105331. /**
  105332. * The list of keyboard keys used to control the forward move of the camera.
  105333. */
  105334. keysUp: number[];
  105335. /**
  105336. * The list of keyboard keys used to control the backward move of the camera.
  105337. */
  105338. keysDown: number[];
  105339. /**
  105340. * The list of keyboard keys used to control the right strafe move of the camera.
  105341. */
  105342. keysRight: number[];
  105343. /**
  105344. * The list of keyboard keys used to control the left strafe move of the camera.
  105345. */
  105346. keysLeft: number[];
  105347. private _keys;
  105348. private _onCanvasBlurObserver;
  105349. private _onKeyboardObserver;
  105350. private _engine;
  105351. private _scene;
  105352. /**
  105353. * Attach the input controls to a specific dom element to get the input from.
  105354. * @param element Defines the element the controls should be listened from
  105355. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105356. */
  105357. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105358. /**
  105359. * Detach the current controls from the specified dom element.
  105360. * @param element Defines the element to stop listening the inputs from
  105361. */
  105362. detachControl(element: Nullable<HTMLElement>): void;
  105363. /**
  105364. * Gets the class name of the current intput.
  105365. * @returns the class name
  105366. */
  105367. getClassName(): string;
  105368. /** @hidden */
  105369. _onLostFocus(e: FocusEvent): void;
  105370. /**
  105371. * Get the friendly name associated with the input class.
  105372. * @returns the input friendly name
  105373. */
  105374. getSimpleName(): string;
  105375. /**
  105376. * Update the current camera state depending on the inputs that have been used this frame.
  105377. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105378. */
  105379. checkInputs(): void;
  105380. }
  105381. }
  105382. declare module BABYLON {
  105383. /**
  105384. * Manage the mouse wheel inputs to control a follow camera.
  105385. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105386. */
  105387. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  105388. /**
  105389. * Defines the camera the input is attached to.
  105390. */
  105391. camera: FollowCamera;
  105392. /**
  105393. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  105394. */
  105395. axisControlRadius: boolean;
  105396. /**
  105397. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  105398. */
  105399. axisControlHeight: boolean;
  105400. /**
  105401. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  105402. */
  105403. axisControlRotation: boolean;
  105404. /**
  105405. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  105406. * relation to mouseWheel events.
  105407. */
  105408. wheelPrecision: number;
  105409. /**
  105410. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  105411. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  105412. */
  105413. wheelDeltaPercentage: number;
  105414. private _wheel;
  105415. private _observer;
  105416. /**
  105417. * Attach the input controls to a specific dom element to get the input from.
  105418. * @param element Defines the element the controls should be listened from
  105419. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105420. */
  105421. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105422. /**
  105423. * Detach the current controls from the specified dom element.
  105424. * @param element Defines the element to stop listening the inputs from
  105425. */
  105426. detachControl(element: Nullable<HTMLElement>): void;
  105427. /**
  105428. * Gets the class name of the current intput.
  105429. * @returns the class name
  105430. */
  105431. getClassName(): string;
  105432. /**
  105433. * Get the friendly name associated with the input class.
  105434. * @returns the input friendly name
  105435. */
  105436. getSimpleName(): string;
  105437. }
  105438. }
  105439. declare module BABYLON {
  105440. /**
  105441. * Manage the pointers inputs to control an follow camera.
  105442. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105443. */
  105444. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  105445. /**
  105446. * Defines the camera the input is attached to.
  105447. */
  105448. camera: FollowCamera;
  105449. /**
  105450. * Gets the class name of the current input.
  105451. * @returns the class name
  105452. */
  105453. getClassName(): string;
  105454. /**
  105455. * Defines the pointer angular sensibility along the X axis or how fast is
  105456. * the camera rotating.
  105457. * A negative number will reverse the axis direction.
  105458. */
  105459. angularSensibilityX: number;
  105460. /**
  105461. * Defines the pointer angular sensibility along the Y axis or how fast is
  105462. * the camera rotating.
  105463. * A negative number will reverse the axis direction.
  105464. */
  105465. angularSensibilityY: number;
  105466. /**
  105467. * Defines the pointer pinch precision or how fast is the camera zooming.
  105468. * A negative number will reverse the axis direction.
  105469. */
  105470. pinchPrecision: number;
  105471. /**
  105472. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  105473. * from 0.
  105474. * It defines the percentage of current camera.radius to use as delta when
  105475. * pinch zoom is used.
  105476. */
  105477. pinchDeltaPercentage: number;
  105478. /**
  105479. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  105480. */
  105481. axisXControlRadius: boolean;
  105482. /**
  105483. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  105484. */
  105485. axisXControlHeight: boolean;
  105486. /**
  105487. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  105488. */
  105489. axisXControlRotation: boolean;
  105490. /**
  105491. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  105492. */
  105493. axisYControlRadius: boolean;
  105494. /**
  105495. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  105496. */
  105497. axisYControlHeight: boolean;
  105498. /**
  105499. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  105500. */
  105501. axisYControlRotation: boolean;
  105502. /**
  105503. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  105504. */
  105505. axisPinchControlRadius: boolean;
  105506. /**
  105507. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  105508. */
  105509. axisPinchControlHeight: boolean;
  105510. /**
  105511. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  105512. */
  105513. axisPinchControlRotation: boolean;
  105514. /**
  105515. * Log error messages if basic misconfiguration has occurred.
  105516. */
  105517. warningEnable: boolean;
  105518. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  105519. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  105520. private _warningCounter;
  105521. private _warning;
  105522. }
  105523. }
  105524. declare module BABYLON {
  105525. /**
  105526. * Default Inputs manager for the FollowCamera.
  105527. * It groups all the default supported inputs for ease of use.
  105528. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105529. */
  105530. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  105531. /**
  105532. * Instantiates a new FollowCameraInputsManager.
  105533. * @param camera Defines the camera the inputs belong to
  105534. */
  105535. constructor(camera: FollowCamera);
  105536. /**
  105537. * Add keyboard input support to the input manager.
  105538. * @returns the current input manager
  105539. */
  105540. addKeyboard(): FollowCameraInputsManager;
  105541. /**
  105542. * Add mouse wheel input support to the input manager.
  105543. * @returns the current input manager
  105544. */
  105545. addMouseWheel(): FollowCameraInputsManager;
  105546. /**
  105547. * Add pointers input support to the input manager.
  105548. * @returns the current input manager
  105549. */
  105550. addPointers(): FollowCameraInputsManager;
  105551. /**
  105552. * Add orientation input support to the input manager.
  105553. * @returns the current input manager
  105554. */
  105555. addVRDeviceOrientation(): FollowCameraInputsManager;
  105556. }
  105557. }
  105558. declare module BABYLON {
  105559. /**
  105560. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  105561. * an arc rotate version arcFollowCamera are available.
  105562. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105563. */
  105564. export class FollowCamera extends TargetCamera {
  105565. /**
  105566. * Distance the follow camera should follow an object at
  105567. */
  105568. radius: number;
  105569. /**
  105570. * Minimum allowed distance of the camera to the axis of rotation
  105571. * (The camera can not get closer).
  105572. * This can help limiting how the Camera is able to move in the scene.
  105573. */
  105574. lowerRadiusLimit: Nullable<number>;
  105575. /**
  105576. * Maximum allowed distance of the camera to the axis of rotation
  105577. * (The camera can not get further).
  105578. * This can help limiting how the Camera is able to move in the scene.
  105579. */
  105580. upperRadiusLimit: Nullable<number>;
  105581. /**
  105582. * Define a rotation offset between the camera and the object it follows
  105583. */
  105584. rotationOffset: number;
  105585. /**
  105586. * Minimum allowed angle to camera position relative to target object.
  105587. * This can help limiting how the Camera is able to move in the scene.
  105588. */
  105589. lowerRotationOffsetLimit: Nullable<number>;
  105590. /**
  105591. * Maximum allowed angle to camera position relative to target object.
  105592. * This can help limiting how the Camera is able to move in the scene.
  105593. */
  105594. upperRotationOffsetLimit: Nullable<number>;
  105595. /**
  105596. * Define a height offset between the camera and the object it follows.
  105597. * It can help following an object from the top (like a car chaing a plane)
  105598. */
  105599. heightOffset: number;
  105600. /**
  105601. * Minimum allowed height of camera position relative to target object.
  105602. * This can help limiting how the Camera is able to move in the scene.
  105603. */
  105604. lowerHeightOffsetLimit: Nullable<number>;
  105605. /**
  105606. * Maximum allowed height of camera position relative to target object.
  105607. * This can help limiting how the Camera is able to move in the scene.
  105608. */
  105609. upperHeightOffsetLimit: Nullable<number>;
  105610. /**
  105611. * Define how fast the camera can accelerate to follow it s target.
  105612. */
  105613. cameraAcceleration: number;
  105614. /**
  105615. * Define the speed limit of the camera following an object.
  105616. */
  105617. maxCameraSpeed: number;
  105618. /**
  105619. * Define the target of the camera.
  105620. */
  105621. lockedTarget: Nullable<AbstractMesh>;
  105622. /**
  105623. * Defines the input associated with the camera.
  105624. */
  105625. inputs: FollowCameraInputsManager;
  105626. /**
  105627. * Instantiates the follow camera.
  105628. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105629. * @param name Define the name of the camera in the scene
  105630. * @param position Define the position of the camera
  105631. * @param scene Define the scene the camera belong to
  105632. * @param lockedTarget Define the target of the camera
  105633. */
  105634. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  105635. private _follow;
  105636. /**
  105637. * Attached controls to the current camera.
  105638. * @param element Defines the element the controls should be listened from
  105639. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105640. */
  105641. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105642. /**
  105643. * Detach the current controls from the camera.
  105644. * The camera will stop reacting to inputs.
  105645. * @param element Defines the element to stop listening the inputs from
  105646. */
  105647. detachControl(element: HTMLElement): void;
  105648. /** @hidden */
  105649. _checkInputs(): void;
  105650. private _checkLimits;
  105651. /**
  105652. * Gets the camera class name.
  105653. * @returns the class name
  105654. */
  105655. getClassName(): string;
  105656. }
  105657. /**
  105658. * Arc Rotate version of the follow camera.
  105659. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  105660. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105661. */
  105662. export class ArcFollowCamera extends TargetCamera {
  105663. /** The longitudinal angle of the camera */
  105664. alpha: number;
  105665. /** The latitudinal angle of the camera */
  105666. beta: number;
  105667. /** The radius of the camera from its target */
  105668. radius: number;
  105669. /** Define the camera target (the messh it should follow) */
  105670. target: Nullable<AbstractMesh>;
  105671. private _cartesianCoordinates;
  105672. /**
  105673. * Instantiates a new ArcFollowCamera
  105674. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105675. * @param name Define the name of the camera
  105676. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  105677. * @param beta Define the rotation angle of the camera around the elevation axis
  105678. * @param radius Define the radius of the camera from its target point
  105679. * @param target Define the target of the camera
  105680. * @param scene Define the scene the camera belongs to
  105681. */
  105682. constructor(name: string,
  105683. /** The longitudinal angle of the camera */
  105684. alpha: number,
  105685. /** The latitudinal angle of the camera */
  105686. beta: number,
  105687. /** The radius of the camera from its target */
  105688. radius: number,
  105689. /** Define the camera target (the messh it should follow) */
  105690. target: Nullable<AbstractMesh>, scene: Scene);
  105691. private _follow;
  105692. /** @hidden */
  105693. _checkInputs(): void;
  105694. /**
  105695. * Returns the class name of the object.
  105696. * It is mostly used internally for serialization purposes.
  105697. */
  105698. getClassName(): string;
  105699. }
  105700. }
  105701. declare module BABYLON {
  105702. /**
  105703. * Manage the keyboard inputs to control the movement of a follow camera.
  105704. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105705. */
  105706. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  105707. /**
  105708. * Defines the camera the input is attached to.
  105709. */
  105710. camera: FollowCamera;
  105711. /**
  105712. * Defines the list of key codes associated with the up action (increase heightOffset)
  105713. */
  105714. keysHeightOffsetIncr: number[];
  105715. /**
  105716. * Defines the list of key codes associated with the down action (decrease heightOffset)
  105717. */
  105718. keysHeightOffsetDecr: number[];
  105719. /**
  105720. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  105721. */
  105722. keysHeightOffsetModifierAlt: boolean;
  105723. /**
  105724. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  105725. */
  105726. keysHeightOffsetModifierCtrl: boolean;
  105727. /**
  105728. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  105729. */
  105730. keysHeightOffsetModifierShift: boolean;
  105731. /**
  105732. * Defines the list of key codes associated with the left action (increase rotationOffset)
  105733. */
  105734. keysRotationOffsetIncr: number[];
  105735. /**
  105736. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  105737. */
  105738. keysRotationOffsetDecr: number[];
  105739. /**
  105740. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  105741. */
  105742. keysRotationOffsetModifierAlt: boolean;
  105743. /**
  105744. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  105745. */
  105746. keysRotationOffsetModifierCtrl: boolean;
  105747. /**
  105748. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  105749. */
  105750. keysRotationOffsetModifierShift: boolean;
  105751. /**
  105752. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  105753. */
  105754. keysRadiusIncr: number[];
  105755. /**
  105756. * Defines the list of key codes associated with the zoom-out action (increase radius)
  105757. */
  105758. keysRadiusDecr: number[];
  105759. /**
  105760. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  105761. */
  105762. keysRadiusModifierAlt: boolean;
  105763. /**
  105764. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  105765. */
  105766. keysRadiusModifierCtrl: boolean;
  105767. /**
  105768. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  105769. */
  105770. keysRadiusModifierShift: boolean;
  105771. /**
  105772. * Defines the rate of change of heightOffset.
  105773. */
  105774. heightSensibility: number;
  105775. /**
  105776. * Defines the rate of change of rotationOffset.
  105777. */
  105778. rotationSensibility: number;
  105779. /**
  105780. * Defines the rate of change of radius.
  105781. */
  105782. radiusSensibility: number;
  105783. private _keys;
  105784. private _ctrlPressed;
  105785. private _altPressed;
  105786. private _shiftPressed;
  105787. private _onCanvasBlurObserver;
  105788. private _onKeyboardObserver;
  105789. private _engine;
  105790. private _scene;
  105791. /**
  105792. * Attach the input controls to a specific dom element to get the input from.
  105793. * @param element Defines the element the controls should be listened from
  105794. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105795. */
  105796. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105797. /**
  105798. * Detach the current controls from the specified dom element.
  105799. * @param element Defines the element to stop listening the inputs from
  105800. */
  105801. detachControl(element: Nullable<HTMLElement>): void;
  105802. /**
  105803. * Update the current camera state depending on the inputs that have been used this frame.
  105804. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105805. */
  105806. checkInputs(): void;
  105807. /**
  105808. * Gets the class name of the current input.
  105809. * @returns the class name
  105810. */
  105811. getClassName(): string;
  105812. /**
  105813. * Get the friendly name associated with the input class.
  105814. * @returns the input friendly name
  105815. */
  105816. getSimpleName(): string;
  105817. /**
  105818. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  105819. * allow modification of the heightOffset value.
  105820. */
  105821. private _modifierHeightOffset;
  105822. /**
  105823. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  105824. * allow modification of the rotationOffset value.
  105825. */
  105826. private _modifierRotationOffset;
  105827. /**
  105828. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  105829. * allow modification of the radius value.
  105830. */
  105831. private _modifierRadius;
  105832. }
  105833. }
  105834. declare module BABYLON {
  105835. interface FreeCameraInputsManager {
  105836. /**
  105837. * @hidden
  105838. */
  105839. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  105840. /**
  105841. * Add orientation input support to the input manager.
  105842. * @returns the current input manager
  105843. */
  105844. addDeviceOrientation(): FreeCameraInputsManager;
  105845. }
  105846. /**
  105847. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  105848. * Screen rotation is taken into account.
  105849. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105850. */
  105851. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  105852. private _camera;
  105853. private _screenOrientationAngle;
  105854. private _constantTranform;
  105855. private _screenQuaternion;
  105856. private _alpha;
  105857. private _beta;
  105858. private _gamma;
  105859. /**
  105860. * Can be used to detect if a device orientation sensor is availible on a device
  105861. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  105862. * @returns a promise that will resolve on orientation change
  105863. */
  105864. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  105865. /**
  105866. * @hidden
  105867. */
  105868. _onDeviceOrientationChangedObservable: Observable<void>;
  105869. /**
  105870. * Instantiates a new input
  105871. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105872. */
  105873. constructor();
  105874. /**
  105875. * Define the camera controlled by the input.
  105876. */
  105877. camera: FreeCamera;
  105878. /**
  105879. * Attach the input controls to a specific dom element to get the input from.
  105880. * @param element Defines the element the controls should be listened from
  105881. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105882. */
  105883. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105884. private _orientationChanged;
  105885. private _deviceOrientation;
  105886. /**
  105887. * Detach the current controls from the specified dom element.
  105888. * @param element Defines the element to stop listening the inputs from
  105889. */
  105890. detachControl(element: Nullable<HTMLElement>): void;
  105891. /**
  105892. * Update the current camera state depending on the inputs that have been used this frame.
  105893. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105894. */
  105895. checkInputs(): void;
  105896. /**
  105897. * Gets the class name of the current intput.
  105898. * @returns the class name
  105899. */
  105900. getClassName(): string;
  105901. /**
  105902. * Get the friendly name associated with the input class.
  105903. * @returns the input friendly name
  105904. */
  105905. getSimpleName(): string;
  105906. }
  105907. }
  105908. declare module BABYLON {
  105909. /**
  105910. * Manage the gamepad inputs to control a free camera.
  105911. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105912. */
  105913. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  105914. /**
  105915. * Define the camera the input is attached to.
  105916. */
  105917. camera: FreeCamera;
  105918. /**
  105919. * Define the Gamepad controlling the input
  105920. */
  105921. gamepad: Nullable<Gamepad>;
  105922. /**
  105923. * Defines the gamepad rotation sensiblity.
  105924. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  105925. */
  105926. gamepadAngularSensibility: number;
  105927. /**
  105928. * Defines the gamepad move sensiblity.
  105929. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  105930. */
  105931. gamepadMoveSensibility: number;
  105932. private _yAxisScale;
  105933. /**
  105934. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  105935. */
  105936. invertYAxis: boolean;
  105937. private _onGamepadConnectedObserver;
  105938. private _onGamepadDisconnectedObserver;
  105939. private _cameraTransform;
  105940. private _deltaTransform;
  105941. private _vector3;
  105942. private _vector2;
  105943. /**
  105944. * Attach the input controls to a specific dom element to get the input from.
  105945. * @param element Defines the element the controls should be listened from
  105946. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105947. */
  105948. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105949. /**
  105950. * Detach the current controls from the specified dom element.
  105951. * @param element Defines the element to stop listening the inputs from
  105952. */
  105953. detachControl(element: Nullable<HTMLElement>): void;
  105954. /**
  105955. * Update the current camera state depending on the inputs that have been used this frame.
  105956. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105957. */
  105958. checkInputs(): void;
  105959. /**
  105960. * Gets the class name of the current intput.
  105961. * @returns the class name
  105962. */
  105963. getClassName(): string;
  105964. /**
  105965. * Get the friendly name associated with the input class.
  105966. * @returns the input friendly name
  105967. */
  105968. getSimpleName(): string;
  105969. }
  105970. }
  105971. declare module BABYLON {
  105972. /**
  105973. * Defines the potential axis of a Joystick
  105974. */
  105975. export enum JoystickAxis {
  105976. /** X axis */
  105977. X = 0,
  105978. /** Y axis */
  105979. Y = 1,
  105980. /** Z axis */
  105981. Z = 2
  105982. }
  105983. /**
  105984. * Class used to define virtual joystick (used in touch mode)
  105985. */
  105986. export class VirtualJoystick {
  105987. /**
  105988. * Gets or sets a boolean indicating that left and right values must be inverted
  105989. */
  105990. reverseLeftRight: boolean;
  105991. /**
  105992. * Gets or sets a boolean indicating that up and down values must be inverted
  105993. */
  105994. reverseUpDown: boolean;
  105995. /**
  105996. * Gets the offset value for the position (ie. the change of the position value)
  105997. */
  105998. deltaPosition: Vector3;
  105999. /**
  106000. * Gets a boolean indicating if the virtual joystick was pressed
  106001. */
  106002. pressed: boolean;
  106003. /**
  106004. * Canvas the virtual joystick will render onto, default z-index of this is 5
  106005. */
  106006. static Canvas: Nullable<HTMLCanvasElement>;
  106007. private static _globalJoystickIndex;
  106008. private static vjCanvasContext;
  106009. private static vjCanvasWidth;
  106010. private static vjCanvasHeight;
  106011. private static halfWidth;
  106012. private _action;
  106013. private _axisTargetedByLeftAndRight;
  106014. private _axisTargetedByUpAndDown;
  106015. private _joystickSensibility;
  106016. private _inversedSensibility;
  106017. private _joystickPointerID;
  106018. private _joystickColor;
  106019. private _joystickPointerPos;
  106020. private _joystickPreviousPointerPos;
  106021. private _joystickPointerStartPos;
  106022. private _deltaJoystickVector;
  106023. private _leftJoystick;
  106024. private _touches;
  106025. private _onPointerDownHandlerRef;
  106026. private _onPointerMoveHandlerRef;
  106027. private _onPointerUpHandlerRef;
  106028. private _onResize;
  106029. /**
  106030. * Creates a new virtual joystick
  106031. * @param leftJoystick defines that the joystick is for left hand (false by default)
  106032. */
  106033. constructor(leftJoystick?: boolean);
  106034. /**
  106035. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  106036. * @param newJoystickSensibility defines the new sensibility
  106037. */
  106038. setJoystickSensibility(newJoystickSensibility: number): void;
  106039. private _onPointerDown;
  106040. private _onPointerMove;
  106041. private _onPointerUp;
  106042. /**
  106043. * Change the color of the virtual joystick
  106044. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  106045. */
  106046. setJoystickColor(newColor: string): void;
  106047. /**
  106048. * Defines a callback to call when the joystick is touched
  106049. * @param action defines the callback
  106050. */
  106051. setActionOnTouch(action: () => any): void;
  106052. /**
  106053. * Defines which axis you'd like to control for left & right
  106054. * @param axis defines the axis to use
  106055. */
  106056. setAxisForLeftRight(axis: JoystickAxis): void;
  106057. /**
  106058. * Defines which axis you'd like to control for up & down
  106059. * @param axis defines the axis to use
  106060. */
  106061. setAxisForUpDown(axis: JoystickAxis): void;
  106062. private _drawVirtualJoystick;
  106063. /**
  106064. * Release internal HTML canvas
  106065. */
  106066. releaseCanvas(): void;
  106067. }
  106068. }
  106069. declare module BABYLON {
  106070. interface FreeCameraInputsManager {
  106071. /**
  106072. * Add virtual joystick input support to the input manager.
  106073. * @returns the current input manager
  106074. */
  106075. addVirtualJoystick(): FreeCameraInputsManager;
  106076. }
  106077. /**
  106078. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  106079. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106080. */
  106081. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  106082. /**
  106083. * Defines the camera the input is attached to.
  106084. */
  106085. camera: FreeCamera;
  106086. private _leftjoystick;
  106087. private _rightjoystick;
  106088. /**
  106089. * Gets the left stick of the virtual joystick.
  106090. * @returns The virtual Joystick
  106091. */
  106092. getLeftJoystick(): VirtualJoystick;
  106093. /**
  106094. * Gets the right stick of the virtual joystick.
  106095. * @returns The virtual Joystick
  106096. */
  106097. getRightJoystick(): VirtualJoystick;
  106098. /**
  106099. * Update the current camera state depending on the inputs that have been used this frame.
  106100. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106101. */
  106102. checkInputs(): void;
  106103. /**
  106104. * Attach the input controls to a specific dom element to get the input from.
  106105. * @param element Defines the element the controls should be listened from
  106106. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106107. */
  106108. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106109. /**
  106110. * Detach the current controls from the specified dom element.
  106111. * @param element Defines the element to stop listening the inputs from
  106112. */
  106113. detachControl(element: Nullable<HTMLElement>): void;
  106114. /**
  106115. * Gets the class name of the current intput.
  106116. * @returns the class name
  106117. */
  106118. getClassName(): string;
  106119. /**
  106120. * Get the friendly name associated with the input class.
  106121. * @returns the input friendly name
  106122. */
  106123. getSimpleName(): string;
  106124. }
  106125. }
  106126. declare module BABYLON {
  106127. /**
  106128. * This represents a FPS type of camera controlled by touch.
  106129. * This is like a universal camera minus the Gamepad controls.
  106130. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106131. */
  106132. export class TouchCamera extends FreeCamera {
  106133. /**
  106134. * Defines the touch sensibility for rotation.
  106135. * The higher the faster.
  106136. */
  106137. touchAngularSensibility: number;
  106138. /**
  106139. * Defines the touch sensibility for move.
  106140. * The higher the faster.
  106141. */
  106142. touchMoveSensibility: number;
  106143. /**
  106144. * Instantiates a new touch camera.
  106145. * This represents a FPS type of camera controlled by touch.
  106146. * This is like a universal camera minus the Gamepad controls.
  106147. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106148. * @param name Define the name of the camera in the scene
  106149. * @param position Define the start position of the camera in the scene
  106150. * @param scene Define the scene the camera belongs to
  106151. */
  106152. constructor(name: string, position: Vector3, scene: Scene);
  106153. /**
  106154. * Gets the current object class name.
  106155. * @return the class name
  106156. */
  106157. getClassName(): string;
  106158. /** @hidden */
  106159. _setupInputs(): void;
  106160. }
  106161. }
  106162. declare module BABYLON {
  106163. /**
  106164. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106165. * being tilted forward or back and left or right.
  106166. */
  106167. export class DeviceOrientationCamera extends FreeCamera {
  106168. private _initialQuaternion;
  106169. private _quaternionCache;
  106170. private _tmpDragQuaternion;
  106171. private _disablePointerInputWhenUsingDeviceOrientation;
  106172. /**
  106173. * Creates a new device orientation camera
  106174. * @param name The name of the camera
  106175. * @param position The start position camera
  106176. * @param scene The scene the camera belongs to
  106177. */
  106178. constructor(name: string, position: Vector3, scene: Scene);
  106179. /**
  106180. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  106181. */
  106182. disablePointerInputWhenUsingDeviceOrientation: boolean;
  106183. private _dragFactor;
  106184. /**
  106185. * Enabled turning on the y axis when the orientation sensor is active
  106186. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  106187. */
  106188. enableHorizontalDragging(dragFactor?: number): void;
  106189. /**
  106190. * Gets the current instance class name ("DeviceOrientationCamera").
  106191. * This helps avoiding instanceof at run time.
  106192. * @returns the class name
  106193. */
  106194. getClassName(): string;
  106195. /**
  106196. * @hidden
  106197. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106198. */
  106199. _checkInputs(): void;
  106200. /**
  106201. * Reset the camera to its default orientation on the specified axis only.
  106202. * @param axis The axis to reset
  106203. */
  106204. resetToCurrentRotation(axis?: Axis): void;
  106205. }
  106206. }
  106207. declare module BABYLON {
  106208. /**
  106209. * Defines supported buttons for XBox360 compatible gamepads
  106210. */
  106211. export enum Xbox360Button {
  106212. /** A */
  106213. A = 0,
  106214. /** B */
  106215. B = 1,
  106216. /** X */
  106217. X = 2,
  106218. /** Y */
  106219. Y = 3,
  106220. /** Start */
  106221. Start = 4,
  106222. /** Back */
  106223. Back = 5,
  106224. /** Left button */
  106225. LB = 6,
  106226. /** Right button */
  106227. RB = 7,
  106228. /** Left stick */
  106229. LeftStick = 8,
  106230. /** Right stick */
  106231. RightStick = 9
  106232. }
  106233. /** Defines values for XBox360 DPad */
  106234. export enum Xbox360Dpad {
  106235. /** Up */
  106236. Up = 0,
  106237. /** Down */
  106238. Down = 1,
  106239. /** Left */
  106240. Left = 2,
  106241. /** Right */
  106242. Right = 3
  106243. }
  106244. /**
  106245. * Defines a XBox360 gamepad
  106246. */
  106247. export class Xbox360Pad extends Gamepad {
  106248. private _leftTrigger;
  106249. private _rightTrigger;
  106250. private _onlefttriggerchanged;
  106251. private _onrighttriggerchanged;
  106252. private _onbuttondown;
  106253. private _onbuttonup;
  106254. private _ondpaddown;
  106255. private _ondpadup;
  106256. /** Observable raised when a button is pressed */
  106257. onButtonDownObservable: Observable<Xbox360Button>;
  106258. /** Observable raised when a button is released */
  106259. onButtonUpObservable: Observable<Xbox360Button>;
  106260. /** Observable raised when a pad is pressed */
  106261. onPadDownObservable: Observable<Xbox360Dpad>;
  106262. /** Observable raised when a pad is released */
  106263. onPadUpObservable: Observable<Xbox360Dpad>;
  106264. private _buttonA;
  106265. private _buttonB;
  106266. private _buttonX;
  106267. private _buttonY;
  106268. private _buttonBack;
  106269. private _buttonStart;
  106270. private _buttonLB;
  106271. private _buttonRB;
  106272. private _buttonLeftStick;
  106273. private _buttonRightStick;
  106274. private _dPadUp;
  106275. private _dPadDown;
  106276. private _dPadLeft;
  106277. private _dPadRight;
  106278. private _isXboxOnePad;
  106279. /**
  106280. * Creates a new XBox360 gamepad object
  106281. * @param id defines the id of this gamepad
  106282. * @param index defines its index
  106283. * @param gamepad defines the internal HTML gamepad object
  106284. * @param xboxOne defines if it is a XBox One gamepad
  106285. */
  106286. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  106287. /**
  106288. * Defines the callback to call when left trigger is pressed
  106289. * @param callback defines the callback to use
  106290. */
  106291. onlefttriggerchanged(callback: (value: number) => void): void;
  106292. /**
  106293. * Defines the callback to call when right trigger is pressed
  106294. * @param callback defines the callback to use
  106295. */
  106296. onrighttriggerchanged(callback: (value: number) => void): void;
  106297. /**
  106298. * Gets the left trigger value
  106299. */
  106300. /**
  106301. * Sets the left trigger value
  106302. */
  106303. leftTrigger: number;
  106304. /**
  106305. * Gets the right trigger value
  106306. */
  106307. /**
  106308. * Sets the right trigger value
  106309. */
  106310. rightTrigger: number;
  106311. /**
  106312. * Defines the callback to call when a button is pressed
  106313. * @param callback defines the callback to use
  106314. */
  106315. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  106316. /**
  106317. * Defines the callback to call when a button is released
  106318. * @param callback defines the callback to use
  106319. */
  106320. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  106321. /**
  106322. * Defines the callback to call when a pad is pressed
  106323. * @param callback defines the callback to use
  106324. */
  106325. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  106326. /**
  106327. * Defines the callback to call when a pad is released
  106328. * @param callback defines the callback to use
  106329. */
  106330. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  106331. private _setButtonValue;
  106332. private _setDPadValue;
  106333. /**
  106334. * Gets the value of the `A` button
  106335. */
  106336. /**
  106337. * Sets the value of the `A` button
  106338. */
  106339. buttonA: number;
  106340. /**
  106341. * Gets the value of the `B` button
  106342. */
  106343. /**
  106344. * Sets the value of the `B` button
  106345. */
  106346. buttonB: number;
  106347. /**
  106348. * Gets the value of the `X` button
  106349. */
  106350. /**
  106351. * Sets the value of the `X` button
  106352. */
  106353. buttonX: number;
  106354. /**
  106355. * Gets the value of the `Y` button
  106356. */
  106357. /**
  106358. * Sets the value of the `Y` button
  106359. */
  106360. buttonY: number;
  106361. /**
  106362. * Gets the value of the `Start` button
  106363. */
  106364. /**
  106365. * Sets the value of the `Start` button
  106366. */
  106367. buttonStart: number;
  106368. /**
  106369. * Gets the value of the `Back` button
  106370. */
  106371. /**
  106372. * Sets the value of the `Back` button
  106373. */
  106374. buttonBack: number;
  106375. /**
  106376. * Gets the value of the `Left` button
  106377. */
  106378. /**
  106379. * Sets the value of the `Left` button
  106380. */
  106381. buttonLB: number;
  106382. /**
  106383. * Gets the value of the `Right` button
  106384. */
  106385. /**
  106386. * Sets the value of the `Right` button
  106387. */
  106388. buttonRB: number;
  106389. /**
  106390. * Gets the value of the Left joystick
  106391. */
  106392. /**
  106393. * Sets the value of the Left joystick
  106394. */
  106395. buttonLeftStick: number;
  106396. /**
  106397. * Gets the value of the Right joystick
  106398. */
  106399. /**
  106400. * Sets the value of the Right joystick
  106401. */
  106402. buttonRightStick: number;
  106403. /**
  106404. * Gets the value of D-pad up
  106405. */
  106406. /**
  106407. * Sets the value of D-pad up
  106408. */
  106409. dPadUp: number;
  106410. /**
  106411. * Gets the value of D-pad down
  106412. */
  106413. /**
  106414. * Sets the value of D-pad down
  106415. */
  106416. dPadDown: number;
  106417. /**
  106418. * Gets the value of D-pad left
  106419. */
  106420. /**
  106421. * Sets the value of D-pad left
  106422. */
  106423. dPadLeft: number;
  106424. /**
  106425. * Gets the value of D-pad right
  106426. */
  106427. /**
  106428. * Sets the value of D-pad right
  106429. */
  106430. dPadRight: number;
  106431. /**
  106432. * Force the gamepad to synchronize with device values
  106433. */
  106434. update(): void;
  106435. /**
  106436. * Disposes the gamepad
  106437. */
  106438. dispose(): void;
  106439. }
  106440. }
  106441. declare module BABYLON {
  106442. /**
  106443. * Defines supported buttons for DualShock compatible gamepads
  106444. */
  106445. export enum DualShockButton {
  106446. /** Cross */
  106447. Cross = 0,
  106448. /** Circle */
  106449. Circle = 1,
  106450. /** Square */
  106451. Square = 2,
  106452. /** Triangle */
  106453. Triangle = 3,
  106454. /** Options */
  106455. Options = 4,
  106456. /** Share */
  106457. Share = 5,
  106458. /** L1 */
  106459. L1 = 6,
  106460. /** R1 */
  106461. R1 = 7,
  106462. /** Left stick */
  106463. LeftStick = 8,
  106464. /** Right stick */
  106465. RightStick = 9
  106466. }
  106467. /** Defines values for DualShock DPad */
  106468. export enum DualShockDpad {
  106469. /** Up */
  106470. Up = 0,
  106471. /** Down */
  106472. Down = 1,
  106473. /** Left */
  106474. Left = 2,
  106475. /** Right */
  106476. Right = 3
  106477. }
  106478. /**
  106479. * Defines a DualShock gamepad
  106480. */
  106481. export class DualShockPad extends Gamepad {
  106482. private _leftTrigger;
  106483. private _rightTrigger;
  106484. private _onlefttriggerchanged;
  106485. private _onrighttriggerchanged;
  106486. private _onbuttondown;
  106487. private _onbuttonup;
  106488. private _ondpaddown;
  106489. private _ondpadup;
  106490. /** Observable raised when a button is pressed */
  106491. onButtonDownObservable: Observable<DualShockButton>;
  106492. /** Observable raised when a button is released */
  106493. onButtonUpObservable: Observable<DualShockButton>;
  106494. /** Observable raised when a pad is pressed */
  106495. onPadDownObservable: Observable<DualShockDpad>;
  106496. /** Observable raised when a pad is released */
  106497. onPadUpObservable: Observable<DualShockDpad>;
  106498. private _buttonCross;
  106499. private _buttonCircle;
  106500. private _buttonSquare;
  106501. private _buttonTriangle;
  106502. private _buttonShare;
  106503. private _buttonOptions;
  106504. private _buttonL1;
  106505. private _buttonR1;
  106506. private _buttonLeftStick;
  106507. private _buttonRightStick;
  106508. private _dPadUp;
  106509. private _dPadDown;
  106510. private _dPadLeft;
  106511. private _dPadRight;
  106512. /**
  106513. * Creates a new DualShock gamepad object
  106514. * @param id defines the id of this gamepad
  106515. * @param index defines its index
  106516. * @param gamepad defines the internal HTML gamepad object
  106517. */
  106518. constructor(id: string, index: number, gamepad: any);
  106519. /**
  106520. * Defines the callback to call when left trigger is pressed
  106521. * @param callback defines the callback to use
  106522. */
  106523. onlefttriggerchanged(callback: (value: number) => void): void;
  106524. /**
  106525. * Defines the callback to call when right trigger is pressed
  106526. * @param callback defines the callback to use
  106527. */
  106528. onrighttriggerchanged(callback: (value: number) => void): void;
  106529. /**
  106530. * Gets the left trigger value
  106531. */
  106532. /**
  106533. * Sets the left trigger value
  106534. */
  106535. leftTrigger: number;
  106536. /**
  106537. * Gets the right trigger value
  106538. */
  106539. /**
  106540. * Sets the right trigger value
  106541. */
  106542. rightTrigger: number;
  106543. /**
  106544. * Defines the callback to call when a button is pressed
  106545. * @param callback defines the callback to use
  106546. */
  106547. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  106548. /**
  106549. * Defines the callback to call when a button is released
  106550. * @param callback defines the callback to use
  106551. */
  106552. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  106553. /**
  106554. * Defines the callback to call when a pad is pressed
  106555. * @param callback defines the callback to use
  106556. */
  106557. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  106558. /**
  106559. * Defines the callback to call when a pad is released
  106560. * @param callback defines the callback to use
  106561. */
  106562. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  106563. private _setButtonValue;
  106564. private _setDPadValue;
  106565. /**
  106566. * Gets the value of the `Cross` button
  106567. */
  106568. /**
  106569. * Sets the value of the `Cross` button
  106570. */
  106571. buttonCross: number;
  106572. /**
  106573. * Gets the value of the `Circle` button
  106574. */
  106575. /**
  106576. * Sets the value of the `Circle` button
  106577. */
  106578. buttonCircle: number;
  106579. /**
  106580. * Gets the value of the `Square` button
  106581. */
  106582. /**
  106583. * Sets the value of the `Square` button
  106584. */
  106585. buttonSquare: number;
  106586. /**
  106587. * Gets the value of the `Triangle` button
  106588. */
  106589. /**
  106590. * Sets the value of the `Triangle` button
  106591. */
  106592. buttonTriangle: number;
  106593. /**
  106594. * Gets the value of the `Options` button
  106595. */
  106596. /**
  106597. * Sets the value of the `Options` button
  106598. */
  106599. buttonOptions: number;
  106600. /**
  106601. * Gets the value of the `Share` button
  106602. */
  106603. /**
  106604. * Sets the value of the `Share` button
  106605. */
  106606. buttonShare: number;
  106607. /**
  106608. * Gets the value of the `L1` button
  106609. */
  106610. /**
  106611. * Sets the value of the `L1` button
  106612. */
  106613. buttonL1: number;
  106614. /**
  106615. * Gets the value of the `R1` button
  106616. */
  106617. /**
  106618. * Sets the value of the `R1` button
  106619. */
  106620. buttonR1: number;
  106621. /**
  106622. * Gets the value of the Left joystick
  106623. */
  106624. /**
  106625. * Sets the value of the Left joystick
  106626. */
  106627. buttonLeftStick: number;
  106628. /**
  106629. * Gets the value of the Right joystick
  106630. */
  106631. /**
  106632. * Sets the value of the Right joystick
  106633. */
  106634. buttonRightStick: number;
  106635. /**
  106636. * Gets the value of D-pad up
  106637. */
  106638. /**
  106639. * Sets the value of D-pad up
  106640. */
  106641. dPadUp: number;
  106642. /**
  106643. * Gets the value of D-pad down
  106644. */
  106645. /**
  106646. * Sets the value of D-pad down
  106647. */
  106648. dPadDown: number;
  106649. /**
  106650. * Gets the value of D-pad left
  106651. */
  106652. /**
  106653. * Sets the value of D-pad left
  106654. */
  106655. dPadLeft: number;
  106656. /**
  106657. * Gets the value of D-pad right
  106658. */
  106659. /**
  106660. * Sets the value of D-pad right
  106661. */
  106662. dPadRight: number;
  106663. /**
  106664. * Force the gamepad to synchronize with device values
  106665. */
  106666. update(): void;
  106667. /**
  106668. * Disposes the gamepad
  106669. */
  106670. dispose(): void;
  106671. }
  106672. }
  106673. declare module BABYLON {
  106674. /**
  106675. * Manager for handling gamepads
  106676. */
  106677. export class GamepadManager {
  106678. private _scene?;
  106679. private _babylonGamepads;
  106680. private _oneGamepadConnected;
  106681. /** @hidden */
  106682. _isMonitoring: boolean;
  106683. private _gamepadEventSupported;
  106684. private _gamepadSupport;
  106685. /**
  106686. * observable to be triggered when the gamepad controller has been connected
  106687. */
  106688. onGamepadConnectedObservable: Observable<Gamepad>;
  106689. /**
  106690. * observable to be triggered when the gamepad controller has been disconnected
  106691. */
  106692. onGamepadDisconnectedObservable: Observable<Gamepad>;
  106693. private _onGamepadConnectedEvent;
  106694. private _onGamepadDisconnectedEvent;
  106695. /**
  106696. * Initializes the gamepad manager
  106697. * @param _scene BabylonJS scene
  106698. */
  106699. constructor(_scene?: Scene | undefined);
  106700. /**
  106701. * The gamepads in the game pad manager
  106702. */
  106703. readonly gamepads: Gamepad[];
  106704. /**
  106705. * Get the gamepad controllers based on type
  106706. * @param type The type of gamepad controller
  106707. * @returns Nullable gamepad
  106708. */
  106709. getGamepadByType(type?: number): Nullable<Gamepad>;
  106710. /**
  106711. * Disposes the gamepad manager
  106712. */
  106713. dispose(): void;
  106714. private _addNewGamepad;
  106715. private _startMonitoringGamepads;
  106716. private _stopMonitoringGamepads;
  106717. /** @hidden */
  106718. _checkGamepadsStatus(): void;
  106719. private _updateGamepadObjects;
  106720. }
  106721. }
  106722. declare module BABYLON {
  106723. interface Scene {
  106724. /** @hidden */
  106725. _gamepadManager: Nullable<GamepadManager>;
  106726. /**
  106727. * Gets the gamepad manager associated with the scene
  106728. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  106729. */
  106730. gamepadManager: GamepadManager;
  106731. }
  106732. /**
  106733. * Interface representing a free camera inputs manager
  106734. */
  106735. interface FreeCameraInputsManager {
  106736. /**
  106737. * Adds gamepad input support to the FreeCameraInputsManager.
  106738. * @returns the FreeCameraInputsManager
  106739. */
  106740. addGamepad(): FreeCameraInputsManager;
  106741. }
  106742. /**
  106743. * Interface representing an arc rotate camera inputs manager
  106744. */
  106745. interface ArcRotateCameraInputsManager {
  106746. /**
  106747. * Adds gamepad input support to the ArcRotateCamera InputManager.
  106748. * @returns the camera inputs manager
  106749. */
  106750. addGamepad(): ArcRotateCameraInputsManager;
  106751. }
  106752. /**
  106753. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  106754. */
  106755. export class GamepadSystemSceneComponent implements ISceneComponent {
  106756. /**
  106757. * The component name helpfull to identify the component in the list of scene components.
  106758. */
  106759. readonly name: string;
  106760. /**
  106761. * The scene the component belongs to.
  106762. */
  106763. scene: Scene;
  106764. /**
  106765. * Creates a new instance of the component for the given scene
  106766. * @param scene Defines the scene to register the component in
  106767. */
  106768. constructor(scene: Scene);
  106769. /**
  106770. * Registers the component in a given scene
  106771. */
  106772. register(): void;
  106773. /**
  106774. * Rebuilds the elements related to this component in case of
  106775. * context lost for instance.
  106776. */
  106777. rebuild(): void;
  106778. /**
  106779. * Disposes the component and the associated ressources
  106780. */
  106781. dispose(): void;
  106782. private _beforeCameraUpdate;
  106783. }
  106784. }
  106785. declare module BABYLON {
  106786. /**
  106787. * 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,
  106788. * which still works and will still be found in many Playgrounds.
  106789. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106790. */
  106791. export class UniversalCamera extends TouchCamera {
  106792. /**
  106793. * Defines the gamepad rotation sensiblity.
  106794. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106795. */
  106796. gamepadAngularSensibility: number;
  106797. /**
  106798. * Defines the gamepad move sensiblity.
  106799. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106800. */
  106801. gamepadMoveSensibility: number;
  106802. /**
  106803. * 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,
  106804. * which still works and will still be found in many Playgrounds.
  106805. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106806. * @param name Define the name of the camera in the scene
  106807. * @param position Define the start position of the camera in the scene
  106808. * @param scene Define the scene the camera belongs to
  106809. */
  106810. constructor(name: string, position: Vector3, scene: Scene);
  106811. /**
  106812. * Gets the current object class name.
  106813. * @return the class name
  106814. */
  106815. getClassName(): string;
  106816. }
  106817. }
  106818. declare module BABYLON {
  106819. /**
  106820. * This represents a FPS type of camera. This is only here for back compat purpose.
  106821. * Please use the UniversalCamera instead as both are identical.
  106822. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106823. */
  106824. export class GamepadCamera extends UniversalCamera {
  106825. /**
  106826. * Instantiates a new Gamepad Camera
  106827. * This represents a FPS type of camera. This is only here for back compat purpose.
  106828. * Please use the UniversalCamera instead as both are identical.
  106829. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106830. * @param name Define the name of the camera in the scene
  106831. * @param position Define the start position of the camera in the scene
  106832. * @param scene Define the scene the camera belongs to
  106833. */
  106834. constructor(name: string, position: Vector3, scene: Scene);
  106835. /**
  106836. * Gets the current object class name.
  106837. * @return the class name
  106838. */
  106839. getClassName(): string;
  106840. }
  106841. }
  106842. declare module BABYLON {
  106843. /** @hidden */
  106844. export var passPixelShader: {
  106845. name: string;
  106846. shader: string;
  106847. };
  106848. }
  106849. declare module BABYLON {
  106850. /** @hidden */
  106851. export var passCubePixelShader: {
  106852. name: string;
  106853. shader: string;
  106854. };
  106855. }
  106856. declare module BABYLON {
  106857. /**
  106858. * PassPostProcess which produces an output the same as it's input
  106859. */
  106860. export class PassPostProcess extends PostProcess {
  106861. /**
  106862. * Creates the PassPostProcess
  106863. * @param name The name of the effect.
  106864. * @param options The required width/height ratio to downsize to before computing the render pass.
  106865. * @param camera The camera to apply the render pass to.
  106866. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  106867. * @param engine The engine which the post process will be applied. (default: current engine)
  106868. * @param reusable If the post process can be reused on the same frame. (default: false)
  106869. * @param textureType The type of texture to be used when performing the post processing.
  106870. * @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)
  106871. */
  106872. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  106873. }
  106874. /**
  106875. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  106876. */
  106877. export class PassCubePostProcess extends PostProcess {
  106878. private _face;
  106879. /**
  106880. * Gets or sets the cube face to display.
  106881. * * 0 is +X
  106882. * * 1 is -X
  106883. * * 2 is +Y
  106884. * * 3 is -Y
  106885. * * 4 is +Z
  106886. * * 5 is -Z
  106887. */
  106888. face: number;
  106889. /**
  106890. * Creates the PassCubePostProcess
  106891. * @param name The name of the effect.
  106892. * @param options The required width/height ratio to downsize to before computing the render pass.
  106893. * @param camera The camera to apply the render pass to.
  106894. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  106895. * @param engine The engine which the post process will be applied. (default: current engine)
  106896. * @param reusable If the post process can be reused on the same frame. (default: false)
  106897. * @param textureType The type of texture to be used when performing the post processing.
  106898. * @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)
  106899. */
  106900. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  106901. }
  106902. }
  106903. declare module BABYLON {
  106904. /** @hidden */
  106905. export var anaglyphPixelShader: {
  106906. name: string;
  106907. shader: string;
  106908. };
  106909. }
  106910. declare module BABYLON {
  106911. /**
  106912. * Postprocess used to generate anaglyphic rendering
  106913. */
  106914. export class AnaglyphPostProcess extends PostProcess {
  106915. private _passedProcess;
  106916. /**
  106917. * Creates a new AnaglyphPostProcess
  106918. * @param name defines postprocess name
  106919. * @param options defines creation options or target ratio scale
  106920. * @param rigCameras defines cameras using this postprocess
  106921. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  106922. * @param engine defines hosting engine
  106923. * @param reusable defines if the postprocess will be reused multiple times per frame
  106924. */
  106925. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  106926. }
  106927. }
  106928. declare module BABYLON {
  106929. /**
  106930. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  106931. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106932. */
  106933. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  106934. /**
  106935. * Creates a new AnaglyphArcRotateCamera
  106936. * @param name defines camera name
  106937. * @param alpha defines alpha angle (in radians)
  106938. * @param beta defines beta angle (in radians)
  106939. * @param radius defines radius
  106940. * @param target defines camera target
  106941. * @param interaxialDistance defines distance between each color axis
  106942. * @param scene defines the hosting scene
  106943. */
  106944. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  106945. /**
  106946. * Gets camera class name
  106947. * @returns AnaglyphArcRotateCamera
  106948. */
  106949. getClassName(): string;
  106950. }
  106951. }
  106952. declare module BABYLON {
  106953. /**
  106954. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  106955. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106956. */
  106957. export class AnaglyphFreeCamera extends FreeCamera {
  106958. /**
  106959. * Creates a new AnaglyphFreeCamera
  106960. * @param name defines camera name
  106961. * @param position defines initial position
  106962. * @param interaxialDistance defines distance between each color axis
  106963. * @param scene defines the hosting scene
  106964. */
  106965. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  106966. /**
  106967. * Gets camera class name
  106968. * @returns AnaglyphFreeCamera
  106969. */
  106970. getClassName(): string;
  106971. }
  106972. }
  106973. declare module BABYLON {
  106974. /**
  106975. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  106976. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106977. */
  106978. export class AnaglyphGamepadCamera extends GamepadCamera {
  106979. /**
  106980. * Creates a new AnaglyphGamepadCamera
  106981. * @param name defines camera name
  106982. * @param position defines initial position
  106983. * @param interaxialDistance defines distance between each color axis
  106984. * @param scene defines the hosting scene
  106985. */
  106986. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  106987. /**
  106988. * Gets camera class name
  106989. * @returns AnaglyphGamepadCamera
  106990. */
  106991. getClassName(): string;
  106992. }
  106993. }
  106994. declare module BABYLON {
  106995. /**
  106996. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  106997. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106998. */
  106999. export class AnaglyphUniversalCamera extends UniversalCamera {
  107000. /**
  107001. * Creates a new AnaglyphUniversalCamera
  107002. * @param name defines camera name
  107003. * @param position defines initial position
  107004. * @param interaxialDistance defines distance between each color axis
  107005. * @param scene defines the hosting scene
  107006. */
  107007. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107008. /**
  107009. * Gets camera class name
  107010. * @returns AnaglyphUniversalCamera
  107011. */
  107012. getClassName(): string;
  107013. }
  107014. }
  107015. declare module BABYLON {
  107016. /** @hidden */
  107017. export var stereoscopicInterlacePixelShader: {
  107018. name: string;
  107019. shader: string;
  107020. };
  107021. }
  107022. declare module BABYLON {
  107023. /**
  107024. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  107025. */
  107026. export class StereoscopicInterlacePostProcess extends PostProcess {
  107027. private _stepSize;
  107028. private _passedProcess;
  107029. /**
  107030. * Initializes a StereoscopicInterlacePostProcess
  107031. * @param name The name of the effect.
  107032. * @param rigCameras The rig cameras to be appled to the post process
  107033. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  107034. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107035. * @param engine The engine which the post process will be applied. (default: current engine)
  107036. * @param reusable If the post process can be reused on the same frame. (default: false)
  107037. */
  107038. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  107039. }
  107040. }
  107041. declare module BABYLON {
  107042. /**
  107043. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  107044. * @see http://doc.babylonjs.com/features/cameras
  107045. */
  107046. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  107047. /**
  107048. * Creates a new StereoscopicArcRotateCamera
  107049. * @param name defines camera name
  107050. * @param alpha defines alpha angle (in radians)
  107051. * @param beta defines beta angle (in radians)
  107052. * @param radius defines radius
  107053. * @param target defines camera target
  107054. * @param interaxialDistance defines distance between each color axis
  107055. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107056. * @param scene defines the hosting scene
  107057. */
  107058. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107059. /**
  107060. * Gets camera class name
  107061. * @returns StereoscopicArcRotateCamera
  107062. */
  107063. getClassName(): string;
  107064. }
  107065. }
  107066. declare module BABYLON {
  107067. /**
  107068. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  107069. * @see http://doc.babylonjs.com/features/cameras
  107070. */
  107071. export class StereoscopicFreeCamera extends FreeCamera {
  107072. /**
  107073. * Creates a new StereoscopicFreeCamera
  107074. * @param name defines camera name
  107075. * @param position defines initial position
  107076. * @param interaxialDistance defines distance between each color axis
  107077. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107078. * @param scene defines the hosting scene
  107079. */
  107080. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107081. /**
  107082. * Gets camera class name
  107083. * @returns StereoscopicFreeCamera
  107084. */
  107085. getClassName(): string;
  107086. }
  107087. }
  107088. declare module BABYLON {
  107089. /**
  107090. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  107091. * @see http://doc.babylonjs.com/features/cameras
  107092. */
  107093. export class StereoscopicGamepadCamera extends GamepadCamera {
  107094. /**
  107095. * Creates a new StereoscopicGamepadCamera
  107096. * @param name defines camera name
  107097. * @param position defines initial position
  107098. * @param interaxialDistance defines distance between each color axis
  107099. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107100. * @param scene defines the hosting scene
  107101. */
  107102. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107103. /**
  107104. * Gets camera class name
  107105. * @returns StereoscopicGamepadCamera
  107106. */
  107107. getClassName(): string;
  107108. }
  107109. }
  107110. declare module BABYLON {
  107111. /**
  107112. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  107113. * @see http://doc.babylonjs.com/features/cameras
  107114. */
  107115. export class StereoscopicUniversalCamera extends UniversalCamera {
  107116. /**
  107117. * Creates a new StereoscopicUniversalCamera
  107118. * @param name defines camera name
  107119. * @param position defines initial position
  107120. * @param interaxialDistance defines distance between each color axis
  107121. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107122. * @param scene defines the hosting scene
  107123. */
  107124. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107125. /**
  107126. * Gets camera class name
  107127. * @returns StereoscopicUniversalCamera
  107128. */
  107129. getClassName(): string;
  107130. }
  107131. }
  107132. declare module BABYLON {
  107133. /**
  107134. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  107135. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107136. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107137. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107138. */
  107139. export class VirtualJoysticksCamera extends FreeCamera {
  107140. /**
  107141. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  107142. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107143. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107144. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107145. * @param name Define the name of the camera in the scene
  107146. * @param position Define the start position of the camera in the scene
  107147. * @param scene Define the scene the camera belongs to
  107148. */
  107149. constructor(name: string, position: Vector3, scene: Scene);
  107150. /**
  107151. * Gets the current object class name.
  107152. * @return the class name
  107153. */
  107154. getClassName(): string;
  107155. }
  107156. }
  107157. declare module BABYLON {
  107158. /**
  107159. * This represents all the required metrics to create a VR camera.
  107160. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  107161. */
  107162. export class VRCameraMetrics {
  107163. /**
  107164. * Define the horizontal resolution off the screen.
  107165. */
  107166. hResolution: number;
  107167. /**
  107168. * Define the vertical resolution off the screen.
  107169. */
  107170. vResolution: number;
  107171. /**
  107172. * Define the horizontal screen size.
  107173. */
  107174. hScreenSize: number;
  107175. /**
  107176. * Define the vertical screen size.
  107177. */
  107178. vScreenSize: number;
  107179. /**
  107180. * Define the vertical screen center position.
  107181. */
  107182. vScreenCenter: number;
  107183. /**
  107184. * Define the distance of the eyes to the screen.
  107185. */
  107186. eyeToScreenDistance: number;
  107187. /**
  107188. * Define the distance between both lenses
  107189. */
  107190. lensSeparationDistance: number;
  107191. /**
  107192. * Define the distance between both viewer's eyes.
  107193. */
  107194. interpupillaryDistance: number;
  107195. /**
  107196. * Define the distortion factor of the VR postprocess.
  107197. * Please, touch with care.
  107198. */
  107199. distortionK: number[];
  107200. /**
  107201. * Define the chromatic aberration correction factors for the VR post process.
  107202. */
  107203. chromaAbCorrection: number[];
  107204. /**
  107205. * Define the scale factor of the post process.
  107206. * The smaller the better but the slower.
  107207. */
  107208. postProcessScaleFactor: number;
  107209. /**
  107210. * Define an offset for the lens center.
  107211. */
  107212. lensCenterOffset: number;
  107213. /**
  107214. * Define if the current vr camera should compensate the distortion of the lense or not.
  107215. */
  107216. compensateDistortion: boolean;
  107217. /**
  107218. * Defines if multiview should be enabled when rendering (Default: false)
  107219. */
  107220. multiviewEnabled: boolean;
  107221. /**
  107222. * Gets the rendering aspect ratio based on the provided resolutions.
  107223. */
  107224. readonly aspectRatio: number;
  107225. /**
  107226. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  107227. */
  107228. readonly aspectRatioFov: number;
  107229. /**
  107230. * @hidden
  107231. */
  107232. readonly leftHMatrix: Matrix;
  107233. /**
  107234. * @hidden
  107235. */
  107236. readonly rightHMatrix: Matrix;
  107237. /**
  107238. * @hidden
  107239. */
  107240. readonly leftPreViewMatrix: Matrix;
  107241. /**
  107242. * @hidden
  107243. */
  107244. readonly rightPreViewMatrix: Matrix;
  107245. /**
  107246. * Get the default VRMetrics based on the most generic setup.
  107247. * @returns the default vr metrics
  107248. */
  107249. static GetDefault(): VRCameraMetrics;
  107250. }
  107251. }
  107252. declare module BABYLON {
  107253. /** @hidden */
  107254. export var vrDistortionCorrectionPixelShader: {
  107255. name: string;
  107256. shader: string;
  107257. };
  107258. }
  107259. declare module BABYLON {
  107260. /**
  107261. * VRDistortionCorrectionPostProcess used for mobile VR
  107262. */
  107263. export class VRDistortionCorrectionPostProcess extends PostProcess {
  107264. private _isRightEye;
  107265. private _distortionFactors;
  107266. private _postProcessScaleFactor;
  107267. private _lensCenterOffset;
  107268. private _scaleIn;
  107269. private _scaleFactor;
  107270. private _lensCenter;
  107271. /**
  107272. * Initializes the VRDistortionCorrectionPostProcess
  107273. * @param name The name of the effect.
  107274. * @param camera The camera to apply the render pass to.
  107275. * @param isRightEye If this is for the right eye distortion
  107276. * @param vrMetrics All the required metrics for the VR camera
  107277. */
  107278. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  107279. }
  107280. }
  107281. declare module BABYLON {
  107282. /**
  107283. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107284. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107285. */
  107286. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  107287. /**
  107288. * Creates a new VRDeviceOrientationArcRotateCamera
  107289. * @param name defines camera name
  107290. * @param alpha defines the camera rotation along the logitudinal axis
  107291. * @param beta defines the camera rotation along the latitudinal axis
  107292. * @param radius defines the camera distance from its target
  107293. * @param target defines the camera target
  107294. * @param scene defines the scene the camera belongs to
  107295. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107296. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107297. */
  107298. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107299. /**
  107300. * Gets camera class name
  107301. * @returns VRDeviceOrientationArcRotateCamera
  107302. */
  107303. getClassName(): string;
  107304. }
  107305. }
  107306. declare module BABYLON {
  107307. /**
  107308. * Camera used to simulate VR rendering (based on FreeCamera)
  107309. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107310. */
  107311. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  107312. /**
  107313. * Creates a new VRDeviceOrientationFreeCamera
  107314. * @param name defines camera name
  107315. * @param position defines the start position of the camera
  107316. * @param scene defines the scene the camera belongs to
  107317. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107318. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107319. */
  107320. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107321. /**
  107322. * Gets camera class name
  107323. * @returns VRDeviceOrientationFreeCamera
  107324. */
  107325. getClassName(): string;
  107326. }
  107327. }
  107328. declare module BABYLON {
  107329. /**
  107330. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107331. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107332. */
  107333. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  107334. /**
  107335. * Creates a new VRDeviceOrientationGamepadCamera
  107336. * @param name defines camera name
  107337. * @param position defines the start position of the camera
  107338. * @param scene defines the scene the camera belongs to
  107339. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107340. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107341. */
  107342. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107343. /**
  107344. * Gets camera class name
  107345. * @returns VRDeviceOrientationGamepadCamera
  107346. */
  107347. getClassName(): string;
  107348. }
  107349. }
  107350. declare module BABYLON {
  107351. /**
  107352. * Base class of materials working in push mode in babylon JS
  107353. * @hidden
  107354. */
  107355. export class PushMaterial extends Material {
  107356. protected _activeEffect: Effect;
  107357. protected _normalMatrix: Matrix;
  107358. /**
  107359. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  107360. * This means that the material can keep using a previous shader while a new one is being compiled.
  107361. * This is mostly used when shader parallel compilation is supported (true by default)
  107362. */
  107363. allowShaderHotSwapping: boolean;
  107364. constructor(name: string, scene: Scene);
  107365. getEffect(): Effect;
  107366. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  107367. /**
  107368. * Binds the given world matrix to the active effect
  107369. *
  107370. * @param world the matrix to bind
  107371. */
  107372. bindOnlyWorldMatrix(world: Matrix): void;
  107373. /**
  107374. * Binds the given normal matrix to the active effect
  107375. *
  107376. * @param normalMatrix the matrix to bind
  107377. */
  107378. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  107379. bind(world: Matrix, mesh?: Mesh): void;
  107380. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  107381. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  107382. }
  107383. }
  107384. declare module BABYLON {
  107385. /**
  107386. * This groups all the flags used to control the materials channel.
  107387. */
  107388. export class MaterialFlags {
  107389. private static _DiffuseTextureEnabled;
  107390. /**
  107391. * Are diffuse textures enabled in the application.
  107392. */
  107393. static DiffuseTextureEnabled: boolean;
  107394. private static _AmbientTextureEnabled;
  107395. /**
  107396. * Are ambient textures enabled in the application.
  107397. */
  107398. static AmbientTextureEnabled: boolean;
  107399. private static _OpacityTextureEnabled;
  107400. /**
  107401. * Are opacity textures enabled in the application.
  107402. */
  107403. static OpacityTextureEnabled: boolean;
  107404. private static _ReflectionTextureEnabled;
  107405. /**
  107406. * Are reflection textures enabled in the application.
  107407. */
  107408. static ReflectionTextureEnabled: boolean;
  107409. private static _EmissiveTextureEnabled;
  107410. /**
  107411. * Are emissive textures enabled in the application.
  107412. */
  107413. static EmissiveTextureEnabled: boolean;
  107414. private static _SpecularTextureEnabled;
  107415. /**
  107416. * Are specular textures enabled in the application.
  107417. */
  107418. static SpecularTextureEnabled: boolean;
  107419. private static _BumpTextureEnabled;
  107420. /**
  107421. * Are bump textures enabled in the application.
  107422. */
  107423. static BumpTextureEnabled: boolean;
  107424. private static _LightmapTextureEnabled;
  107425. /**
  107426. * Are lightmap textures enabled in the application.
  107427. */
  107428. static LightmapTextureEnabled: boolean;
  107429. private static _RefractionTextureEnabled;
  107430. /**
  107431. * Are refraction textures enabled in the application.
  107432. */
  107433. static RefractionTextureEnabled: boolean;
  107434. private static _ColorGradingTextureEnabled;
  107435. /**
  107436. * Are color grading textures enabled in the application.
  107437. */
  107438. static ColorGradingTextureEnabled: boolean;
  107439. private static _FresnelEnabled;
  107440. /**
  107441. * Are fresnels enabled in the application.
  107442. */
  107443. static FresnelEnabled: boolean;
  107444. private static _ClearCoatTextureEnabled;
  107445. /**
  107446. * Are clear coat textures enabled in the application.
  107447. */
  107448. static ClearCoatTextureEnabled: boolean;
  107449. private static _ClearCoatBumpTextureEnabled;
  107450. /**
  107451. * Are clear coat bump textures enabled in the application.
  107452. */
  107453. static ClearCoatBumpTextureEnabled: boolean;
  107454. private static _ClearCoatTintTextureEnabled;
  107455. /**
  107456. * Are clear coat tint textures enabled in the application.
  107457. */
  107458. static ClearCoatTintTextureEnabled: boolean;
  107459. private static _SheenTextureEnabled;
  107460. /**
  107461. * Are sheen textures enabled in the application.
  107462. */
  107463. static SheenTextureEnabled: boolean;
  107464. private static _AnisotropicTextureEnabled;
  107465. /**
  107466. * Are anisotropic textures enabled in the application.
  107467. */
  107468. static AnisotropicTextureEnabled: boolean;
  107469. private static _ThicknessTextureEnabled;
  107470. /**
  107471. * Are thickness textures enabled in the application.
  107472. */
  107473. static ThicknessTextureEnabled: boolean;
  107474. }
  107475. }
  107476. declare module BABYLON {
  107477. /** @hidden */
  107478. export var defaultFragmentDeclaration: {
  107479. name: string;
  107480. shader: string;
  107481. };
  107482. }
  107483. declare module BABYLON {
  107484. /** @hidden */
  107485. export var defaultUboDeclaration: {
  107486. name: string;
  107487. shader: string;
  107488. };
  107489. }
  107490. declare module BABYLON {
  107491. /** @hidden */
  107492. export var lightFragmentDeclaration: {
  107493. name: string;
  107494. shader: string;
  107495. };
  107496. }
  107497. declare module BABYLON {
  107498. /** @hidden */
  107499. export var lightUboDeclaration: {
  107500. name: string;
  107501. shader: string;
  107502. };
  107503. }
  107504. declare module BABYLON {
  107505. /** @hidden */
  107506. export var lightsFragmentFunctions: {
  107507. name: string;
  107508. shader: string;
  107509. };
  107510. }
  107511. declare module BABYLON {
  107512. /** @hidden */
  107513. export var shadowsFragmentFunctions: {
  107514. name: string;
  107515. shader: string;
  107516. };
  107517. }
  107518. declare module BABYLON {
  107519. /** @hidden */
  107520. export var fresnelFunction: {
  107521. name: string;
  107522. shader: string;
  107523. };
  107524. }
  107525. declare module BABYLON {
  107526. /** @hidden */
  107527. export var reflectionFunction: {
  107528. name: string;
  107529. shader: string;
  107530. };
  107531. }
  107532. declare module BABYLON {
  107533. /** @hidden */
  107534. export var bumpFragmentFunctions: {
  107535. name: string;
  107536. shader: string;
  107537. };
  107538. }
  107539. declare module BABYLON {
  107540. /** @hidden */
  107541. export var logDepthDeclaration: {
  107542. name: string;
  107543. shader: string;
  107544. };
  107545. }
  107546. declare module BABYLON {
  107547. /** @hidden */
  107548. export var bumpFragment: {
  107549. name: string;
  107550. shader: string;
  107551. };
  107552. }
  107553. declare module BABYLON {
  107554. /** @hidden */
  107555. export var depthPrePass: {
  107556. name: string;
  107557. shader: string;
  107558. };
  107559. }
  107560. declare module BABYLON {
  107561. /** @hidden */
  107562. export var lightFragment: {
  107563. name: string;
  107564. shader: string;
  107565. };
  107566. }
  107567. declare module BABYLON {
  107568. /** @hidden */
  107569. export var logDepthFragment: {
  107570. name: string;
  107571. shader: string;
  107572. };
  107573. }
  107574. declare module BABYLON {
  107575. /** @hidden */
  107576. export var defaultPixelShader: {
  107577. name: string;
  107578. shader: string;
  107579. };
  107580. }
  107581. declare module BABYLON {
  107582. /** @hidden */
  107583. export var defaultVertexDeclaration: {
  107584. name: string;
  107585. shader: string;
  107586. };
  107587. }
  107588. declare module BABYLON {
  107589. /** @hidden */
  107590. export var bumpVertexDeclaration: {
  107591. name: string;
  107592. shader: string;
  107593. };
  107594. }
  107595. declare module BABYLON {
  107596. /** @hidden */
  107597. export var bumpVertex: {
  107598. name: string;
  107599. shader: string;
  107600. };
  107601. }
  107602. declare module BABYLON {
  107603. /** @hidden */
  107604. export var fogVertex: {
  107605. name: string;
  107606. shader: string;
  107607. };
  107608. }
  107609. declare module BABYLON {
  107610. /** @hidden */
  107611. export var shadowsVertex: {
  107612. name: string;
  107613. shader: string;
  107614. };
  107615. }
  107616. declare module BABYLON {
  107617. /** @hidden */
  107618. export var pointCloudVertex: {
  107619. name: string;
  107620. shader: string;
  107621. };
  107622. }
  107623. declare module BABYLON {
  107624. /** @hidden */
  107625. export var logDepthVertex: {
  107626. name: string;
  107627. shader: string;
  107628. };
  107629. }
  107630. declare module BABYLON {
  107631. /** @hidden */
  107632. export var defaultVertexShader: {
  107633. name: string;
  107634. shader: string;
  107635. };
  107636. }
  107637. declare module BABYLON {
  107638. /** @hidden */
  107639. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  107640. MAINUV1: boolean;
  107641. MAINUV2: boolean;
  107642. DIFFUSE: boolean;
  107643. DIFFUSEDIRECTUV: number;
  107644. AMBIENT: boolean;
  107645. AMBIENTDIRECTUV: number;
  107646. OPACITY: boolean;
  107647. OPACITYDIRECTUV: number;
  107648. OPACITYRGB: boolean;
  107649. REFLECTION: boolean;
  107650. EMISSIVE: boolean;
  107651. EMISSIVEDIRECTUV: number;
  107652. SPECULAR: boolean;
  107653. SPECULARDIRECTUV: number;
  107654. BUMP: boolean;
  107655. BUMPDIRECTUV: number;
  107656. PARALLAX: boolean;
  107657. PARALLAXOCCLUSION: boolean;
  107658. SPECULAROVERALPHA: boolean;
  107659. CLIPPLANE: boolean;
  107660. CLIPPLANE2: boolean;
  107661. CLIPPLANE3: boolean;
  107662. CLIPPLANE4: boolean;
  107663. ALPHATEST: boolean;
  107664. DEPTHPREPASS: boolean;
  107665. ALPHAFROMDIFFUSE: boolean;
  107666. POINTSIZE: boolean;
  107667. FOG: boolean;
  107668. SPECULARTERM: boolean;
  107669. DIFFUSEFRESNEL: boolean;
  107670. OPACITYFRESNEL: boolean;
  107671. REFLECTIONFRESNEL: boolean;
  107672. REFRACTIONFRESNEL: boolean;
  107673. EMISSIVEFRESNEL: boolean;
  107674. FRESNEL: boolean;
  107675. NORMAL: boolean;
  107676. UV1: boolean;
  107677. UV2: boolean;
  107678. VERTEXCOLOR: boolean;
  107679. VERTEXALPHA: boolean;
  107680. NUM_BONE_INFLUENCERS: number;
  107681. BonesPerMesh: number;
  107682. BONETEXTURE: boolean;
  107683. INSTANCES: boolean;
  107684. GLOSSINESS: boolean;
  107685. ROUGHNESS: boolean;
  107686. EMISSIVEASILLUMINATION: boolean;
  107687. LINKEMISSIVEWITHDIFFUSE: boolean;
  107688. REFLECTIONFRESNELFROMSPECULAR: boolean;
  107689. LIGHTMAP: boolean;
  107690. LIGHTMAPDIRECTUV: number;
  107691. OBJECTSPACE_NORMALMAP: boolean;
  107692. USELIGHTMAPASSHADOWMAP: boolean;
  107693. REFLECTIONMAP_3D: boolean;
  107694. REFLECTIONMAP_SPHERICAL: boolean;
  107695. REFLECTIONMAP_PLANAR: boolean;
  107696. REFLECTIONMAP_CUBIC: boolean;
  107697. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  107698. REFLECTIONMAP_PROJECTION: boolean;
  107699. REFLECTIONMAP_SKYBOX: boolean;
  107700. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  107701. REFLECTIONMAP_EXPLICIT: boolean;
  107702. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  107703. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  107704. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  107705. INVERTCUBICMAP: boolean;
  107706. LOGARITHMICDEPTH: boolean;
  107707. REFRACTION: boolean;
  107708. REFRACTIONMAP_3D: boolean;
  107709. REFLECTIONOVERALPHA: boolean;
  107710. TWOSIDEDLIGHTING: boolean;
  107711. SHADOWFLOAT: boolean;
  107712. MORPHTARGETS: boolean;
  107713. MORPHTARGETS_NORMAL: boolean;
  107714. MORPHTARGETS_TANGENT: boolean;
  107715. MORPHTARGETS_UV: boolean;
  107716. NUM_MORPH_INFLUENCERS: number;
  107717. NONUNIFORMSCALING: boolean;
  107718. PREMULTIPLYALPHA: boolean;
  107719. IMAGEPROCESSING: boolean;
  107720. VIGNETTE: boolean;
  107721. VIGNETTEBLENDMODEMULTIPLY: boolean;
  107722. VIGNETTEBLENDMODEOPAQUE: boolean;
  107723. TONEMAPPING: boolean;
  107724. TONEMAPPING_ACES: boolean;
  107725. CONTRAST: boolean;
  107726. COLORCURVES: boolean;
  107727. COLORGRADING: boolean;
  107728. COLORGRADING3D: boolean;
  107729. SAMPLER3DGREENDEPTH: boolean;
  107730. SAMPLER3DBGRMAP: boolean;
  107731. IMAGEPROCESSINGPOSTPROCESS: boolean;
  107732. MULTIVIEW: boolean;
  107733. /**
  107734. * If the reflection texture on this material is in linear color space
  107735. * @hidden
  107736. */
  107737. IS_REFLECTION_LINEAR: boolean;
  107738. /**
  107739. * If the refraction texture on this material is in linear color space
  107740. * @hidden
  107741. */
  107742. IS_REFRACTION_LINEAR: boolean;
  107743. EXPOSURE: boolean;
  107744. constructor();
  107745. setReflectionMode(modeToEnable: string): void;
  107746. }
  107747. /**
  107748. * This is the default material used in Babylon. It is the best trade off between quality
  107749. * and performances.
  107750. * @see http://doc.babylonjs.com/babylon101/materials
  107751. */
  107752. export class StandardMaterial extends PushMaterial {
  107753. private _diffuseTexture;
  107754. /**
  107755. * The basic texture of the material as viewed under a light.
  107756. */
  107757. diffuseTexture: Nullable<BaseTexture>;
  107758. private _ambientTexture;
  107759. /**
  107760. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  107761. */
  107762. ambientTexture: Nullable<BaseTexture>;
  107763. private _opacityTexture;
  107764. /**
  107765. * Define the transparency of the material from a texture.
  107766. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  107767. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  107768. */
  107769. opacityTexture: Nullable<BaseTexture>;
  107770. private _reflectionTexture;
  107771. /**
  107772. * Define the texture used to display the reflection.
  107773. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  107774. */
  107775. reflectionTexture: Nullable<BaseTexture>;
  107776. private _emissiveTexture;
  107777. /**
  107778. * Define texture of the material as if self lit.
  107779. * This will be mixed in the final result even in the absence of light.
  107780. */
  107781. emissiveTexture: Nullable<BaseTexture>;
  107782. private _specularTexture;
  107783. /**
  107784. * Define how the color and intensity of the highlight given by the light in the material.
  107785. */
  107786. specularTexture: Nullable<BaseTexture>;
  107787. private _bumpTexture;
  107788. /**
  107789. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  107790. * 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.
  107791. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  107792. */
  107793. bumpTexture: Nullable<BaseTexture>;
  107794. private _lightmapTexture;
  107795. /**
  107796. * Complex lighting can be computationally expensive to compute at runtime.
  107797. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  107798. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  107799. */
  107800. lightmapTexture: Nullable<BaseTexture>;
  107801. private _refractionTexture;
  107802. /**
  107803. * Define the texture used to display the refraction.
  107804. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  107805. */
  107806. refractionTexture: Nullable<BaseTexture>;
  107807. /**
  107808. * The color of the material lit by the environmental background lighting.
  107809. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  107810. */
  107811. ambientColor: Color3;
  107812. /**
  107813. * The basic color of the material as viewed under a light.
  107814. */
  107815. diffuseColor: Color3;
  107816. /**
  107817. * Define how the color and intensity of the highlight given by the light in the material.
  107818. */
  107819. specularColor: Color3;
  107820. /**
  107821. * Define the color of the material as if self lit.
  107822. * This will be mixed in the final result even in the absence of light.
  107823. */
  107824. emissiveColor: Color3;
  107825. /**
  107826. * Defines how sharp are the highlights in the material.
  107827. * The bigger the value the sharper giving a more glossy feeling to the result.
  107828. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  107829. */
  107830. specularPower: number;
  107831. private _useAlphaFromDiffuseTexture;
  107832. /**
  107833. * Does the transparency come from the diffuse texture alpha channel.
  107834. */
  107835. useAlphaFromDiffuseTexture: boolean;
  107836. private _useEmissiveAsIllumination;
  107837. /**
  107838. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  107839. */
  107840. useEmissiveAsIllumination: boolean;
  107841. private _linkEmissiveWithDiffuse;
  107842. /**
  107843. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  107844. * the emissive level when the final color is close to one.
  107845. */
  107846. linkEmissiveWithDiffuse: boolean;
  107847. private _useSpecularOverAlpha;
  107848. /**
  107849. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  107850. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  107851. */
  107852. useSpecularOverAlpha: boolean;
  107853. private _useReflectionOverAlpha;
  107854. /**
  107855. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  107856. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  107857. */
  107858. useReflectionOverAlpha: boolean;
  107859. private _disableLighting;
  107860. /**
  107861. * Does lights from the scene impacts this material.
  107862. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  107863. */
  107864. disableLighting: boolean;
  107865. private _useObjectSpaceNormalMap;
  107866. /**
  107867. * Allows using an object space normal map (instead of tangent space).
  107868. */
  107869. useObjectSpaceNormalMap: boolean;
  107870. private _useParallax;
  107871. /**
  107872. * Is parallax enabled or not.
  107873. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  107874. */
  107875. useParallax: boolean;
  107876. private _useParallaxOcclusion;
  107877. /**
  107878. * Is parallax occlusion enabled or not.
  107879. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  107880. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  107881. */
  107882. useParallaxOcclusion: boolean;
  107883. /**
  107884. * 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.
  107885. */
  107886. parallaxScaleBias: number;
  107887. private _roughness;
  107888. /**
  107889. * Helps to define how blurry the reflections should appears in the material.
  107890. */
  107891. roughness: number;
  107892. /**
  107893. * In case of refraction, define the value of the index of refraction.
  107894. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  107895. */
  107896. indexOfRefraction: number;
  107897. /**
  107898. * Invert the refraction texture alongside the y axis.
  107899. * It can be useful with procedural textures or probe for instance.
  107900. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  107901. */
  107902. invertRefractionY: boolean;
  107903. /**
  107904. * Defines the alpha limits in alpha test mode.
  107905. */
  107906. alphaCutOff: number;
  107907. private _useLightmapAsShadowmap;
  107908. /**
  107909. * In case of light mapping, define whether the map contains light or shadow informations.
  107910. */
  107911. useLightmapAsShadowmap: boolean;
  107912. private _diffuseFresnelParameters;
  107913. /**
  107914. * Define the diffuse fresnel parameters of the material.
  107915. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  107916. */
  107917. diffuseFresnelParameters: FresnelParameters;
  107918. private _opacityFresnelParameters;
  107919. /**
  107920. * Define the opacity fresnel parameters of the material.
  107921. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  107922. */
  107923. opacityFresnelParameters: FresnelParameters;
  107924. private _reflectionFresnelParameters;
  107925. /**
  107926. * Define the reflection fresnel parameters of the material.
  107927. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  107928. */
  107929. reflectionFresnelParameters: FresnelParameters;
  107930. private _refractionFresnelParameters;
  107931. /**
  107932. * Define the refraction fresnel parameters of the material.
  107933. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  107934. */
  107935. refractionFresnelParameters: FresnelParameters;
  107936. private _emissiveFresnelParameters;
  107937. /**
  107938. * Define the emissive fresnel parameters of the material.
  107939. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  107940. */
  107941. emissiveFresnelParameters: FresnelParameters;
  107942. private _useReflectionFresnelFromSpecular;
  107943. /**
  107944. * If true automatically deducts the fresnels values from the material specularity.
  107945. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  107946. */
  107947. useReflectionFresnelFromSpecular: boolean;
  107948. private _useGlossinessFromSpecularMapAlpha;
  107949. /**
  107950. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  107951. */
  107952. useGlossinessFromSpecularMapAlpha: boolean;
  107953. private _maxSimultaneousLights;
  107954. /**
  107955. * Defines the maximum number of lights that can be used in the material
  107956. */
  107957. maxSimultaneousLights: number;
  107958. private _invertNormalMapX;
  107959. /**
  107960. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  107961. */
  107962. invertNormalMapX: boolean;
  107963. private _invertNormalMapY;
  107964. /**
  107965. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  107966. */
  107967. invertNormalMapY: boolean;
  107968. private _twoSidedLighting;
  107969. /**
  107970. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  107971. */
  107972. twoSidedLighting: boolean;
  107973. /**
  107974. * Default configuration related to image processing available in the standard Material.
  107975. */
  107976. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  107977. /**
  107978. * Gets the image processing configuration used either in this material.
  107979. */
  107980. /**
  107981. * Sets the Default image processing configuration used either in the this material.
  107982. *
  107983. * If sets to null, the scene one is in use.
  107984. */
  107985. imageProcessingConfiguration: ImageProcessingConfiguration;
  107986. /**
  107987. * Keep track of the image processing observer to allow dispose and replace.
  107988. */
  107989. private _imageProcessingObserver;
  107990. /**
  107991. * Attaches a new image processing configuration to the Standard Material.
  107992. * @param configuration
  107993. */
  107994. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  107995. /**
  107996. * Gets wether the color curves effect is enabled.
  107997. */
  107998. /**
  107999. * Sets wether the color curves effect is enabled.
  108000. */
  108001. cameraColorCurvesEnabled: boolean;
  108002. /**
  108003. * Gets wether the color grading effect is enabled.
  108004. */
  108005. /**
  108006. * Gets wether the color grading effect is enabled.
  108007. */
  108008. cameraColorGradingEnabled: boolean;
  108009. /**
  108010. * Gets wether tonemapping is enabled or not.
  108011. */
  108012. /**
  108013. * Sets wether tonemapping is enabled or not
  108014. */
  108015. cameraToneMappingEnabled: boolean;
  108016. /**
  108017. * The camera exposure used on this material.
  108018. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108019. * This corresponds to a photographic exposure.
  108020. */
  108021. /**
  108022. * The camera exposure used on this material.
  108023. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108024. * This corresponds to a photographic exposure.
  108025. */
  108026. cameraExposure: number;
  108027. /**
  108028. * Gets The camera contrast used on this material.
  108029. */
  108030. /**
  108031. * Sets The camera contrast used on this material.
  108032. */
  108033. cameraContrast: number;
  108034. /**
  108035. * Gets the Color Grading 2D Lookup Texture.
  108036. */
  108037. /**
  108038. * Sets the Color Grading 2D Lookup Texture.
  108039. */
  108040. cameraColorGradingTexture: Nullable<BaseTexture>;
  108041. /**
  108042. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108043. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108044. * 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;
  108045. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108046. */
  108047. /**
  108048. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108049. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108050. * 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;
  108051. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108052. */
  108053. cameraColorCurves: Nullable<ColorCurves>;
  108054. /**
  108055. * Custom callback helping to override the default shader used in the material.
  108056. */
  108057. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  108058. protected _renderTargets: SmartArray<RenderTargetTexture>;
  108059. protected _worldViewProjectionMatrix: Matrix;
  108060. protected _globalAmbientColor: Color3;
  108061. protected _useLogarithmicDepth: boolean;
  108062. protected _rebuildInParallel: boolean;
  108063. /**
  108064. * Instantiates a new standard material.
  108065. * This is the default material used in Babylon. It is the best trade off between quality
  108066. * and performances.
  108067. * @see http://doc.babylonjs.com/babylon101/materials
  108068. * @param name Define the name of the material in the scene
  108069. * @param scene Define the scene the material belong to
  108070. */
  108071. constructor(name: string, scene: Scene);
  108072. /**
  108073. * Gets a boolean indicating that current material needs to register RTT
  108074. */
  108075. readonly hasRenderTargetTextures: boolean;
  108076. /**
  108077. * Gets the current class name of the material e.g. "StandardMaterial"
  108078. * Mainly use in serialization.
  108079. * @returns the class name
  108080. */
  108081. getClassName(): string;
  108082. /**
  108083. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  108084. * You can try switching to logarithmic depth.
  108085. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  108086. */
  108087. useLogarithmicDepth: boolean;
  108088. /**
  108089. * Specifies if the material will require alpha blending
  108090. * @returns a boolean specifying if alpha blending is needed
  108091. */
  108092. needAlphaBlending(): boolean;
  108093. /**
  108094. * Specifies if this material should be rendered in alpha test mode
  108095. * @returns a boolean specifying if an alpha test is needed.
  108096. */
  108097. needAlphaTesting(): boolean;
  108098. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  108099. /**
  108100. * Get the texture used for alpha test purpose.
  108101. * @returns the diffuse texture in case of the standard material.
  108102. */
  108103. getAlphaTestTexture(): Nullable<BaseTexture>;
  108104. /**
  108105. * Get if the submesh is ready to be used and all its information available.
  108106. * Child classes can use it to update shaders
  108107. * @param mesh defines the mesh to check
  108108. * @param subMesh defines which submesh to check
  108109. * @param useInstances specifies that instances should be used
  108110. * @returns a boolean indicating that the submesh is ready or not
  108111. */
  108112. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108113. /**
  108114. * Builds the material UBO layouts.
  108115. * Used internally during the effect preparation.
  108116. */
  108117. buildUniformLayout(): void;
  108118. /**
  108119. * Unbinds the material from the mesh
  108120. */
  108121. unbind(): void;
  108122. /**
  108123. * Binds the submesh to this material by preparing the effect and shader to draw
  108124. * @param world defines the world transformation matrix
  108125. * @param mesh defines the mesh containing the submesh
  108126. * @param subMesh defines the submesh to bind the material to
  108127. */
  108128. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108129. /**
  108130. * Get the list of animatables in the material.
  108131. * @returns the list of animatables object used in the material
  108132. */
  108133. getAnimatables(): IAnimatable[];
  108134. /**
  108135. * Gets the active textures from the material
  108136. * @returns an array of textures
  108137. */
  108138. getActiveTextures(): BaseTexture[];
  108139. /**
  108140. * Specifies if the material uses a texture
  108141. * @param texture defines the texture to check against the material
  108142. * @returns a boolean specifying if the material uses the texture
  108143. */
  108144. hasTexture(texture: BaseTexture): boolean;
  108145. /**
  108146. * Disposes the material
  108147. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  108148. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  108149. */
  108150. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108151. /**
  108152. * Makes a duplicate of the material, and gives it a new name
  108153. * @param name defines the new name for the duplicated material
  108154. * @returns the cloned material
  108155. */
  108156. clone(name: string): StandardMaterial;
  108157. /**
  108158. * Serializes this material in a JSON representation
  108159. * @returns the serialized material object
  108160. */
  108161. serialize(): any;
  108162. /**
  108163. * Creates a standard material from parsed material data
  108164. * @param source defines the JSON representation of the material
  108165. * @param scene defines the hosting scene
  108166. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  108167. * @returns a new standard material
  108168. */
  108169. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  108170. /**
  108171. * Are diffuse textures enabled in the application.
  108172. */
  108173. static DiffuseTextureEnabled: boolean;
  108174. /**
  108175. * Are ambient textures enabled in the application.
  108176. */
  108177. static AmbientTextureEnabled: boolean;
  108178. /**
  108179. * Are opacity textures enabled in the application.
  108180. */
  108181. static OpacityTextureEnabled: boolean;
  108182. /**
  108183. * Are reflection textures enabled in the application.
  108184. */
  108185. static ReflectionTextureEnabled: boolean;
  108186. /**
  108187. * Are emissive textures enabled in the application.
  108188. */
  108189. static EmissiveTextureEnabled: boolean;
  108190. /**
  108191. * Are specular textures enabled in the application.
  108192. */
  108193. static SpecularTextureEnabled: boolean;
  108194. /**
  108195. * Are bump textures enabled in the application.
  108196. */
  108197. static BumpTextureEnabled: boolean;
  108198. /**
  108199. * Are lightmap textures enabled in the application.
  108200. */
  108201. static LightmapTextureEnabled: boolean;
  108202. /**
  108203. * Are refraction textures enabled in the application.
  108204. */
  108205. static RefractionTextureEnabled: boolean;
  108206. /**
  108207. * Are color grading textures enabled in the application.
  108208. */
  108209. static ColorGradingTextureEnabled: boolean;
  108210. /**
  108211. * Are fresnels enabled in the application.
  108212. */
  108213. static FresnelEnabled: boolean;
  108214. }
  108215. }
  108216. declare module BABYLON {
  108217. /** @hidden */
  108218. export var imageProcessingPixelShader: {
  108219. name: string;
  108220. shader: string;
  108221. };
  108222. }
  108223. declare module BABYLON {
  108224. /**
  108225. * ImageProcessingPostProcess
  108226. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  108227. */
  108228. export class ImageProcessingPostProcess extends PostProcess {
  108229. /**
  108230. * Default configuration related to image processing available in the PBR Material.
  108231. */
  108232. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108233. /**
  108234. * Gets the image processing configuration used either in this material.
  108235. */
  108236. /**
  108237. * Sets the Default image processing configuration used either in the this material.
  108238. *
  108239. * If sets to null, the scene one is in use.
  108240. */
  108241. imageProcessingConfiguration: ImageProcessingConfiguration;
  108242. /**
  108243. * Keep track of the image processing observer to allow dispose and replace.
  108244. */
  108245. private _imageProcessingObserver;
  108246. /**
  108247. * Attaches a new image processing configuration to the PBR Material.
  108248. * @param configuration
  108249. */
  108250. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  108251. /**
  108252. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  108253. */
  108254. /**
  108255. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  108256. */
  108257. colorCurves: Nullable<ColorCurves>;
  108258. /**
  108259. * Gets wether the color curves effect is enabled.
  108260. */
  108261. /**
  108262. * Sets wether the color curves effect is enabled.
  108263. */
  108264. colorCurvesEnabled: boolean;
  108265. /**
  108266. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  108267. */
  108268. /**
  108269. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  108270. */
  108271. colorGradingTexture: Nullable<BaseTexture>;
  108272. /**
  108273. * Gets wether the color grading effect is enabled.
  108274. */
  108275. /**
  108276. * Gets wether the color grading effect is enabled.
  108277. */
  108278. colorGradingEnabled: boolean;
  108279. /**
  108280. * Gets exposure used in the effect.
  108281. */
  108282. /**
  108283. * Sets exposure used in the effect.
  108284. */
  108285. exposure: number;
  108286. /**
  108287. * Gets wether tonemapping is enabled or not.
  108288. */
  108289. /**
  108290. * Sets wether tonemapping is enabled or not
  108291. */
  108292. toneMappingEnabled: boolean;
  108293. /**
  108294. * Gets the type of tone mapping effect.
  108295. */
  108296. /**
  108297. * Sets the type of tone mapping effect.
  108298. */
  108299. toneMappingType: number;
  108300. /**
  108301. * Gets contrast used in the effect.
  108302. */
  108303. /**
  108304. * Sets contrast used in the effect.
  108305. */
  108306. contrast: number;
  108307. /**
  108308. * Gets Vignette stretch size.
  108309. */
  108310. /**
  108311. * Sets Vignette stretch size.
  108312. */
  108313. vignetteStretch: number;
  108314. /**
  108315. * Gets Vignette centre X Offset.
  108316. */
  108317. /**
  108318. * Sets Vignette centre X Offset.
  108319. */
  108320. vignetteCentreX: number;
  108321. /**
  108322. * Gets Vignette centre Y Offset.
  108323. */
  108324. /**
  108325. * Sets Vignette centre Y Offset.
  108326. */
  108327. vignetteCentreY: number;
  108328. /**
  108329. * Gets Vignette weight or intensity of the vignette effect.
  108330. */
  108331. /**
  108332. * Sets Vignette weight or intensity of the vignette effect.
  108333. */
  108334. vignetteWeight: number;
  108335. /**
  108336. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  108337. * if vignetteEnabled is set to true.
  108338. */
  108339. /**
  108340. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  108341. * if vignetteEnabled is set to true.
  108342. */
  108343. vignetteColor: Color4;
  108344. /**
  108345. * Gets Camera field of view used by the Vignette effect.
  108346. */
  108347. /**
  108348. * Sets Camera field of view used by the Vignette effect.
  108349. */
  108350. vignetteCameraFov: number;
  108351. /**
  108352. * Gets the vignette blend mode allowing different kind of effect.
  108353. */
  108354. /**
  108355. * Sets the vignette blend mode allowing different kind of effect.
  108356. */
  108357. vignetteBlendMode: number;
  108358. /**
  108359. * Gets wether the vignette effect is enabled.
  108360. */
  108361. /**
  108362. * Sets wether the vignette effect is enabled.
  108363. */
  108364. vignetteEnabled: boolean;
  108365. private _fromLinearSpace;
  108366. /**
  108367. * Gets wether the input of the processing is in Gamma or Linear Space.
  108368. */
  108369. /**
  108370. * Sets wether the input of the processing is in Gamma or Linear Space.
  108371. */
  108372. fromLinearSpace: boolean;
  108373. /**
  108374. * Defines cache preventing GC.
  108375. */
  108376. private _defines;
  108377. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  108378. /**
  108379. * "ImageProcessingPostProcess"
  108380. * @returns "ImageProcessingPostProcess"
  108381. */
  108382. getClassName(): string;
  108383. protected _updateParameters(): void;
  108384. dispose(camera?: Camera): void;
  108385. }
  108386. }
  108387. declare module BABYLON {
  108388. /**
  108389. * Class containing static functions to help procedurally build meshes
  108390. */
  108391. export class GroundBuilder {
  108392. /**
  108393. * Creates a ground mesh
  108394. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  108395. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  108396. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108397. * @param name defines the name of the mesh
  108398. * @param options defines the options used to create the mesh
  108399. * @param scene defines the hosting scene
  108400. * @returns the ground mesh
  108401. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  108402. */
  108403. static CreateGround(name: string, options: {
  108404. width?: number;
  108405. height?: number;
  108406. subdivisions?: number;
  108407. subdivisionsX?: number;
  108408. subdivisionsY?: number;
  108409. updatable?: boolean;
  108410. }, scene: any): Mesh;
  108411. /**
  108412. * Creates a tiled ground mesh
  108413. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  108414. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  108415. * * 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
  108416. * * 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
  108417. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108418. * @param name defines the name of the mesh
  108419. * @param options defines the options used to create the mesh
  108420. * @param scene defines the hosting scene
  108421. * @returns the tiled ground mesh
  108422. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  108423. */
  108424. static CreateTiledGround(name: string, options: {
  108425. xmin: number;
  108426. zmin: number;
  108427. xmax: number;
  108428. zmax: number;
  108429. subdivisions?: {
  108430. w: number;
  108431. h: number;
  108432. };
  108433. precision?: {
  108434. w: number;
  108435. h: number;
  108436. };
  108437. updatable?: boolean;
  108438. }, scene?: Nullable<Scene>): Mesh;
  108439. /**
  108440. * Creates a ground mesh from a height map
  108441. * * The parameter `url` sets the URL of the height map image resource.
  108442. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  108443. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  108444. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  108445. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  108446. * * 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.
  108447. * * 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).
  108448. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  108449. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108450. * @param name defines the name of the mesh
  108451. * @param url defines the url to the height map
  108452. * @param options defines the options used to create the mesh
  108453. * @param scene defines the hosting scene
  108454. * @returns the ground mesh
  108455. * @see https://doc.babylonjs.com/babylon101/height_map
  108456. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  108457. */
  108458. static CreateGroundFromHeightMap(name: string, url: string, options: {
  108459. width?: number;
  108460. height?: number;
  108461. subdivisions?: number;
  108462. minHeight?: number;
  108463. maxHeight?: number;
  108464. colorFilter?: Color3;
  108465. alphaFilter?: number;
  108466. updatable?: boolean;
  108467. onReady?: (mesh: GroundMesh) => void;
  108468. }, scene?: Nullable<Scene>): GroundMesh;
  108469. }
  108470. }
  108471. declare module BABYLON {
  108472. /**
  108473. * Class containing static functions to help procedurally build meshes
  108474. */
  108475. export class TorusBuilder {
  108476. /**
  108477. * Creates a torus mesh
  108478. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  108479. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  108480. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  108481. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108482. * * 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
  108483. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108484. * @param name defines the name of the mesh
  108485. * @param options defines the options used to create the mesh
  108486. * @param scene defines the hosting scene
  108487. * @returns the torus mesh
  108488. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  108489. */
  108490. static CreateTorus(name: string, options: {
  108491. diameter?: number;
  108492. thickness?: number;
  108493. tessellation?: number;
  108494. updatable?: boolean;
  108495. sideOrientation?: number;
  108496. frontUVs?: Vector4;
  108497. backUVs?: Vector4;
  108498. }, scene: any): Mesh;
  108499. }
  108500. }
  108501. declare module BABYLON {
  108502. /**
  108503. * Class containing static functions to help procedurally build meshes
  108504. */
  108505. export class CylinderBuilder {
  108506. /**
  108507. * Creates a cylinder or a cone mesh
  108508. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  108509. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  108510. * * 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.
  108511. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  108512. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  108513. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  108514. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  108515. * * 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).
  108516. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  108517. * * 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).
  108518. * * 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
  108519. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  108520. * * 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
  108521. * * 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.
  108522. * * If `enclose` is false, a ring surface is one element.
  108523. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  108524. * * 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
  108525. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108526. * * 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
  108527. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108528. * @param name defines the name of the mesh
  108529. * @param options defines the options used to create the mesh
  108530. * @param scene defines the hosting scene
  108531. * @returns the cylinder mesh
  108532. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  108533. */
  108534. static CreateCylinder(name: string, options: {
  108535. height?: number;
  108536. diameterTop?: number;
  108537. diameterBottom?: number;
  108538. diameter?: number;
  108539. tessellation?: number;
  108540. subdivisions?: number;
  108541. arc?: number;
  108542. faceColors?: Color4[];
  108543. faceUV?: Vector4[];
  108544. updatable?: boolean;
  108545. hasRings?: boolean;
  108546. enclose?: boolean;
  108547. cap?: number;
  108548. sideOrientation?: number;
  108549. frontUVs?: Vector4;
  108550. backUVs?: Vector4;
  108551. }, scene: any): Mesh;
  108552. }
  108553. }
  108554. declare module BABYLON {
  108555. /**
  108556. * Options to modify the vr teleportation behavior.
  108557. */
  108558. export interface VRTeleportationOptions {
  108559. /**
  108560. * The name of the mesh which should be used as the teleportation floor. (default: null)
  108561. */
  108562. floorMeshName?: string;
  108563. /**
  108564. * A list of meshes to be used as the teleportation floor. (default: empty)
  108565. */
  108566. floorMeshes?: Mesh[];
  108567. }
  108568. /**
  108569. * Options to modify the vr experience helper's behavior.
  108570. */
  108571. export interface VRExperienceHelperOptions extends WebVROptions {
  108572. /**
  108573. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  108574. */
  108575. createDeviceOrientationCamera?: boolean;
  108576. /**
  108577. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  108578. */
  108579. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  108580. /**
  108581. * Uses the main button on the controller to toggle the laser casted. (default: true)
  108582. */
  108583. laserToggle?: boolean;
  108584. /**
  108585. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  108586. */
  108587. floorMeshes?: Mesh[];
  108588. /**
  108589. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  108590. */
  108591. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  108592. }
  108593. /**
  108594. * Event containing information after VR has been entered
  108595. */
  108596. export class OnAfterEnteringVRObservableEvent {
  108597. /**
  108598. * If entering vr was successful
  108599. */
  108600. success: boolean;
  108601. }
  108602. /**
  108603. * Helps to quickly add VR support to an existing scene.
  108604. * See http://doc.babylonjs.com/how_to/webvr_helper
  108605. */
  108606. export class VRExperienceHelper {
  108607. /** Options to modify the vr experience helper's behavior. */
  108608. webVROptions: VRExperienceHelperOptions;
  108609. private _scene;
  108610. private _position;
  108611. private _btnVR;
  108612. private _btnVRDisplayed;
  108613. private _webVRsupported;
  108614. private _webVRready;
  108615. private _webVRrequesting;
  108616. private _webVRpresenting;
  108617. private _hasEnteredVR;
  108618. private _fullscreenVRpresenting;
  108619. private _canvas;
  108620. private _webVRCamera;
  108621. private _vrDeviceOrientationCamera;
  108622. private _deviceOrientationCamera;
  108623. private _existingCamera;
  108624. private _onKeyDown;
  108625. private _onVrDisplayPresentChange;
  108626. private _onVRDisplayChanged;
  108627. private _onVRRequestPresentStart;
  108628. private _onVRRequestPresentComplete;
  108629. /**
  108630. * 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)
  108631. */
  108632. enableGazeEvenWhenNoPointerLock: boolean;
  108633. /**
  108634. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  108635. */
  108636. exitVROnDoubleTap: boolean;
  108637. /**
  108638. * Observable raised right before entering VR.
  108639. */
  108640. onEnteringVRObservable: Observable<VRExperienceHelper>;
  108641. /**
  108642. * Observable raised when entering VR has completed.
  108643. */
  108644. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  108645. /**
  108646. * Observable raised when exiting VR.
  108647. */
  108648. onExitingVRObservable: Observable<VRExperienceHelper>;
  108649. /**
  108650. * Observable raised when controller mesh is loaded.
  108651. */
  108652. onControllerMeshLoadedObservable: Observable<WebVRController>;
  108653. /** Return this.onEnteringVRObservable
  108654. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  108655. */
  108656. readonly onEnteringVR: Observable<VRExperienceHelper>;
  108657. /** Return this.onExitingVRObservable
  108658. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  108659. */
  108660. readonly onExitingVR: Observable<VRExperienceHelper>;
  108661. /** Return this.onControllerMeshLoadedObservable
  108662. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  108663. */
  108664. readonly onControllerMeshLoaded: Observable<WebVRController>;
  108665. private _rayLength;
  108666. private _useCustomVRButton;
  108667. private _teleportationRequested;
  108668. private _teleportActive;
  108669. private _floorMeshName;
  108670. private _floorMeshesCollection;
  108671. private _rotationAllowed;
  108672. private _teleportBackwardsVector;
  108673. private _teleportationTarget;
  108674. private _isDefaultTeleportationTarget;
  108675. private _postProcessMove;
  108676. private _teleportationFillColor;
  108677. private _teleportationBorderColor;
  108678. private _rotationAngle;
  108679. private _haloCenter;
  108680. private _cameraGazer;
  108681. private _padSensibilityUp;
  108682. private _padSensibilityDown;
  108683. private _leftController;
  108684. private _rightController;
  108685. /**
  108686. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  108687. */
  108688. onNewMeshSelected: Observable<AbstractMesh>;
  108689. /**
  108690. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  108691. * This observable will provide the mesh and the controller used to select the mesh
  108692. */
  108693. onMeshSelectedWithController: Observable<{
  108694. mesh: AbstractMesh;
  108695. controller: WebVRController;
  108696. }>;
  108697. /**
  108698. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  108699. */
  108700. onNewMeshPicked: Observable<PickingInfo>;
  108701. private _circleEase;
  108702. /**
  108703. * Observable raised before camera teleportation
  108704. */
  108705. onBeforeCameraTeleport: Observable<Vector3>;
  108706. /**
  108707. * Observable raised after camera teleportation
  108708. */
  108709. onAfterCameraTeleport: Observable<Vector3>;
  108710. /**
  108711. * Observable raised when current selected mesh gets unselected
  108712. */
  108713. onSelectedMeshUnselected: Observable<AbstractMesh>;
  108714. private _raySelectionPredicate;
  108715. /**
  108716. * To be optionaly changed by user to define custom ray selection
  108717. */
  108718. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  108719. /**
  108720. * To be optionaly changed by user to define custom selection logic (after ray selection)
  108721. */
  108722. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  108723. /**
  108724. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  108725. */
  108726. teleportationEnabled: boolean;
  108727. private _defaultHeight;
  108728. private _teleportationInitialized;
  108729. private _interactionsEnabled;
  108730. private _interactionsRequested;
  108731. private _displayGaze;
  108732. private _displayLaserPointer;
  108733. /**
  108734. * The mesh used to display where the user is going to teleport.
  108735. */
  108736. /**
  108737. * Sets the mesh to be used to display where the user is going to teleport.
  108738. */
  108739. teleportationTarget: Mesh;
  108740. /**
  108741. * 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
  108742. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  108743. * See http://doc.babylonjs.com/resources/baking_transformations
  108744. */
  108745. gazeTrackerMesh: Mesh;
  108746. /**
  108747. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  108748. */
  108749. updateGazeTrackerScale: boolean;
  108750. /**
  108751. * If the gaze trackers color should be updated when selecting meshes
  108752. */
  108753. updateGazeTrackerColor: boolean;
  108754. /**
  108755. * If the controller laser color should be updated when selecting meshes
  108756. */
  108757. updateControllerLaserColor: boolean;
  108758. /**
  108759. * The gaze tracking mesh corresponding to the left controller
  108760. */
  108761. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  108762. /**
  108763. * The gaze tracking mesh corresponding to the right controller
  108764. */
  108765. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  108766. /**
  108767. * If the ray of the gaze should be displayed.
  108768. */
  108769. /**
  108770. * Sets if the ray of the gaze should be displayed.
  108771. */
  108772. displayGaze: boolean;
  108773. /**
  108774. * If the ray of the LaserPointer should be displayed.
  108775. */
  108776. /**
  108777. * Sets if the ray of the LaserPointer should be displayed.
  108778. */
  108779. displayLaserPointer: boolean;
  108780. /**
  108781. * The deviceOrientationCamera used as the camera when not in VR.
  108782. */
  108783. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  108784. /**
  108785. * Based on the current WebVR support, returns the current VR camera used.
  108786. */
  108787. readonly currentVRCamera: Nullable<Camera>;
  108788. /**
  108789. * The webVRCamera which is used when in VR.
  108790. */
  108791. readonly webVRCamera: WebVRFreeCamera;
  108792. /**
  108793. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  108794. */
  108795. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  108796. /**
  108797. * The html button that is used to trigger entering into VR.
  108798. */
  108799. readonly vrButton: Nullable<HTMLButtonElement>;
  108800. private readonly _teleportationRequestInitiated;
  108801. /**
  108802. * Defines wether or not Pointer lock should be requested when switching to
  108803. * full screen.
  108804. */
  108805. requestPointerLockOnFullScreen: boolean;
  108806. /**
  108807. * Instantiates a VRExperienceHelper.
  108808. * Helps to quickly add VR support to an existing scene.
  108809. * @param scene The scene the VRExperienceHelper belongs to.
  108810. * @param webVROptions Options to modify the vr experience helper's behavior.
  108811. */
  108812. constructor(scene: Scene,
  108813. /** Options to modify the vr experience helper's behavior. */
  108814. webVROptions?: VRExperienceHelperOptions);
  108815. private _onDefaultMeshLoaded;
  108816. private _onResize;
  108817. private _onFullscreenChange;
  108818. /**
  108819. * Gets a value indicating if we are currently in VR mode.
  108820. */
  108821. readonly isInVRMode: boolean;
  108822. private onVrDisplayPresentChange;
  108823. private onVRDisplayChanged;
  108824. private moveButtonToBottomRight;
  108825. private displayVRButton;
  108826. private updateButtonVisibility;
  108827. private _cachedAngularSensibility;
  108828. /**
  108829. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  108830. * Otherwise, will use the fullscreen API.
  108831. */
  108832. enterVR(): void;
  108833. /**
  108834. * Attempt to exit VR, or fullscreen.
  108835. */
  108836. exitVR(): void;
  108837. /**
  108838. * The position of the vr experience helper.
  108839. */
  108840. /**
  108841. * Sets the position of the vr experience helper.
  108842. */
  108843. position: Vector3;
  108844. /**
  108845. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  108846. */
  108847. enableInteractions(): void;
  108848. private readonly _noControllerIsActive;
  108849. private beforeRender;
  108850. private _isTeleportationFloor;
  108851. /**
  108852. * Adds a floor mesh to be used for teleportation.
  108853. * @param floorMesh the mesh to be used for teleportation.
  108854. */
  108855. addFloorMesh(floorMesh: Mesh): void;
  108856. /**
  108857. * Removes a floor mesh from being used for teleportation.
  108858. * @param floorMesh the mesh to be removed.
  108859. */
  108860. removeFloorMesh(floorMesh: Mesh): void;
  108861. /**
  108862. * Enables interactions and teleportation using the VR controllers and gaze.
  108863. * @param vrTeleportationOptions options to modify teleportation behavior.
  108864. */
  108865. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  108866. private _onNewGamepadConnected;
  108867. private _tryEnableInteractionOnController;
  108868. private _onNewGamepadDisconnected;
  108869. private _enableInteractionOnController;
  108870. private _checkTeleportWithRay;
  108871. private _checkRotate;
  108872. private _checkTeleportBackwards;
  108873. private _enableTeleportationOnController;
  108874. private _createTeleportationCircles;
  108875. private _displayTeleportationTarget;
  108876. private _hideTeleportationTarget;
  108877. private _rotateCamera;
  108878. private _moveTeleportationSelectorTo;
  108879. private _workingVector;
  108880. private _workingQuaternion;
  108881. private _workingMatrix;
  108882. /**
  108883. * Teleports the users feet to the desired location
  108884. * @param location The location where the user's feet should be placed
  108885. */
  108886. teleportCamera(location: Vector3): void;
  108887. private _convertNormalToDirectionOfRay;
  108888. private _castRayAndSelectObject;
  108889. private _notifySelectedMeshUnselected;
  108890. /**
  108891. * Sets the color of the laser ray from the vr controllers.
  108892. * @param color new color for the ray.
  108893. */
  108894. changeLaserColor(color: Color3): void;
  108895. /**
  108896. * Sets the color of the ray from the vr headsets gaze.
  108897. * @param color new color for the ray.
  108898. */
  108899. changeGazeColor(color: Color3): void;
  108900. /**
  108901. * Exits VR and disposes of the vr experience helper
  108902. */
  108903. dispose(): void;
  108904. /**
  108905. * Gets the name of the VRExperienceHelper class
  108906. * @returns "VRExperienceHelper"
  108907. */
  108908. getClassName(): string;
  108909. }
  108910. }
  108911. declare module BABYLON {
  108912. /**
  108913. * Manages an XRSession to work with Babylon's engine
  108914. * @see https://doc.babylonjs.com/how_to/webxr
  108915. */
  108916. export class WebXRSessionManager implements IDisposable {
  108917. private scene;
  108918. /**
  108919. * Fires every time a new xrFrame arrives which can be used to update the camera
  108920. */
  108921. onXRFrameObservable: Observable<any>;
  108922. /**
  108923. * Fires when the xr session is ended either by the device or manually done
  108924. */
  108925. onXRSessionEnded: Observable<any>;
  108926. /**
  108927. * Underlying xr session
  108928. */
  108929. session: XRSession;
  108930. /**
  108931. * Type of reference space used when creating the session
  108932. */
  108933. referenceSpace: XRReferenceSpace;
  108934. /** @hidden */
  108935. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  108936. /**
  108937. * Current XR frame
  108938. */
  108939. currentFrame: Nullable<XRFrame>;
  108940. private _xrNavigator;
  108941. private baseLayer;
  108942. private _sessionEnded;
  108943. /**
  108944. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  108945. * @param scene The scene which the session should be created for
  108946. */
  108947. constructor(scene: Scene);
  108948. /**
  108949. * Initializes the manager
  108950. * After initialization enterXR can be called to start an XR session
  108951. * @returns Promise which resolves after it is initialized
  108952. */
  108953. initializeAsync(): Promise<void>;
  108954. /**
  108955. * Initializes an xr session
  108956. * @param xrSessionMode mode to initialize
  108957. * @returns a promise which will resolve once the session has been initialized
  108958. */
  108959. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  108960. /**
  108961. * Sets the reference space on the xr session
  108962. * @param referenceSpace space to set
  108963. * @returns a promise that will resolve once the reference space has been set
  108964. */
  108965. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  108966. /**
  108967. * Updates the render state of the session
  108968. * @param state state to set
  108969. * @returns a promise that resolves once the render state has been updated
  108970. */
  108971. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  108972. /**
  108973. * Starts rendering to the xr layer
  108974. * @returns a promise that will resolve once rendering has started
  108975. */
  108976. startRenderingToXRAsync(): Promise<void>;
  108977. /**
  108978. * Stops the xrSession and restores the renderloop
  108979. * @returns Promise which resolves after it exits XR
  108980. */
  108981. exitXRAsync(): Promise<unknown>;
  108982. /**
  108983. * Checks if a session would be supported for the creation options specified
  108984. * @param sessionMode session mode to check if supported eg. immersive-vr
  108985. * @returns true if supported
  108986. */
  108987. supportsSessionAsync(sessionMode: XRSessionMode): any;
  108988. /**
  108989. * @hidden
  108990. * Converts the render layer of xrSession to a render target
  108991. * @param session session to create render target for
  108992. * @param scene scene the new render target should be created for
  108993. */
  108994. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  108995. /**
  108996. * Disposes of the session manager
  108997. */
  108998. dispose(): void;
  108999. }
  109000. }
  109001. declare module BABYLON {
  109002. /**
  109003. * WebXR Camera which holds the views for the xrSession
  109004. * @see https://doc.babylonjs.com/how_to/webxr
  109005. */
  109006. export class WebXRCamera extends FreeCamera {
  109007. private static _TmpMatrix;
  109008. /**
  109009. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109010. * @param name the name of the camera
  109011. * @param scene the scene to add the camera to
  109012. */
  109013. constructor(name: string, scene: Scene);
  109014. private _updateNumberOfRigCameras;
  109015. /** @hidden */
  109016. _updateForDualEyeDebugging(): void;
  109017. /**
  109018. * Updates the cameras position from the current pose information of the XR session
  109019. * @param xrSessionManager the session containing pose information
  109020. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109021. */
  109022. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  109023. }
  109024. }
  109025. declare module BABYLON {
  109026. /**
  109027. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109028. */
  109029. export class WebXRManagedOutputCanvas implements IDisposable {
  109030. private helper;
  109031. private _canvas;
  109032. /**
  109033. * xrpresent context of the canvas which can be used to display/mirror xr content
  109034. */
  109035. canvasContext: WebGLRenderingContext;
  109036. /**
  109037. * xr layer for the canvas
  109038. */
  109039. xrLayer: Nullable<XRWebGLLayer>;
  109040. /**
  109041. * Initializes the xr layer for the session
  109042. * @param xrSession xr session
  109043. * @returns a promise that will resolve once the XR Layer has been created
  109044. */
  109045. initializeXRLayerAsync(xrSession: any): any;
  109046. /**
  109047. * Initializes the canvas to be added/removed upon entering/exiting xr
  109048. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  109049. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109050. */
  109051. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  109052. /**
  109053. * Disposes of the object
  109054. */
  109055. dispose(): void;
  109056. private _setManagedOutputCanvas;
  109057. private _addCanvas;
  109058. private _removeCanvas;
  109059. }
  109060. }
  109061. declare module BABYLON {
  109062. /**
  109063. * States of the webXR experience
  109064. */
  109065. export enum WebXRState {
  109066. /**
  109067. * Transitioning to being in XR mode
  109068. */
  109069. ENTERING_XR = 0,
  109070. /**
  109071. * Transitioning to non XR mode
  109072. */
  109073. EXITING_XR = 1,
  109074. /**
  109075. * In XR mode and presenting
  109076. */
  109077. IN_XR = 2,
  109078. /**
  109079. * Not entered XR mode
  109080. */
  109081. NOT_IN_XR = 3
  109082. }
  109083. /**
  109084. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  109085. * @see https://doc.babylonjs.com/how_to/webxr
  109086. */
  109087. export class WebXRExperienceHelper implements IDisposable {
  109088. private scene;
  109089. /**
  109090. * 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
  109091. */
  109092. container: AbstractMesh;
  109093. /**
  109094. * Camera used to render xr content
  109095. */
  109096. camera: WebXRCamera;
  109097. /**
  109098. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109099. */
  109100. state: WebXRState;
  109101. private _setState;
  109102. private static _TmpVector;
  109103. /**
  109104. * Fires when the state of the experience helper has changed
  109105. */
  109106. onStateChangedObservable: Observable<WebXRState>;
  109107. /** Session manager used to keep track of xr session */
  109108. sessionManager: WebXRSessionManager;
  109109. private _nonVRCamera;
  109110. private _originalSceneAutoClear;
  109111. private _supported;
  109112. /**
  109113. * Creates the experience helper
  109114. * @param scene the scene to attach the experience helper to
  109115. * @returns a promise for the experience helper
  109116. */
  109117. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  109118. /**
  109119. * Creates a WebXRExperienceHelper
  109120. * @param scene The scene the helper should be created in
  109121. */
  109122. private constructor();
  109123. /**
  109124. * Exits XR mode and returns the scene to its original state
  109125. * @returns promise that resolves after xr mode has exited
  109126. */
  109127. exitXRAsync(): Promise<unknown>;
  109128. /**
  109129. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109130. * @param sessionCreationOptions options for the XR session
  109131. * @param referenceSpaceType frame of reference of the XR session
  109132. * @param outputCanvas the output canvas that will be used to enter XR mode
  109133. * @returns promise that resolves after xr mode has entered
  109134. */
  109135. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  109136. /**
  109137. * Updates the global position of the camera by moving the camera's container
  109138. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109139. * @param position The desired global position of the camera
  109140. */
  109141. setPositionOfCameraUsingContainer(position: Vector3): void;
  109142. /**
  109143. * Rotates the xr camera by rotating the camera's container around the camera's position
  109144. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109145. * @param rotation the desired quaternion rotation to apply to the camera
  109146. */
  109147. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  109148. /**
  109149. * Disposes of the experience helper
  109150. */
  109151. dispose(): void;
  109152. }
  109153. }
  109154. declare module BABYLON {
  109155. /**
  109156. * Button which can be used to enter a different mode of XR
  109157. */
  109158. export class WebXREnterExitUIButton {
  109159. /** button element */
  109160. element: HTMLElement;
  109161. /** XR initialization options for the button */
  109162. sessionMode: XRSessionMode;
  109163. /** Reference space type */
  109164. referenceSpaceType: XRReferenceSpaceType;
  109165. /**
  109166. * Creates a WebXREnterExitUIButton
  109167. * @param element button element
  109168. * @param sessionMode XR initialization session mode
  109169. * @param referenceSpaceType the type of reference space to be used
  109170. */
  109171. constructor(
  109172. /** button element */
  109173. element: HTMLElement,
  109174. /** XR initialization options for the button */
  109175. sessionMode: XRSessionMode,
  109176. /** Reference space type */
  109177. referenceSpaceType: XRReferenceSpaceType);
  109178. /**
  109179. * Overwritable function which can be used to update the button's visuals when the state changes
  109180. * @param activeButton the current active button in the UI
  109181. */
  109182. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  109183. }
  109184. /**
  109185. * Options to create the webXR UI
  109186. */
  109187. export class WebXREnterExitUIOptions {
  109188. /**
  109189. * Context to enter xr with
  109190. */
  109191. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  109192. /**
  109193. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  109194. */
  109195. customButtons?: Array<WebXREnterExitUIButton>;
  109196. }
  109197. /**
  109198. * UI to allow the user to enter/exit XR mode
  109199. */
  109200. export class WebXREnterExitUI implements IDisposable {
  109201. private scene;
  109202. private _overlay;
  109203. private _buttons;
  109204. private _activeButton;
  109205. /**
  109206. * Fired every time the active button is changed.
  109207. *
  109208. * When xr is entered via a button that launches xr that button will be the callback parameter
  109209. *
  109210. * When exiting xr the callback parameter will be null)
  109211. */
  109212. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  109213. /**
  109214. * Creates UI to allow the user to enter/exit XR mode
  109215. * @param scene the scene to add the ui to
  109216. * @param helper the xr experience helper to enter/exit xr with
  109217. * @param options options to configure the UI
  109218. * @returns the created ui
  109219. */
  109220. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  109221. private constructor();
  109222. private _updateButtons;
  109223. /**
  109224. * Disposes of the object
  109225. */
  109226. dispose(): void;
  109227. }
  109228. }
  109229. declare module BABYLON {
  109230. /**
  109231. * Represents an XR input
  109232. */
  109233. export class WebXRController {
  109234. private scene;
  109235. /** The underlying input source for the controller */
  109236. inputSource: XRInputSource;
  109237. private parentContainer;
  109238. /**
  109239. * 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
  109240. */
  109241. grip?: AbstractMesh;
  109242. /**
  109243. * Pointer which can be used to select objects or attach a visible laser to
  109244. */
  109245. pointer: AbstractMesh;
  109246. private _gamepadMode;
  109247. /**
  109248. * If available, this is the gamepad object related to this controller.
  109249. * Using this object it is possible to get click events and trackpad changes of the
  109250. * webxr controller that is currently being used.
  109251. */
  109252. gamepadController?: WebVRController;
  109253. /**
  109254. * Event that fires when the controller is removed/disposed
  109255. */
  109256. onDisposeObservable: Observable<{}>;
  109257. private _tmpMatrix;
  109258. private _tmpQuaternion;
  109259. private _tmpVector;
  109260. /**
  109261. * Creates the controller
  109262. * @see https://doc.babylonjs.com/how_to/webxr
  109263. * @param scene the scene which the controller should be associated to
  109264. * @param inputSource the underlying input source for the controller
  109265. * @param parentContainer parent that the controller meshes should be children of
  109266. */
  109267. constructor(scene: Scene,
  109268. /** The underlying input source for the controller */
  109269. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  109270. /**
  109271. * Updates the controller pose based on the given XRFrame
  109272. * @param xrFrame xr frame to update the pose with
  109273. * @param referenceSpace reference space to use
  109274. */
  109275. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  109276. /**
  109277. * Gets a world space ray coming from the controller
  109278. * @param result the resulting ray
  109279. */
  109280. getWorldPointerRayToRef(result: Ray): void;
  109281. /**
  109282. * Get the scene associated with this controller
  109283. * @returns the scene object
  109284. */
  109285. getScene(): Scene;
  109286. /**
  109287. * Disposes of the object
  109288. */
  109289. dispose(): void;
  109290. }
  109291. }
  109292. declare module BABYLON {
  109293. /**
  109294. * XR input used to track XR inputs such as controllers/rays
  109295. */
  109296. export class WebXRInput implements IDisposable {
  109297. /**
  109298. * Base experience the input listens to
  109299. */
  109300. baseExperience: WebXRExperienceHelper;
  109301. /**
  109302. * XR controllers being tracked
  109303. */
  109304. controllers: Array<WebXRController>;
  109305. private _frameObserver;
  109306. private _stateObserver;
  109307. /**
  109308. * Event when a controller has been connected/added
  109309. */
  109310. onControllerAddedObservable: Observable<WebXRController>;
  109311. /**
  109312. * Event when a controller has been removed/disconnected
  109313. */
  109314. onControllerRemovedObservable: Observable<WebXRController>;
  109315. /**
  109316. * Initializes the WebXRInput
  109317. * @param baseExperience experience helper which the input should be created for
  109318. */
  109319. constructor(
  109320. /**
  109321. * Base experience the input listens to
  109322. */
  109323. baseExperience: WebXRExperienceHelper);
  109324. private _onInputSourcesChange;
  109325. private _addAndRemoveControllers;
  109326. /**
  109327. * Disposes of the object
  109328. */
  109329. dispose(): void;
  109330. }
  109331. }
  109332. declare module BABYLON {
  109333. /**
  109334. * Enables teleportation
  109335. */
  109336. export class WebXRControllerTeleportation {
  109337. private _teleportationFillColor;
  109338. private _teleportationBorderColor;
  109339. private _tmpRay;
  109340. private _tmpVector;
  109341. /**
  109342. * Creates a WebXRControllerTeleportation
  109343. * @param input input manager to add teleportation to
  109344. * @param floorMeshes floormeshes which can be teleported to
  109345. */
  109346. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  109347. }
  109348. }
  109349. declare module BABYLON {
  109350. /**
  109351. * Handles pointer input automatically for the pointer of XR controllers
  109352. */
  109353. export class WebXRControllerPointerSelection {
  109354. private static _idCounter;
  109355. private _tmpRay;
  109356. /**
  109357. * Creates a WebXRControllerPointerSelection
  109358. * @param input input manager to setup pointer selection
  109359. */
  109360. constructor(input: WebXRInput);
  109361. private _convertNormalToDirectionOfRay;
  109362. private _updatePointerDistance;
  109363. }
  109364. }
  109365. declare module BABYLON {
  109366. /**
  109367. * Class used to represent data loading progression
  109368. */
  109369. export class SceneLoaderProgressEvent {
  109370. /** defines if data length to load can be evaluated */
  109371. readonly lengthComputable: boolean;
  109372. /** defines the loaded data length */
  109373. readonly loaded: number;
  109374. /** defines the data length to load */
  109375. readonly total: number;
  109376. /**
  109377. * Create a new progress event
  109378. * @param lengthComputable defines if data length to load can be evaluated
  109379. * @param loaded defines the loaded data length
  109380. * @param total defines the data length to load
  109381. */
  109382. constructor(
  109383. /** defines if data length to load can be evaluated */
  109384. lengthComputable: boolean,
  109385. /** defines the loaded data length */
  109386. loaded: number,
  109387. /** defines the data length to load */
  109388. total: number);
  109389. /**
  109390. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  109391. * @param event defines the source event
  109392. * @returns a new SceneLoaderProgressEvent
  109393. */
  109394. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  109395. }
  109396. /**
  109397. * Interface used by SceneLoader plugins to define supported file extensions
  109398. */
  109399. export interface ISceneLoaderPluginExtensions {
  109400. /**
  109401. * Defines the list of supported extensions
  109402. */
  109403. [extension: string]: {
  109404. isBinary: boolean;
  109405. };
  109406. }
  109407. /**
  109408. * Interface used by SceneLoader plugin factory
  109409. */
  109410. export interface ISceneLoaderPluginFactory {
  109411. /**
  109412. * Defines the name of the factory
  109413. */
  109414. name: string;
  109415. /**
  109416. * Function called to create a new plugin
  109417. * @return the new plugin
  109418. */
  109419. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  109420. /**
  109421. * The callback that returns true if the data can be directly loaded.
  109422. * @param data string containing the file data
  109423. * @returns if the data can be loaded directly
  109424. */
  109425. canDirectLoad?(data: string): boolean;
  109426. }
  109427. /**
  109428. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  109429. */
  109430. export interface ISceneLoaderPluginBase {
  109431. /**
  109432. * The friendly name of this plugin.
  109433. */
  109434. name: string;
  109435. /**
  109436. * The file extensions supported by this plugin.
  109437. */
  109438. extensions: string | ISceneLoaderPluginExtensions;
  109439. /**
  109440. * The callback called when loading from a url.
  109441. * @param scene scene loading this url
  109442. * @param url url to load
  109443. * @param onSuccess callback called when the file successfully loads
  109444. * @param onProgress callback called while file is loading (if the server supports this mode)
  109445. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  109446. * @param onError callback called when the file fails to load
  109447. * @returns a file request object
  109448. */
  109449. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  109450. /**
  109451. * The callback called when loading from a file object.
  109452. * @param scene scene loading this file
  109453. * @param file defines the file to load
  109454. * @param onSuccess defines the callback to call when data is loaded
  109455. * @param onProgress defines the callback to call during loading process
  109456. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  109457. * @param onError defines the callback to call when an error occurs
  109458. * @returns a file request object
  109459. */
  109460. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  109461. /**
  109462. * The callback that returns true if the data can be directly loaded.
  109463. * @param data string containing the file data
  109464. * @returns if the data can be loaded directly
  109465. */
  109466. canDirectLoad?(data: string): boolean;
  109467. /**
  109468. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  109469. * @param scene scene loading this data
  109470. * @param data string containing the data
  109471. * @returns data to pass to the plugin
  109472. */
  109473. directLoad?(scene: Scene, data: string): any;
  109474. /**
  109475. * The callback that allows custom handling of the root url based on the response url.
  109476. * @param rootUrl the original root url
  109477. * @param responseURL the response url if available
  109478. * @returns the new root url
  109479. */
  109480. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  109481. }
  109482. /**
  109483. * Interface used to define a SceneLoader plugin
  109484. */
  109485. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  109486. /**
  109487. * Import meshes into a scene.
  109488. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109489. * @param scene The scene to import into
  109490. * @param data The data to import
  109491. * @param rootUrl The root url for scene and resources
  109492. * @param meshes The meshes array to import into
  109493. * @param particleSystems The particle systems array to import into
  109494. * @param skeletons The skeletons array to import into
  109495. * @param onError The callback when import fails
  109496. * @returns True if successful or false otherwise
  109497. */
  109498. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  109499. /**
  109500. * Load into a scene.
  109501. * @param scene The scene to load into
  109502. * @param data The data to import
  109503. * @param rootUrl The root url for scene and resources
  109504. * @param onError The callback when import fails
  109505. * @returns True if successful or false otherwise
  109506. */
  109507. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  109508. /**
  109509. * Load into an asset container.
  109510. * @param scene The scene to load into
  109511. * @param data The data to import
  109512. * @param rootUrl The root url for scene and resources
  109513. * @param onError The callback when import fails
  109514. * @returns The loaded asset container
  109515. */
  109516. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  109517. }
  109518. /**
  109519. * Interface used to define an async SceneLoader plugin
  109520. */
  109521. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  109522. /**
  109523. * Import meshes into a scene.
  109524. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109525. * @param scene The scene to import into
  109526. * @param data The data to import
  109527. * @param rootUrl The root url for scene and resources
  109528. * @param onProgress The callback when the load progresses
  109529. * @param fileName Defines the name of the file to load
  109530. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  109531. */
  109532. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  109533. meshes: AbstractMesh[];
  109534. particleSystems: IParticleSystem[];
  109535. skeletons: Skeleton[];
  109536. animationGroups: AnimationGroup[];
  109537. }>;
  109538. /**
  109539. * Load into a scene.
  109540. * @param scene The scene to load into
  109541. * @param data The data to import
  109542. * @param rootUrl The root url for scene and resources
  109543. * @param onProgress The callback when the load progresses
  109544. * @param fileName Defines the name of the file to load
  109545. * @returns Nothing
  109546. */
  109547. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  109548. /**
  109549. * Load into an asset container.
  109550. * @param scene The scene to load into
  109551. * @param data The data to import
  109552. * @param rootUrl The root url for scene and resources
  109553. * @param onProgress The callback when the load progresses
  109554. * @param fileName Defines the name of the file to load
  109555. * @returns The loaded asset container
  109556. */
  109557. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  109558. }
  109559. /**
  109560. * Class used to load scene from various file formats using registered plugins
  109561. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  109562. */
  109563. export class SceneLoader {
  109564. /**
  109565. * No logging while loading
  109566. */
  109567. static readonly NO_LOGGING: number;
  109568. /**
  109569. * Minimal logging while loading
  109570. */
  109571. static readonly MINIMAL_LOGGING: number;
  109572. /**
  109573. * Summary logging while loading
  109574. */
  109575. static readonly SUMMARY_LOGGING: number;
  109576. /**
  109577. * Detailled logging while loading
  109578. */
  109579. static readonly DETAILED_LOGGING: number;
  109580. /**
  109581. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  109582. */
  109583. static ForceFullSceneLoadingForIncremental: boolean;
  109584. /**
  109585. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  109586. */
  109587. static ShowLoadingScreen: boolean;
  109588. /**
  109589. * Defines the current logging level (while loading the scene)
  109590. * @ignorenaming
  109591. */
  109592. static loggingLevel: number;
  109593. /**
  109594. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  109595. */
  109596. static CleanBoneMatrixWeights: boolean;
  109597. /**
  109598. * Event raised when a plugin is used to load a scene
  109599. */
  109600. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  109601. private static _registeredPlugins;
  109602. private static _getDefaultPlugin;
  109603. private static _getPluginForExtension;
  109604. private static _getPluginForDirectLoad;
  109605. private static _getPluginForFilename;
  109606. private static _getDirectLoad;
  109607. private static _loadData;
  109608. private static _getFileInfo;
  109609. /**
  109610. * Gets a plugin that can load the given extension
  109611. * @param extension defines the extension to load
  109612. * @returns a plugin or null if none works
  109613. */
  109614. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  109615. /**
  109616. * Gets a boolean indicating that the given extension can be loaded
  109617. * @param extension defines the extension to load
  109618. * @returns true if the extension is supported
  109619. */
  109620. static IsPluginForExtensionAvailable(extension: string): boolean;
  109621. /**
  109622. * Adds a new plugin to the list of registered plugins
  109623. * @param plugin defines the plugin to add
  109624. */
  109625. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  109626. /**
  109627. * Import meshes into a scene
  109628. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109629. * @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)
  109630. * @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)
  109631. * @param scene the instance of BABYLON.Scene to append to
  109632. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  109633. * @param onProgress a callback with a progress event for each file being loaded
  109634. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  109635. * @param pluginExtension the extension used to determine the plugin
  109636. * @returns The loaded plugin
  109637. */
  109638. 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>;
  109639. /**
  109640. * Import meshes into a scene
  109641. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109642. * @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)
  109643. * @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)
  109644. * @param scene the instance of BABYLON.Scene to append to
  109645. * @param onProgress a callback with a progress event for each file being loaded
  109646. * @param pluginExtension the extension used to determine the plugin
  109647. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  109648. */
  109649. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  109650. meshes: AbstractMesh[];
  109651. particleSystems: IParticleSystem[];
  109652. skeletons: Skeleton[];
  109653. animationGroups: AnimationGroup[];
  109654. }>;
  109655. /**
  109656. * Load a scene
  109657. * @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)
  109658. * @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)
  109659. * @param engine is the instance of BABYLON.Engine to use to create the scene
  109660. * @param onSuccess a callback with the scene when import succeeds
  109661. * @param onProgress a callback with a progress event for each file being loaded
  109662. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  109663. * @param pluginExtension the extension used to determine the plugin
  109664. * @returns The loaded plugin
  109665. */
  109666. 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>;
  109667. /**
  109668. * Load a scene
  109669. * @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)
  109670. * @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)
  109671. * @param engine is the instance of BABYLON.Engine to use to create the scene
  109672. * @param onProgress a callback with a progress event for each file being loaded
  109673. * @param pluginExtension the extension used to determine the plugin
  109674. * @returns The loaded scene
  109675. */
  109676. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  109677. /**
  109678. * Append a scene
  109679. * @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)
  109680. * @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)
  109681. * @param scene is the instance of BABYLON.Scene to append to
  109682. * @param onSuccess a callback with the scene when import succeeds
  109683. * @param onProgress a callback with a progress event for each file being loaded
  109684. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  109685. * @param pluginExtension the extension used to determine the plugin
  109686. * @returns The loaded plugin
  109687. */
  109688. 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>;
  109689. /**
  109690. * Append a scene
  109691. * @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)
  109692. * @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)
  109693. * @param scene is the instance of BABYLON.Scene to append to
  109694. * @param onProgress a callback with a progress event for each file being loaded
  109695. * @param pluginExtension the extension used to determine the plugin
  109696. * @returns The given scene
  109697. */
  109698. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  109699. /**
  109700. * Load a scene into an asset container
  109701. * @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)
  109702. * @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)
  109703. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  109704. * @param onSuccess a callback with the scene when import succeeds
  109705. * @param onProgress a callback with a progress event for each file being loaded
  109706. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  109707. * @param pluginExtension the extension used to determine the plugin
  109708. * @returns The loaded plugin
  109709. */
  109710. 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>;
  109711. /**
  109712. * Load a scene into an asset container
  109713. * @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)
  109714. * @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)
  109715. * @param scene is the instance of Scene to append to
  109716. * @param onProgress a callback with a progress event for each file being loaded
  109717. * @param pluginExtension the extension used to determine the plugin
  109718. * @returns The loaded asset container
  109719. */
  109720. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  109721. }
  109722. }
  109723. declare module BABYLON {
  109724. /**
  109725. * Generic Controller
  109726. */
  109727. export class GenericController extends WebVRController {
  109728. /**
  109729. * Base Url for the controller model.
  109730. */
  109731. static readonly MODEL_BASE_URL: string;
  109732. /**
  109733. * File name for the controller model.
  109734. */
  109735. static readonly MODEL_FILENAME: string;
  109736. /**
  109737. * Creates a new GenericController from a gamepad
  109738. * @param vrGamepad the gamepad that the controller should be created from
  109739. */
  109740. constructor(vrGamepad: any);
  109741. /**
  109742. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109743. * @param scene scene in which to add meshes
  109744. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109745. */
  109746. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109747. /**
  109748. * Called once for each button that changed state since the last frame
  109749. * @param buttonIdx Which button index changed
  109750. * @param state New state of the button
  109751. * @param changes Which properties on the state changed since last frame
  109752. */
  109753. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109754. }
  109755. }
  109756. declare module BABYLON {
  109757. /**
  109758. * Defines the WindowsMotionController object that the state of the windows motion controller
  109759. */
  109760. export class WindowsMotionController extends WebVRController {
  109761. /**
  109762. * The base url used to load the left and right controller models
  109763. */
  109764. static MODEL_BASE_URL: string;
  109765. /**
  109766. * The name of the left controller model file
  109767. */
  109768. static MODEL_LEFT_FILENAME: string;
  109769. /**
  109770. * The name of the right controller model file
  109771. */
  109772. static MODEL_RIGHT_FILENAME: string;
  109773. /**
  109774. * The controller name prefix for this controller type
  109775. */
  109776. static readonly GAMEPAD_ID_PREFIX: string;
  109777. /**
  109778. * The controller id pattern for this controller type
  109779. */
  109780. private static readonly GAMEPAD_ID_PATTERN;
  109781. private _loadedMeshInfo;
  109782. private readonly _mapping;
  109783. /**
  109784. * Fired when the trackpad on this controller is clicked
  109785. */
  109786. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  109787. /**
  109788. * Fired when the trackpad on this controller is modified
  109789. */
  109790. onTrackpadValuesChangedObservable: Observable<StickValues>;
  109791. /**
  109792. * The current x and y values of this controller's trackpad
  109793. */
  109794. trackpad: StickValues;
  109795. /**
  109796. * Creates a new WindowsMotionController from a gamepad
  109797. * @param vrGamepad the gamepad that the controller should be created from
  109798. */
  109799. constructor(vrGamepad: any);
  109800. /**
  109801. * Fired when the trigger on this controller is modified
  109802. */
  109803. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109804. /**
  109805. * Fired when the menu button on this controller is modified
  109806. */
  109807. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109808. /**
  109809. * Fired when the grip button on this controller is modified
  109810. */
  109811. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109812. /**
  109813. * Fired when the thumbstick button on this controller is modified
  109814. */
  109815. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109816. /**
  109817. * Fired when the touchpad button on this controller is modified
  109818. */
  109819. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109820. /**
  109821. * Fired when the touchpad values on this controller are modified
  109822. */
  109823. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  109824. private _updateTrackpad;
  109825. /**
  109826. * Called once per frame by the engine.
  109827. */
  109828. update(): void;
  109829. /**
  109830. * Called once for each button that changed state since the last frame
  109831. * @param buttonIdx Which button index changed
  109832. * @param state New state of the button
  109833. * @param changes Which properties on the state changed since last frame
  109834. */
  109835. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109836. /**
  109837. * Moves the buttons on the controller mesh based on their current state
  109838. * @param buttonName the name of the button to move
  109839. * @param buttonValue the value of the button which determines the buttons new position
  109840. */
  109841. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  109842. /**
  109843. * Moves the axis on the controller mesh based on its current state
  109844. * @param axis the index of the axis
  109845. * @param axisValue the value of the axis which determines the meshes new position
  109846. * @hidden
  109847. */
  109848. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  109849. /**
  109850. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109851. * @param scene scene in which to add meshes
  109852. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109853. */
  109854. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  109855. /**
  109856. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  109857. * can be transformed by button presses and axes values, based on this._mapping.
  109858. *
  109859. * @param scene scene in which the meshes exist
  109860. * @param meshes list of meshes that make up the controller model to process
  109861. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  109862. */
  109863. private processModel;
  109864. private createMeshInfo;
  109865. /**
  109866. * Gets the ray of the controller in the direction the controller is pointing
  109867. * @param length the length the resulting ray should be
  109868. * @returns a ray in the direction the controller is pointing
  109869. */
  109870. getForwardRay(length?: number): Ray;
  109871. /**
  109872. * Disposes of the controller
  109873. */
  109874. dispose(): void;
  109875. }
  109876. }
  109877. declare module BABYLON {
  109878. /**
  109879. * Oculus Touch Controller
  109880. */
  109881. export class OculusTouchController extends WebVRController {
  109882. /**
  109883. * Base Url for the controller model.
  109884. */
  109885. static MODEL_BASE_URL: string;
  109886. /**
  109887. * File name for the left controller model.
  109888. */
  109889. static MODEL_LEFT_FILENAME: string;
  109890. /**
  109891. * File name for the right controller model.
  109892. */
  109893. static MODEL_RIGHT_FILENAME: string;
  109894. /**
  109895. * Base Url for the Quest controller model.
  109896. */
  109897. static QUEST_MODEL_BASE_URL: string;
  109898. /**
  109899. * @hidden
  109900. * If the controllers are running on a device that needs the updated Quest controller models
  109901. */
  109902. static _IsQuest: boolean;
  109903. /**
  109904. * Fired when the secondary trigger on this controller is modified
  109905. */
  109906. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  109907. /**
  109908. * Fired when the thumb rest on this controller is modified
  109909. */
  109910. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  109911. /**
  109912. * Creates a new OculusTouchController from a gamepad
  109913. * @param vrGamepad the gamepad that the controller should be created from
  109914. */
  109915. constructor(vrGamepad: any);
  109916. /**
  109917. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109918. * @param scene scene in which to add meshes
  109919. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109920. */
  109921. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109922. /**
  109923. * Fired when the A button on this controller is modified
  109924. */
  109925. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109926. /**
  109927. * Fired when the B button on this controller is modified
  109928. */
  109929. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109930. /**
  109931. * Fired when the X button on this controller is modified
  109932. */
  109933. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109934. /**
  109935. * Fired when the Y button on this controller is modified
  109936. */
  109937. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109938. /**
  109939. * Called once for each button that changed state since the last frame
  109940. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  109941. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  109942. * 2) secondary trigger (same)
  109943. * 3) A (right) X (left), touch, pressed = value
  109944. * 4) B / Y
  109945. * 5) thumb rest
  109946. * @param buttonIdx Which button index changed
  109947. * @param state New state of the button
  109948. * @param changes Which properties on the state changed since last frame
  109949. */
  109950. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109951. }
  109952. }
  109953. declare module BABYLON {
  109954. /**
  109955. * Vive Controller
  109956. */
  109957. export class ViveController extends WebVRController {
  109958. /**
  109959. * Base Url for the controller model.
  109960. */
  109961. static MODEL_BASE_URL: string;
  109962. /**
  109963. * File name for the controller model.
  109964. */
  109965. static MODEL_FILENAME: string;
  109966. /**
  109967. * Creates a new ViveController from a gamepad
  109968. * @param vrGamepad the gamepad that the controller should be created from
  109969. */
  109970. constructor(vrGamepad: any);
  109971. /**
  109972. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109973. * @param scene scene in which to add meshes
  109974. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109975. */
  109976. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109977. /**
  109978. * Fired when the left button on this controller is modified
  109979. */
  109980. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109981. /**
  109982. * Fired when the right button on this controller is modified
  109983. */
  109984. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109985. /**
  109986. * Fired when the menu button on this controller is modified
  109987. */
  109988. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  109989. /**
  109990. * Called once for each button that changed state since the last frame
  109991. * Vive mapping:
  109992. * 0: touchpad
  109993. * 1: trigger
  109994. * 2: left AND right buttons
  109995. * 3: menu button
  109996. * @param buttonIdx Which button index changed
  109997. * @param state New state of the button
  109998. * @param changes Which properties on the state changed since last frame
  109999. */
  110000. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110001. }
  110002. }
  110003. declare module BABYLON {
  110004. /**
  110005. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  110006. */
  110007. export class WebXRControllerModelLoader {
  110008. /**
  110009. * Creates the WebXRControllerModelLoader
  110010. * @param input xr input that creates the controllers
  110011. */
  110012. constructor(input: WebXRInput);
  110013. }
  110014. }
  110015. declare module BABYLON {
  110016. /**
  110017. * Contains an array of blocks representing the octree
  110018. */
  110019. export interface IOctreeContainer<T> {
  110020. /**
  110021. * Blocks within the octree
  110022. */
  110023. blocks: Array<OctreeBlock<T>>;
  110024. }
  110025. /**
  110026. * Class used to store a cell in an octree
  110027. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110028. */
  110029. export class OctreeBlock<T> {
  110030. /**
  110031. * Gets the content of the current block
  110032. */
  110033. entries: T[];
  110034. /**
  110035. * Gets the list of block children
  110036. */
  110037. blocks: Array<OctreeBlock<T>>;
  110038. private _depth;
  110039. private _maxDepth;
  110040. private _capacity;
  110041. private _minPoint;
  110042. private _maxPoint;
  110043. private _boundingVectors;
  110044. private _creationFunc;
  110045. /**
  110046. * Creates a new block
  110047. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  110048. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  110049. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110050. * @param depth defines the current depth of this block in the octree
  110051. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  110052. * @param creationFunc defines a callback to call when an element is added to the block
  110053. */
  110054. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  110055. /**
  110056. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110057. */
  110058. readonly capacity: number;
  110059. /**
  110060. * Gets the minimum vector (in world space) of the block's bounding box
  110061. */
  110062. readonly minPoint: Vector3;
  110063. /**
  110064. * Gets the maximum vector (in world space) of the block's bounding box
  110065. */
  110066. readonly maxPoint: Vector3;
  110067. /**
  110068. * Add a new element to this block
  110069. * @param entry defines the element to add
  110070. */
  110071. addEntry(entry: T): void;
  110072. /**
  110073. * Remove an element from this block
  110074. * @param entry defines the element to remove
  110075. */
  110076. removeEntry(entry: T): void;
  110077. /**
  110078. * Add an array of elements to this block
  110079. * @param entries defines the array of elements to add
  110080. */
  110081. addEntries(entries: T[]): void;
  110082. /**
  110083. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  110084. * @param frustumPlanes defines the frustum planes to test
  110085. * @param selection defines the array to store current content if selection is positive
  110086. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110087. */
  110088. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110089. /**
  110090. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  110091. * @param sphereCenter defines the bounding sphere center
  110092. * @param sphereRadius defines the bounding sphere radius
  110093. * @param selection defines the array to store current content if selection is positive
  110094. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110095. */
  110096. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110097. /**
  110098. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  110099. * @param ray defines the ray to test with
  110100. * @param selection defines the array to store current content if selection is positive
  110101. */
  110102. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  110103. /**
  110104. * Subdivide the content into child blocks (this block will then be empty)
  110105. */
  110106. createInnerBlocks(): void;
  110107. /**
  110108. * @hidden
  110109. */
  110110. 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;
  110111. }
  110112. }
  110113. declare module BABYLON {
  110114. /**
  110115. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  110116. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110117. */
  110118. export class Octree<T> {
  110119. /** 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.) */
  110120. maxDepth: number;
  110121. /**
  110122. * Blocks within the octree containing objects
  110123. */
  110124. blocks: Array<OctreeBlock<T>>;
  110125. /**
  110126. * Content stored in the octree
  110127. */
  110128. dynamicContent: T[];
  110129. private _maxBlockCapacity;
  110130. private _selectionContent;
  110131. private _creationFunc;
  110132. /**
  110133. * Creates a octree
  110134. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110135. * @param creationFunc function to be used to instatiate the octree
  110136. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  110137. * @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.)
  110138. */
  110139. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  110140. /** 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.) */
  110141. maxDepth?: number);
  110142. /**
  110143. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  110144. * @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);
  110145. * @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);
  110146. * @param entries meshes to be added to the octree blocks
  110147. */
  110148. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  110149. /**
  110150. * Adds a mesh to the octree
  110151. * @param entry Mesh to add to the octree
  110152. */
  110153. addMesh(entry: T): void;
  110154. /**
  110155. * Remove an element from the octree
  110156. * @param entry defines the element to remove
  110157. */
  110158. removeMesh(entry: T): void;
  110159. /**
  110160. * Selects an array of meshes within the frustum
  110161. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  110162. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  110163. * @returns array of meshes within the frustum
  110164. */
  110165. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  110166. /**
  110167. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  110168. * @param sphereCenter defines the bounding sphere center
  110169. * @param sphereRadius defines the bounding sphere radius
  110170. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110171. * @returns an array of objects that intersect the sphere
  110172. */
  110173. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  110174. /**
  110175. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  110176. * @param ray defines the ray to test with
  110177. * @returns array of intersected objects
  110178. */
  110179. intersectsRay(ray: Ray): SmartArray<T>;
  110180. /**
  110181. * Adds a mesh into the octree block if it intersects the block
  110182. */
  110183. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  110184. /**
  110185. * Adds a submesh into the octree block if it intersects the block
  110186. */
  110187. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  110188. }
  110189. }
  110190. declare module BABYLON {
  110191. interface Scene {
  110192. /**
  110193. * @hidden
  110194. * Backing Filed
  110195. */
  110196. _selectionOctree: Octree<AbstractMesh>;
  110197. /**
  110198. * Gets the octree used to boost mesh selection (picking)
  110199. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110200. */
  110201. selectionOctree: Octree<AbstractMesh>;
  110202. /**
  110203. * Creates or updates the octree used to boost selection (picking)
  110204. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110205. * @param maxCapacity defines the maximum capacity per leaf
  110206. * @param maxDepth defines the maximum depth of the octree
  110207. * @returns an octree of AbstractMesh
  110208. */
  110209. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  110210. }
  110211. interface AbstractMesh {
  110212. /**
  110213. * @hidden
  110214. * Backing Field
  110215. */
  110216. _submeshesOctree: Octree<SubMesh>;
  110217. /**
  110218. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  110219. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  110220. * @param maxCapacity defines the maximum size of each block (64 by default)
  110221. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  110222. * @returns the new octree
  110223. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  110224. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110225. */
  110226. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  110227. }
  110228. /**
  110229. * Defines the octree scene component responsible to manage any octrees
  110230. * in a given scene.
  110231. */
  110232. export class OctreeSceneComponent {
  110233. /**
  110234. * The component name help to identify the component in the list of scene components.
  110235. */
  110236. readonly name: string;
  110237. /**
  110238. * The scene the component belongs to.
  110239. */
  110240. scene: Scene;
  110241. /**
  110242. * Indicates if the meshes have been checked to make sure they are isEnabled()
  110243. */
  110244. readonly checksIsEnabled: boolean;
  110245. /**
  110246. * Creates a new instance of the component for the given scene
  110247. * @param scene Defines the scene to register the component in
  110248. */
  110249. constructor(scene: Scene);
  110250. /**
  110251. * Registers the component in a given scene
  110252. */
  110253. register(): void;
  110254. /**
  110255. * Return the list of active meshes
  110256. * @returns the list of active meshes
  110257. */
  110258. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  110259. /**
  110260. * Return the list of active sub meshes
  110261. * @param mesh The mesh to get the candidates sub meshes from
  110262. * @returns the list of active sub meshes
  110263. */
  110264. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  110265. private _tempRay;
  110266. /**
  110267. * Return the list of sub meshes intersecting with a given local ray
  110268. * @param mesh defines the mesh to find the submesh for
  110269. * @param localRay defines the ray in local space
  110270. * @returns the list of intersecting sub meshes
  110271. */
  110272. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  110273. /**
  110274. * Return the list of sub meshes colliding with a collider
  110275. * @param mesh defines the mesh to find the submesh for
  110276. * @param collider defines the collider to evaluate the collision against
  110277. * @returns the list of colliding sub meshes
  110278. */
  110279. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  110280. /**
  110281. * Rebuilds the elements related to this component in case of
  110282. * context lost for instance.
  110283. */
  110284. rebuild(): void;
  110285. /**
  110286. * Disposes the component and the associated ressources.
  110287. */
  110288. dispose(): void;
  110289. }
  110290. }
  110291. declare module BABYLON {
  110292. /**
  110293. * Renders a layer on top of an existing scene
  110294. */
  110295. export class UtilityLayerRenderer implements IDisposable {
  110296. /** the original scene that will be rendered on top of */
  110297. originalScene: Scene;
  110298. private _pointerCaptures;
  110299. private _lastPointerEvents;
  110300. private static _DefaultUtilityLayer;
  110301. private static _DefaultKeepDepthUtilityLayer;
  110302. private _sharedGizmoLight;
  110303. private _renderCamera;
  110304. /**
  110305. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  110306. * @returns the camera that is used when rendering the utility layer
  110307. */
  110308. getRenderCamera(): Nullable<Camera>;
  110309. /**
  110310. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  110311. * @param cam the camera that should be used when rendering the utility layer
  110312. */
  110313. setRenderCamera(cam: Nullable<Camera>): void;
  110314. /**
  110315. * @hidden
  110316. * Light which used by gizmos to get light shading
  110317. */
  110318. _getSharedGizmoLight(): HemisphericLight;
  110319. /**
  110320. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  110321. */
  110322. pickUtilitySceneFirst: boolean;
  110323. /**
  110324. * 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)
  110325. */
  110326. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  110327. /**
  110328. * 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)
  110329. */
  110330. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  110331. /**
  110332. * The scene that is rendered on top of the original scene
  110333. */
  110334. utilityLayerScene: Scene;
  110335. /**
  110336. * If the utility layer should automatically be rendered on top of existing scene
  110337. */
  110338. shouldRender: boolean;
  110339. /**
  110340. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  110341. */
  110342. onlyCheckPointerDownEvents: boolean;
  110343. /**
  110344. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  110345. */
  110346. processAllEvents: boolean;
  110347. /**
  110348. * Observable raised when the pointer move from the utility layer scene to the main scene
  110349. */
  110350. onPointerOutObservable: Observable<number>;
  110351. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  110352. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  110353. private _afterRenderObserver;
  110354. private _sceneDisposeObserver;
  110355. private _originalPointerObserver;
  110356. /**
  110357. * Instantiates a UtilityLayerRenderer
  110358. * @param originalScene the original scene that will be rendered on top of
  110359. * @param handleEvents boolean indicating if the utility layer should handle events
  110360. */
  110361. constructor(
  110362. /** the original scene that will be rendered on top of */
  110363. originalScene: Scene, handleEvents?: boolean);
  110364. private _notifyObservers;
  110365. /**
  110366. * Renders the utility layers scene on top of the original scene
  110367. */
  110368. render(): void;
  110369. /**
  110370. * Disposes of the renderer
  110371. */
  110372. dispose(): void;
  110373. private _updateCamera;
  110374. }
  110375. }
  110376. declare module BABYLON {
  110377. /**
  110378. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  110379. */
  110380. export class Gizmo implements IDisposable {
  110381. /** The utility layer the gizmo will be added to */
  110382. gizmoLayer: UtilityLayerRenderer;
  110383. /**
  110384. * The root mesh of the gizmo
  110385. */
  110386. _rootMesh: Mesh;
  110387. private _attachedMesh;
  110388. /**
  110389. * Ratio for the scale of the gizmo (Default: 1)
  110390. */
  110391. scaleRatio: number;
  110392. /**
  110393. * If a custom mesh has been set (Default: false)
  110394. */
  110395. protected _customMeshSet: boolean;
  110396. /**
  110397. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  110398. * * When set, interactions will be enabled
  110399. */
  110400. attachedMesh: Nullable<AbstractMesh>;
  110401. /**
  110402. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110403. * @param mesh The mesh to replace the default mesh of the gizmo
  110404. */
  110405. setCustomMesh(mesh: Mesh): void;
  110406. /**
  110407. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  110408. */
  110409. updateGizmoRotationToMatchAttachedMesh: boolean;
  110410. /**
  110411. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  110412. */
  110413. updateGizmoPositionToMatchAttachedMesh: boolean;
  110414. /**
  110415. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  110416. */
  110417. updateScale: boolean;
  110418. protected _interactionsEnabled: boolean;
  110419. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110420. private _beforeRenderObserver;
  110421. private _tempVector;
  110422. /**
  110423. * Creates a gizmo
  110424. * @param gizmoLayer The utility layer the gizmo will be added to
  110425. */
  110426. constructor(
  110427. /** The utility layer the gizmo will be added to */
  110428. gizmoLayer?: UtilityLayerRenderer);
  110429. /**
  110430. * Updates the gizmo to match the attached mesh's position/rotation
  110431. */
  110432. protected _update(): void;
  110433. /**
  110434. * Disposes of the gizmo
  110435. */
  110436. dispose(): void;
  110437. }
  110438. }
  110439. declare module BABYLON {
  110440. /**
  110441. * Single plane drag gizmo
  110442. */
  110443. export class PlaneDragGizmo extends Gizmo {
  110444. /**
  110445. * Drag behavior responsible for the gizmos dragging interactions
  110446. */
  110447. dragBehavior: PointerDragBehavior;
  110448. private _pointerObserver;
  110449. /**
  110450. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110451. */
  110452. snapDistance: number;
  110453. /**
  110454. * Event that fires each time the gizmo snaps to a new location.
  110455. * * snapDistance is the the change in distance
  110456. */
  110457. onSnapObservable: Observable<{
  110458. snapDistance: number;
  110459. }>;
  110460. private _plane;
  110461. private _coloredMaterial;
  110462. private _hoverMaterial;
  110463. private _isEnabled;
  110464. private _parent;
  110465. /** @hidden */
  110466. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  110467. /** @hidden */
  110468. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  110469. /**
  110470. * Creates a PlaneDragGizmo
  110471. * @param gizmoLayer The utility layer the gizmo will be added to
  110472. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  110473. * @param color The color of the gizmo
  110474. */
  110475. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  110476. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110477. /**
  110478. * If the gizmo is enabled
  110479. */
  110480. isEnabled: boolean;
  110481. /**
  110482. * Disposes of the gizmo
  110483. */
  110484. dispose(): void;
  110485. }
  110486. }
  110487. declare module BABYLON {
  110488. /**
  110489. * Gizmo that enables dragging a mesh along 3 axis
  110490. */
  110491. export class PositionGizmo extends Gizmo {
  110492. /**
  110493. * Internal gizmo used for interactions on the x axis
  110494. */
  110495. xGizmo: AxisDragGizmo;
  110496. /**
  110497. * Internal gizmo used for interactions on the y axis
  110498. */
  110499. yGizmo: AxisDragGizmo;
  110500. /**
  110501. * Internal gizmo used for interactions on the z axis
  110502. */
  110503. zGizmo: AxisDragGizmo;
  110504. /**
  110505. * Internal gizmo used for interactions on the yz plane
  110506. */
  110507. xPlaneGizmo: PlaneDragGizmo;
  110508. /**
  110509. * Internal gizmo used for interactions on the xz plane
  110510. */
  110511. yPlaneGizmo: PlaneDragGizmo;
  110512. /**
  110513. * Internal gizmo used for interactions on the xy plane
  110514. */
  110515. zPlaneGizmo: PlaneDragGizmo;
  110516. /**
  110517. * private variables
  110518. */
  110519. private _meshAttached;
  110520. private _updateGizmoRotationToMatchAttachedMesh;
  110521. private _snapDistance;
  110522. private _scaleRatio;
  110523. /** Fires an event when any of it's sub gizmos are dragged */
  110524. onDragStartObservable: Observable<unknown>;
  110525. /** Fires an event when any of it's sub gizmos are released from dragging */
  110526. onDragEndObservable: Observable<unknown>;
  110527. /**
  110528. * If set to true, planar drag is enabled
  110529. */
  110530. private _planarGizmoEnabled;
  110531. attachedMesh: Nullable<AbstractMesh>;
  110532. /**
  110533. * Creates a PositionGizmo
  110534. * @param gizmoLayer The utility layer the gizmo will be added to
  110535. */
  110536. constructor(gizmoLayer?: UtilityLayerRenderer);
  110537. /**
  110538. * If the planar drag gizmo is enabled
  110539. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  110540. */
  110541. planarGizmoEnabled: boolean;
  110542. updateGizmoRotationToMatchAttachedMesh: boolean;
  110543. /**
  110544. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110545. */
  110546. snapDistance: number;
  110547. /**
  110548. * Ratio for the scale of the gizmo (Default: 1)
  110549. */
  110550. scaleRatio: number;
  110551. /**
  110552. * Disposes of the gizmo
  110553. */
  110554. dispose(): void;
  110555. /**
  110556. * CustomMeshes are not supported by this gizmo
  110557. * @param mesh The mesh to replace the default mesh of the gizmo
  110558. */
  110559. setCustomMesh(mesh: Mesh): void;
  110560. }
  110561. }
  110562. declare module BABYLON {
  110563. /**
  110564. * Single axis drag gizmo
  110565. */
  110566. export class AxisDragGizmo extends Gizmo {
  110567. /**
  110568. * Drag behavior responsible for the gizmos dragging interactions
  110569. */
  110570. dragBehavior: PointerDragBehavior;
  110571. private _pointerObserver;
  110572. /**
  110573. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110574. */
  110575. snapDistance: number;
  110576. /**
  110577. * Event that fires each time the gizmo snaps to a new location.
  110578. * * snapDistance is the the change in distance
  110579. */
  110580. onSnapObservable: Observable<{
  110581. snapDistance: number;
  110582. }>;
  110583. private _isEnabled;
  110584. private _parent;
  110585. private _arrow;
  110586. private _coloredMaterial;
  110587. private _hoverMaterial;
  110588. /** @hidden */
  110589. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  110590. /** @hidden */
  110591. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  110592. /**
  110593. * Creates an AxisDragGizmo
  110594. * @param gizmoLayer The utility layer the gizmo will be added to
  110595. * @param dragAxis The axis which the gizmo will be able to drag on
  110596. * @param color The color of the gizmo
  110597. */
  110598. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  110599. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110600. /**
  110601. * If the gizmo is enabled
  110602. */
  110603. isEnabled: boolean;
  110604. /**
  110605. * Disposes of the gizmo
  110606. */
  110607. dispose(): void;
  110608. }
  110609. }
  110610. declare module BABYLON.Debug {
  110611. /**
  110612. * The Axes viewer will show 3 axes in a specific point in space
  110613. */
  110614. export class AxesViewer {
  110615. private _xAxis;
  110616. private _yAxis;
  110617. private _zAxis;
  110618. private _scaleLinesFactor;
  110619. private _instanced;
  110620. /**
  110621. * Gets the hosting scene
  110622. */
  110623. scene: Scene;
  110624. /**
  110625. * Gets or sets a number used to scale line length
  110626. */
  110627. scaleLines: number;
  110628. /** Gets the node hierarchy used to render x-axis */
  110629. readonly xAxis: TransformNode;
  110630. /** Gets the node hierarchy used to render y-axis */
  110631. readonly yAxis: TransformNode;
  110632. /** Gets the node hierarchy used to render z-axis */
  110633. readonly zAxis: TransformNode;
  110634. /**
  110635. * Creates a new AxesViewer
  110636. * @param scene defines the hosting scene
  110637. * @param scaleLines defines a number used to scale line length (1 by default)
  110638. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  110639. * @param xAxis defines the node hierarchy used to render the x-axis
  110640. * @param yAxis defines the node hierarchy used to render the y-axis
  110641. * @param zAxis defines the node hierarchy used to render the z-axis
  110642. */
  110643. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  110644. /**
  110645. * Force the viewer to update
  110646. * @param position defines the position of the viewer
  110647. * @param xaxis defines the x axis of the viewer
  110648. * @param yaxis defines the y axis of the viewer
  110649. * @param zaxis defines the z axis of the viewer
  110650. */
  110651. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  110652. /**
  110653. * Creates an instance of this axes viewer.
  110654. * @returns a new axes viewer with instanced meshes
  110655. */
  110656. createInstance(): AxesViewer;
  110657. /** Releases resources */
  110658. dispose(): void;
  110659. private static _SetRenderingGroupId;
  110660. }
  110661. }
  110662. declare module BABYLON.Debug {
  110663. /**
  110664. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  110665. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  110666. */
  110667. export class BoneAxesViewer extends AxesViewer {
  110668. /**
  110669. * Gets or sets the target mesh where to display the axes viewer
  110670. */
  110671. mesh: Nullable<Mesh>;
  110672. /**
  110673. * Gets or sets the target bone where to display the axes viewer
  110674. */
  110675. bone: Nullable<Bone>;
  110676. /** Gets current position */
  110677. pos: Vector3;
  110678. /** Gets direction of X axis */
  110679. xaxis: Vector3;
  110680. /** Gets direction of Y axis */
  110681. yaxis: Vector3;
  110682. /** Gets direction of Z axis */
  110683. zaxis: Vector3;
  110684. /**
  110685. * Creates a new BoneAxesViewer
  110686. * @param scene defines the hosting scene
  110687. * @param bone defines the target bone
  110688. * @param mesh defines the target mesh
  110689. * @param scaleLines defines a scaling factor for line length (1 by default)
  110690. */
  110691. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  110692. /**
  110693. * Force the viewer to update
  110694. */
  110695. update(): void;
  110696. /** Releases resources */
  110697. dispose(): void;
  110698. }
  110699. }
  110700. declare module BABYLON {
  110701. /**
  110702. * Interface used to define scene explorer extensibility option
  110703. */
  110704. export interface IExplorerExtensibilityOption {
  110705. /**
  110706. * Define the option label
  110707. */
  110708. label: string;
  110709. /**
  110710. * Defines the action to execute on click
  110711. */
  110712. action: (entity: any) => void;
  110713. }
  110714. /**
  110715. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  110716. */
  110717. export interface IExplorerExtensibilityGroup {
  110718. /**
  110719. * Defines a predicate to test if a given type mut be extended
  110720. */
  110721. predicate: (entity: any) => boolean;
  110722. /**
  110723. * Gets the list of options added to a type
  110724. */
  110725. entries: IExplorerExtensibilityOption[];
  110726. }
  110727. /**
  110728. * Interface used to define the options to use to create the Inspector
  110729. */
  110730. export interface IInspectorOptions {
  110731. /**
  110732. * Display in overlay mode (default: false)
  110733. */
  110734. overlay?: boolean;
  110735. /**
  110736. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  110737. */
  110738. globalRoot?: HTMLElement;
  110739. /**
  110740. * Display the Scene explorer
  110741. */
  110742. showExplorer?: boolean;
  110743. /**
  110744. * Display the property inspector
  110745. */
  110746. showInspector?: boolean;
  110747. /**
  110748. * Display in embed mode (both panes on the right)
  110749. */
  110750. embedMode?: boolean;
  110751. /**
  110752. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  110753. */
  110754. handleResize?: boolean;
  110755. /**
  110756. * Allow the panes to popup (default: true)
  110757. */
  110758. enablePopup?: boolean;
  110759. /**
  110760. * Allow the panes to be closed by users (default: true)
  110761. */
  110762. enableClose?: boolean;
  110763. /**
  110764. * Optional list of extensibility entries
  110765. */
  110766. explorerExtensibility?: IExplorerExtensibilityGroup[];
  110767. /**
  110768. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  110769. */
  110770. inspectorURL?: string;
  110771. }
  110772. interface Scene {
  110773. /**
  110774. * @hidden
  110775. * Backing field
  110776. */
  110777. _debugLayer: DebugLayer;
  110778. /**
  110779. * Gets the debug layer (aka Inspector) associated with the scene
  110780. * @see http://doc.babylonjs.com/features/playground_debuglayer
  110781. */
  110782. debugLayer: DebugLayer;
  110783. }
  110784. /**
  110785. * The debug layer (aka Inspector) is the go to tool in order to better understand
  110786. * what is happening in your scene
  110787. * @see http://doc.babylonjs.com/features/playground_debuglayer
  110788. */
  110789. export class DebugLayer {
  110790. /**
  110791. * Define the url to get the inspector script from.
  110792. * By default it uses the babylonjs CDN.
  110793. * @ignoreNaming
  110794. */
  110795. static InspectorURL: string;
  110796. private _scene;
  110797. private BJSINSPECTOR;
  110798. private _onPropertyChangedObservable?;
  110799. /**
  110800. * Observable triggered when a property is changed through the inspector.
  110801. */
  110802. readonly onPropertyChangedObservable: any;
  110803. /**
  110804. * Instantiates a new debug layer.
  110805. * The debug layer (aka Inspector) is the go to tool in order to better understand
  110806. * what is happening in your scene
  110807. * @see http://doc.babylonjs.com/features/playground_debuglayer
  110808. * @param scene Defines the scene to inspect
  110809. */
  110810. constructor(scene: Scene);
  110811. /** Creates the inspector window. */
  110812. private _createInspector;
  110813. /**
  110814. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  110815. * @param entity defines the entity to select
  110816. * @param lineContainerTitle defines the specific block to highlight
  110817. */
  110818. select(entity: any, lineContainerTitle?: string): void;
  110819. /** Get the inspector from bundle or global */
  110820. private _getGlobalInspector;
  110821. /**
  110822. * Get if the inspector is visible or not.
  110823. * @returns true if visible otherwise, false
  110824. */
  110825. isVisible(): boolean;
  110826. /**
  110827. * Hide the inspector and close its window.
  110828. */
  110829. hide(): void;
  110830. /**
  110831. * Launch the debugLayer.
  110832. * @param config Define the configuration of the inspector
  110833. * @return a promise fulfilled when the debug layer is visible
  110834. */
  110835. show(config?: IInspectorOptions): Promise<DebugLayer>;
  110836. }
  110837. }
  110838. declare module BABYLON {
  110839. /**
  110840. * Class containing static functions to help procedurally build meshes
  110841. */
  110842. export class BoxBuilder {
  110843. /**
  110844. * Creates a box mesh
  110845. * * The parameter `size` sets the size (float) of each box side (default 1)
  110846. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  110847. * * 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)
  110848. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  110849. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  110850. * * 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
  110851. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  110852. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  110853. * @param name defines the name of the mesh
  110854. * @param options defines the options used to create the mesh
  110855. * @param scene defines the hosting scene
  110856. * @returns the box mesh
  110857. */
  110858. static CreateBox(name: string, options: {
  110859. size?: number;
  110860. width?: number;
  110861. height?: number;
  110862. depth?: number;
  110863. faceUV?: Vector4[];
  110864. faceColors?: Color4[];
  110865. sideOrientation?: number;
  110866. frontUVs?: Vector4;
  110867. backUVs?: Vector4;
  110868. wrap?: boolean;
  110869. topBaseAt?: number;
  110870. bottomBaseAt?: number;
  110871. updatable?: boolean;
  110872. }, scene?: Nullable<Scene>): Mesh;
  110873. }
  110874. }
  110875. declare module BABYLON {
  110876. /**
  110877. * Class containing static functions to help procedurally build meshes
  110878. */
  110879. export class SphereBuilder {
  110880. /**
  110881. * Creates a sphere mesh
  110882. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  110883. * * 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`)
  110884. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  110885. * * 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
  110886. * * 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)
  110887. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  110888. * * 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
  110889. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  110890. * @param name defines the name of the mesh
  110891. * @param options defines the options used to create the mesh
  110892. * @param scene defines the hosting scene
  110893. * @returns the sphere mesh
  110894. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  110895. */
  110896. static CreateSphere(name: string, options: {
  110897. segments?: number;
  110898. diameter?: number;
  110899. diameterX?: number;
  110900. diameterY?: number;
  110901. diameterZ?: number;
  110902. arc?: number;
  110903. slice?: number;
  110904. sideOrientation?: number;
  110905. frontUVs?: Vector4;
  110906. backUVs?: Vector4;
  110907. updatable?: boolean;
  110908. }, scene?: Nullable<Scene>): Mesh;
  110909. }
  110910. }
  110911. declare module BABYLON.Debug {
  110912. /**
  110913. * Used to show the physics impostor around the specific mesh
  110914. */
  110915. export class PhysicsViewer {
  110916. /** @hidden */
  110917. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  110918. /** @hidden */
  110919. protected _meshes: Array<Nullable<AbstractMesh>>;
  110920. /** @hidden */
  110921. protected _scene: Nullable<Scene>;
  110922. /** @hidden */
  110923. protected _numMeshes: number;
  110924. /** @hidden */
  110925. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  110926. private _renderFunction;
  110927. private _utilityLayer;
  110928. private _debugBoxMesh;
  110929. private _debugSphereMesh;
  110930. private _debugCylinderMesh;
  110931. private _debugMaterial;
  110932. private _debugMeshMeshes;
  110933. /**
  110934. * Creates a new PhysicsViewer
  110935. * @param scene defines the hosting scene
  110936. */
  110937. constructor(scene: Scene);
  110938. /** @hidden */
  110939. protected _updateDebugMeshes(): void;
  110940. /**
  110941. * Renders a specified physic impostor
  110942. * @param impostor defines the impostor to render
  110943. * @param targetMesh defines the mesh represented by the impostor
  110944. * @returns the new debug mesh used to render the impostor
  110945. */
  110946. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  110947. /**
  110948. * Hides a specified physic impostor
  110949. * @param impostor defines the impostor to hide
  110950. */
  110951. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  110952. private _getDebugMaterial;
  110953. private _getDebugBoxMesh;
  110954. private _getDebugSphereMesh;
  110955. private _getDebugCylinderMesh;
  110956. private _getDebugMeshMesh;
  110957. private _getDebugMesh;
  110958. /** Releases all resources */
  110959. dispose(): void;
  110960. }
  110961. }
  110962. declare module BABYLON {
  110963. /**
  110964. * Class containing static functions to help procedurally build meshes
  110965. */
  110966. export class LinesBuilder {
  110967. /**
  110968. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  110969. * * 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
  110970. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  110971. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  110972. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  110973. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  110974. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  110975. * * 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
  110976. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  110977. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  110978. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  110979. * @param name defines the name of the new line system
  110980. * @param options defines the options used to create the line system
  110981. * @param scene defines the hosting scene
  110982. * @returns a new line system mesh
  110983. */
  110984. static CreateLineSystem(name: string, options: {
  110985. lines: Vector3[][];
  110986. updatable?: boolean;
  110987. instance?: Nullable<LinesMesh>;
  110988. colors?: Nullable<Color4[][]>;
  110989. useVertexAlpha?: boolean;
  110990. }, scene: Nullable<Scene>): LinesMesh;
  110991. /**
  110992. * Creates a line mesh
  110993. * 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
  110994. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  110995. * * The parameter `points` is an array successive Vector3
  110996. * * 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
  110997. * * The optional parameter `colors` is an array of successive Color4, one per line point
  110998. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  110999. * * When updating an instance, remember that only point positions can change, not the number of points
  111000. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111001. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  111002. * @param name defines the name of the new line system
  111003. * @param options defines the options used to create the line system
  111004. * @param scene defines the hosting scene
  111005. * @returns a new line mesh
  111006. */
  111007. static CreateLines(name: string, options: {
  111008. points: Vector3[];
  111009. updatable?: boolean;
  111010. instance?: Nullable<LinesMesh>;
  111011. colors?: Color4[];
  111012. useVertexAlpha?: boolean;
  111013. }, scene?: Nullable<Scene>): LinesMesh;
  111014. /**
  111015. * Creates a dashed line mesh
  111016. * * 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
  111017. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111018. * * The parameter `points` is an array successive Vector3
  111019. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  111020. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  111021. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  111022. * * 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
  111023. * * When updating an instance, remember that only point positions can change, not the number of points
  111024. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111025. * @param name defines the name of the mesh
  111026. * @param options defines the options used to create the mesh
  111027. * @param scene defines the hosting scene
  111028. * @returns the dashed line mesh
  111029. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  111030. */
  111031. static CreateDashedLines(name: string, options: {
  111032. points: Vector3[];
  111033. dashSize?: number;
  111034. gapSize?: number;
  111035. dashNb?: number;
  111036. updatable?: boolean;
  111037. instance?: LinesMesh;
  111038. }, scene?: Nullable<Scene>): LinesMesh;
  111039. }
  111040. }
  111041. declare module BABYLON {
  111042. /**
  111043. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111044. * in order to better appreciate the issue one might have.
  111045. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111046. */
  111047. export class RayHelper {
  111048. /**
  111049. * Defines the ray we are currently tryin to visualize.
  111050. */
  111051. ray: Nullable<Ray>;
  111052. private _renderPoints;
  111053. private _renderLine;
  111054. private _renderFunction;
  111055. private _scene;
  111056. private _updateToMeshFunction;
  111057. private _attachedToMesh;
  111058. private _meshSpaceDirection;
  111059. private _meshSpaceOrigin;
  111060. /**
  111061. * Helper function to create a colored helper in a scene in one line.
  111062. * @param ray Defines the ray we are currently tryin to visualize
  111063. * @param scene Defines the scene the ray is used in
  111064. * @param color Defines the color we want to see the ray in
  111065. * @returns The newly created ray helper.
  111066. */
  111067. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  111068. /**
  111069. * Instantiate a new ray helper.
  111070. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111071. * in order to better appreciate the issue one might have.
  111072. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111073. * @param ray Defines the ray we are currently tryin to visualize
  111074. */
  111075. constructor(ray: Ray);
  111076. /**
  111077. * Shows the ray we are willing to debug.
  111078. * @param scene Defines the scene the ray needs to be rendered in
  111079. * @param color Defines the color the ray needs to be rendered in
  111080. */
  111081. show(scene: Scene, color?: Color3): void;
  111082. /**
  111083. * Hides the ray we are debugging.
  111084. */
  111085. hide(): void;
  111086. private _render;
  111087. /**
  111088. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  111089. * @param mesh Defines the mesh we want the helper attached to
  111090. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  111091. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  111092. * @param length Defines the length of the ray
  111093. */
  111094. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  111095. /**
  111096. * Detach the ray helper from the mesh it has previously been attached to.
  111097. */
  111098. detachFromMesh(): void;
  111099. private _updateToMesh;
  111100. /**
  111101. * Dispose the helper and release its associated resources.
  111102. */
  111103. dispose(): void;
  111104. }
  111105. }
  111106. declare module BABYLON.Debug {
  111107. /**
  111108. * Class used to render a debug view of a given skeleton
  111109. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  111110. */
  111111. export class SkeletonViewer {
  111112. /** defines the skeleton to render */
  111113. skeleton: Skeleton;
  111114. /** defines the mesh attached to the skeleton */
  111115. mesh: AbstractMesh;
  111116. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  111117. autoUpdateBonesMatrices: boolean;
  111118. /** defines the rendering group id to use with the viewer */
  111119. renderingGroupId: number;
  111120. /** Gets or sets the color used to render the skeleton */
  111121. color: Color3;
  111122. private _scene;
  111123. private _debugLines;
  111124. private _debugMesh;
  111125. private _isEnabled;
  111126. private _renderFunction;
  111127. private _utilityLayer;
  111128. /**
  111129. * Returns the mesh used to render the bones
  111130. */
  111131. readonly debugMesh: Nullable<LinesMesh>;
  111132. /**
  111133. * Creates a new SkeletonViewer
  111134. * @param skeleton defines the skeleton to render
  111135. * @param mesh defines the mesh attached to the skeleton
  111136. * @param scene defines the hosting scene
  111137. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  111138. * @param renderingGroupId defines the rendering group id to use with the viewer
  111139. */
  111140. constructor(
  111141. /** defines the skeleton to render */
  111142. skeleton: Skeleton,
  111143. /** defines the mesh attached to the skeleton */
  111144. mesh: AbstractMesh, scene: Scene,
  111145. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  111146. autoUpdateBonesMatrices?: boolean,
  111147. /** defines the rendering group id to use with the viewer */
  111148. renderingGroupId?: number);
  111149. /** Gets or sets a boolean indicating if the viewer is enabled */
  111150. isEnabled: boolean;
  111151. private _getBonePosition;
  111152. private _getLinesForBonesWithLength;
  111153. private _getLinesForBonesNoLength;
  111154. /** Update the viewer to sync with current skeleton state */
  111155. update(): void;
  111156. /** Release associated resources */
  111157. dispose(): void;
  111158. }
  111159. }
  111160. declare module BABYLON {
  111161. /**
  111162. * Options to create the null engine
  111163. */
  111164. export class NullEngineOptions {
  111165. /**
  111166. * Render width (Default: 512)
  111167. */
  111168. renderWidth: number;
  111169. /**
  111170. * Render height (Default: 256)
  111171. */
  111172. renderHeight: number;
  111173. /**
  111174. * Texture size (Default: 512)
  111175. */
  111176. textureSize: number;
  111177. /**
  111178. * If delta time between frames should be constant
  111179. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111180. */
  111181. deterministicLockstep: boolean;
  111182. /**
  111183. * Maximum about of steps between frames (Default: 4)
  111184. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111185. */
  111186. lockstepMaxSteps: number;
  111187. }
  111188. /**
  111189. * The null engine class provides support for headless version of babylon.js.
  111190. * This can be used in server side scenario or for testing purposes
  111191. */
  111192. export class NullEngine extends Engine {
  111193. private _options;
  111194. /**
  111195. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  111196. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111197. * @returns true if engine is in deterministic lock step mode
  111198. */
  111199. isDeterministicLockStep(): boolean;
  111200. /**
  111201. * Gets the max steps when engine is running in deterministic lock step
  111202. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111203. * @returns the max steps
  111204. */
  111205. getLockstepMaxSteps(): number;
  111206. /**
  111207. * Gets the current hardware scaling level.
  111208. * By default the hardware scaling level is computed from the window device ratio.
  111209. * 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.
  111210. * @returns a number indicating the current hardware scaling level
  111211. */
  111212. getHardwareScalingLevel(): number;
  111213. constructor(options?: NullEngineOptions);
  111214. /**
  111215. * Creates a vertex buffer
  111216. * @param vertices the data for the vertex buffer
  111217. * @returns the new WebGL static buffer
  111218. */
  111219. createVertexBuffer(vertices: FloatArray): DataBuffer;
  111220. /**
  111221. * Creates a new index buffer
  111222. * @param indices defines the content of the index buffer
  111223. * @param updatable defines if the index buffer must be updatable
  111224. * @returns a new webGL buffer
  111225. */
  111226. createIndexBuffer(indices: IndicesArray): DataBuffer;
  111227. /**
  111228. * Clear the current render buffer or the current render target (if any is set up)
  111229. * @param color defines the color to use
  111230. * @param backBuffer defines if the back buffer must be cleared
  111231. * @param depth defines if the depth buffer must be cleared
  111232. * @param stencil defines if the stencil buffer must be cleared
  111233. */
  111234. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  111235. /**
  111236. * Gets the current render width
  111237. * @param useScreen defines if screen size must be used (or the current render target if any)
  111238. * @returns a number defining the current render width
  111239. */
  111240. getRenderWidth(useScreen?: boolean): number;
  111241. /**
  111242. * Gets the current render height
  111243. * @param useScreen defines if screen size must be used (or the current render target if any)
  111244. * @returns a number defining the current render height
  111245. */
  111246. getRenderHeight(useScreen?: boolean): number;
  111247. /**
  111248. * Set the WebGL's viewport
  111249. * @param viewport defines the viewport element to be used
  111250. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  111251. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  111252. */
  111253. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  111254. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  111255. /**
  111256. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  111257. * @param pipelineContext defines the pipeline context to use
  111258. * @param uniformsNames defines the list of uniform names
  111259. * @returns an array of webGL uniform locations
  111260. */
  111261. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  111262. /**
  111263. * Gets the lsit of active attributes for a given webGL program
  111264. * @param pipelineContext defines the pipeline context to use
  111265. * @param attributesNames defines the list of attribute names to get
  111266. * @returns an array of indices indicating the offset of each attribute
  111267. */
  111268. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  111269. /**
  111270. * Binds an effect to the webGL context
  111271. * @param effect defines the effect to bind
  111272. */
  111273. bindSamplers(effect: Effect): void;
  111274. /**
  111275. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  111276. * @param effect defines the effect to activate
  111277. */
  111278. enableEffect(effect: Effect): void;
  111279. /**
  111280. * Set various states to the webGL context
  111281. * @param culling defines backface culling state
  111282. * @param zOffset defines the value to apply to zOffset (0 by default)
  111283. * @param force defines if states must be applied even if cache is up to date
  111284. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  111285. */
  111286. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  111287. /**
  111288. * Set the value of an uniform to an array of int32
  111289. * @param uniform defines the webGL uniform location where to store the value
  111290. * @param array defines the array of int32 to store
  111291. */
  111292. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  111293. /**
  111294. * Set the value of an uniform to an array of int32 (stored as vec2)
  111295. * @param uniform defines the webGL uniform location where to store the value
  111296. * @param array defines the array of int32 to store
  111297. */
  111298. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  111299. /**
  111300. * Set the value of an uniform to an array of int32 (stored as vec3)
  111301. * @param uniform defines the webGL uniform location where to store the value
  111302. * @param array defines the array of int32 to store
  111303. */
  111304. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  111305. /**
  111306. * Set the value of an uniform to an array of int32 (stored as vec4)
  111307. * @param uniform defines the webGL uniform location where to store the value
  111308. * @param array defines the array of int32 to store
  111309. */
  111310. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  111311. /**
  111312. * Set the value of an uniform to an array of float32
  111313. * @param uniform defines the webGL uniform location where to store the value
  111314. * @param array defines the array of float32 to store
  111315. */
  111316. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  111317. /**
  111318. * Set the value of an uniform to an array of float32 (stored as vec2)
  111319. * @param uniform defines the webGL uniform location where to store the value
  111320. * @param array defines the array of float32 to store
  111321. */
  111322. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  111323. /**
  111324. * Set the value of an uniform to an array of float32 (stored as vec3)
  111325. * @param uniform defines the webGL uniform location where to store the value
  111326. * @param array defines the array of float32 to store
  111327. */
  111328. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  111329. /**
  111330. * Set the value of an uniform to an array of float32 (stored as vec4)
  111331. * @param uniform defines the webGL uniform location where to store the value
  111332. * @param array defines the array of float32 to store
  111333. */
  111334. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  111335. /**
  111336. * Set the value of an uniform to an array of number
  111337. * @param uniform defines the webGL uniform location where to store the value
  111338. * @param array defines the array of number to store
  111339. */
  111340. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  111341. /**
  111342. * Set the value of an uniform to an array of number (stored as vec2)
  111343. * @param uniform defines the webGL uniform location where to store the value
  111344. * @param array defines the array of number to store
  111345. */
  111346. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  111347. /**
  111348. * Set the value of an uniform to an array of number (stored as vec3)
  111349. * @param uniform defines the webGL uniform location where to store the value
  111350. * @param array defines the array of number to store
  111351. */
  111352. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  111353. /**
  111354. * Set the value of an uniform to an array of number (stored as vec4)
  111355. * @param uniform defines the webGL uniform location where to store the value
  111356. * @param array defines the array of number to store
  111357. */
  111358. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  111359. /**
  111360. * Set the value of an uniform to an array of float32 (stored as matrices)
  111361. * @param uniform defines the webGL uniform location where to store the value
  111362. * @param matrices defines the array of float32 to store
  111363. */
  111364. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  111365. /**
  111366. * Set the value of an uniform to a matrix (3x3)
  111367. * @param uniform defines the webGL uniform location where to store the value
  111368. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  111369. */
  111370. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  111371. /**
  111372. * Set the value of an uniform to a matrix (2x2)
  111373. * @param uniform defines the webGL uniform location where to store the value
  111374. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  111375. */
  111376. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  111377. /**
  111378. * Set the value of an uniform to a number (float)
  111379. * @param uniform defines the webGL uniform location where to store the value
  111380. * @param value defines the float number to store
  111381. */
  111382. setFloat(uniform: WebGLUniformLocation, value: number): void;
  111383. /**
  111384. * Set the value of an uniform to a vec2
  111385. * @param uniform defines the webGL uniform location where to store the value
  111386. * @param x defines the 1st component of the value
  111387. * @param y defines the 2nd component of the value
  111388. */
  111389. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  111390. /**
  111391. * Set the value of an uniform to a vec3
  111392. * @param uniform defines the webGL uniform location where to store the value
  111393. * @param x defines the 1st component of the value
  111394. * @param y defines the 2nd component of the value
  111395. * @param z defines the 3rd component of the value
  111396. */
  111397. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  111398. /**
  111399. * Set the value of an uniform to a boolean
  111400. * @param uniform defines the webGL uniform location where to store the value
  111401. * @param bool defines the boolean to store
  111402. */
  111403. setBool(uniform: WebGLUniformLocation, bool: number): void;
  111404. /**
  111405. * Set the value of an uniform to a vec4
  111406. * @param uniform defines the webGL uniform location where to store the value
  111407. * @param x defines the 1st component of the value
  111408. * @param y defines the 2nd component of the value
  111409. * @param z defines the 3rd component of the value
  111410. * @param w defines the 4th component of the value
  111411. */
  111412. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  111413. /**
  111414. * Sets the current alpha mode
  111415. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  111416. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  111417. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  111418. */
  111419. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  111420. /**
  111421. * Bind webGl buffers directly to the webGL context
  111422. * @param vertexBuffers defines the vertex buffer to bind
  111423. * @param indexBuffer defines the index buffer to bind
  111424. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  111425. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  111426. * @param effect defines the effect associated with the vertex buffer
  111427. */
  111428. bindBuffers(vertexBuffers: {
  111429. [key: string]: VertexBuffer;
  111430. }, indexBuffer: DataBuffer, effect: Effect): void;
  111431. /**
  111432. * Force the entire cache to be cleared
  111433. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  111434. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  111435. */
  111436. wipeCaches(bruteForce?: boolean): void;
  111437. /**
  111438. * Send a draw order
  111439. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  111440. * @param indexStart defines the starting index
  111441. * @param indexCount defines the number of index to draw
  111442. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111443. */
  111444. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  111445. /**
  111446. * Draw a list of indexed primitives
  111447. * @param fillMode defines the primitive to use
  111448. * @param indexStart defines the starting index
  111449. * @param indexCount defines the number of index to draw
  111450. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111451. */
  111452. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  111453. /**
  111454. * Draw a list of unindexed primitives
  111455. * @param fillMode defines the primitive to use
  111456. * @param verticesStart defines the index of first vertex to draw
  111457. * @param verticesCount defines the count of vertices to draw
  111458. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111459. */
  111460. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  111461. /** @hidden */
  111462. _createTexture(): WebGLTexture;
  111463. /** @hidden */
  111464. _releaseTexture(texture: InternalTexture): void;
  111465. /**
  111466. * Usually called from Texture.ts.
  111467. * Passed information to create a WebGLTexture
  111468. * @param urlArg defines a value which contains one of the following:
  111469. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  111470. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  111471. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  111472. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  111473. * @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)
  111474. * @param scene needed for loading to the correct scene
  111475. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  111476. * @param onLoad optional callback to be called upon successful completion
  111477. * @param onError optional callback to be called upon failure
  111478. * @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
  111479. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  111480. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  111481. * @param forcedExtension defines the extension to use to pick the right loader
  111482. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  111483. * @returns a InternalTexture for assignment back into BABYLON.Texture
  111484. */
  111485. 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;
  111486. /**
  111487. * Creates a new render target texture
  111488. * @param size defines the size of the texture
  111489. * @param options defines the options used to create the texture
  111490. * @returns a new render target texture stored in an InternalTexture
  111491. */
  111492. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  111493. /**
  111494. * Update the sampling mode of a given texture
  111495. * @param samplingMode defines the required sampling mode
  111496. * @param texture defines the texture to update
  111497. */
  111498. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  111499. /**
  111500. * Binds the frame buffer to the specified texture.
  111501. * @param texture The texture to render to or null for the default canvas
  111502. * @param faceIndex The face of the texture to render to in case of cube texture
  111503. * @param requiredWidth The width of the target to render to
  111504. * @param requiredHeight The height of the target to render to
  111505. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  111506. * @param depthStencilTexture The depth stencil texture to use to render
  111507. * @param lodLevel defines le lod level to bind to the frame buffer
  111508. */
  111509. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  111510. /**
  111511. * Unbind the current render target texture from the webGL context
  111512. * @param texture defines the render target texture to unbind
  111513. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  111514. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  111515. */
  111516. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  111517. /**
  111518. * Creates a dynamic vertex buffer
  111519. * @param vertices the data for the dynamic vertex buffer
  111520. * @returns the new WebGL dynamic buffer
  111521. */
  111522. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  111523. /**
  111524. * Update the content of a dynamic texture
  111525. * @param texture defines the texture to update
  111526. * @param canvas defines the canvas containing the source
  111527. * @param invertY defines if data must be stored with Y axis inverted
  111528. * @param premulAlpha defines if alpha is stored as premultiplied
  111529. * @param format defines the format of the data
  111530. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  111531. */
  111532. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  111533. /**
  111534. * Gets a boolean indicating if all created effects are ready
  111535. * @returns true if all effects are ready
  111536. */
  111537. areAllEffectsReady(): boolean;
  111538. /**
  111539. * @hidden
  111540. * Get the current error code of the webGL context
  111541. * @returns the error code
  111542. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  111543. */
  111544. getError(): number;
  111545. /** @hidden */
  111546. _getUnpackAlignement(): number;
  111547. /** @hidden */
  111548. _unpackFlipY(value: boolean): void;
  111549. /**
  111550. * Update a dynamic index buffer
  111551. * @param indexBuffer defines the target index buffer
  111552. * @param indices defines the data to update
  111553. * @param offset defines the offset in the target index buffer where update should start
  111554. */
  111555. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  111556. /**
  111557. * Updates a dynamic vertex buffer.
  111558. * @param vertexBuffer the vertex buffer to update
  111559. * @param vertices the data used to update the vertex buffer
  111560. * @param byteOffset the byte offset of the data (optional)
  111561. * @param byteLength the byte length of the data (optional)
  111562. */
  111563. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  111564. /** @hidden */
  111565. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  111566. /** @hidden */
  111567. _bindTexture(channel: number, texture: InternalTexture): void;
  111568. protected _deleteBuffer(buffer: WebGLBuffer): void;
  111569. /**
  111570. * 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
  111571. */
  111572. releaseEffects(): void;
  111573. displayLoadingUI(): void;
  111574. hideLoadingUI(): void;
  111575. /** @hidden */
  111576. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111577. /** @hidden */
  111578. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111579. /** @hidden */
  111580. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111581. /** @hidden */
  111582. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  111583. }
  111584. }
  111585. declare module BABYLON {
  111586. /** @hidden */
  111587. export class _OcclusionDataStorage {
  111588. /** @hidden */
  111589. occlusionInternalRetryCounter: number;
  111590. /** @hidden */
  111591. isOcclusionQueryInProgress: boolean;
  111592. /** @hidden */
  111593. isOccluded: boolean;
  111594. /** @hidden */
  111595. occlusionRetryCount: number;
  111596. /** @hidden */
  111597. occlusionType: number;
  111598. /** @hidden */
  111599. occlusionQueryAlgorithmType: number;
  111600. }
  111601. interface Engine {
  111602. /**
  111603. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  111604. * @return the new query
  111605. */
  111606. createQuery(): WebGLQuery;
  111607. /**
  111608. * Delete and release a webGL query
  111609. * @param query defines the query to delete
  111610. * @return the current engine
  111611. */
  111612. deleteQuery(query: WebGLQuery): Engine;
  111613. /**
  111614. * Check if a given query has resolved and got its value
  111615. * @param query defines the query to check
  111616. * @returns true if the query got its value
  111617. */
  111618. isQueryResultAvailable(query: WebGLQuery): boolean;
  111619. /**
  111620. * Gets the value of a given query
  111621. * @param query defines the query to check
  111622. * @returns the value of the query
  111623. */
  111624. getQueryResult(query: WebGLQuery): number;
  111625. /**
  111626. * Initiates an occlusion query
  111627. * @param algorithmType defines the algorithm to use
  111628. * @param query defines the query to use
  111629. * @returns the current engine
  111630. * @see http://doc.babylonjs.com/features/occlusionquery
  111631. */
  111632. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  111633. /**
  111634. * Ends an occlusion query
  111635. * @see http://doc.babylonjs.com/features/occlusionquery
  111636. * @param algorithmType defines the algorithm to use
  111637. * @returns the current engine
  111638. */
  111639. endOcclusionQuery(algorithmType: number): Engine;
  111640. /**
  111641. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  111642. * Please note that only one query can be issued at a time
  111643. * @returns a time token used to track the time span
  111644. */
  111645. startTimeQuery(): Nullable<_TimeToken>;
  111646. /**
  111647. * Ends a time query
  111648. * @param token defines the token used to measure the time span
  111649. * @returns the time spent (in ns)
  111650. */
  111651. endTimeQuery(token: _TimeToken): int;
  111652. /** @hidden */
  111653. _currentNonTimestampToken: Nullable<_TimeToken>;
  111654. /** @hidden */
  111655. _createTimeQuery(): WebGLQuery;
  111656. /** @hidden */
  111657. _deleteTimeQuery(query: WebGLQuery): void;
  111658. /** @hidden */
  111659. _getGlAlgorithmType(algorithmType: number): number;
  111660. /** @hidden */
  111661. _getTimeQueryResult(query: WebGLQuery): any;
  111662. /** @hidden */
  111663. _getTimeQueryAvailability(query: WebGLQuery): any;
  111664. }
  111665. interface AbstractMesh {
  111666. /**
  111667. * Backing filed
  111668. * @hidden
  111669. */
  111670. __occlusionDataStorage: _OcclusionDataStorage;
  111671. /**
  111672. * Access property
  111673. * @hidden
  111674. */
  111675. _occlusionDataStorage: _OcclusionDataStorage;
  111676. /**
  111677. * 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.
  111678. * The default value is -1 which means don't break the query and wait till the result
  111679. * @see http://doc.babylonjs.com/features/occlusionquery
  111680. */
  111681. occlusionRetryCount: number;
  111682. /**
  111683. * 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:
  111684. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  111685. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  111686. * * 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.
  111687. * @see http://doc.babylonjs.com/features/occlusionquery
  111688. */
  111689. occlusionType: number;
  111690. /**
  111691. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  111692. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  111693. * * 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.
  111694. * @see http://doc.babylonjs.com/features/occlusionquery
  111695. */
  111696. occlusionQueryAlgorithmType: number;
  111697. /**
  111698. * 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
  111699. * @see http://doc.babylonjs.com/features/occlusionquery
  111700. */
  111701. isOccluded: boolean;
  111702. /**
  111703. * Flag to check the progress status of the query
  111704. * @see http://doc.babylonjs.com/features/occlusionquery
  111705. */
  111706. isOcclusionQueryInProgress: boolean;
  111707. }
  111708. }
  111709. declare module BABYLON {
  111710. /** @hidden */
  111711. export var _forceTransformFeedbackToBundle: boolean;
  111712. interface Engine {
  111713. /**
  111714. * Creates a webGL transform feedback object
  111715. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  111716. * @returns the webGL transform feedback object
  111717. */
  111718. createTransformFeedback(): WebGLTransformFeedback;
  111719. /**
  111720. * Delete a webGL transform feedback object
  111721. * @param value defines the webGL transform feedback object to delete
  111722. */
  111723. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  111724. /**
  111725. * Bind a webGL transform feedback object to the webgl context
  111726. * @param value defines the webGL transform feedback object to bind
  111727. */
  111728. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  111729. /**
  111730. * Begins a transform feedback operation
  111731. * @param usePoints defines if points or triangles must be used
  111732. */
  111733. beginTransformFeedback(usePoints: boolean): void;
  111734. /**
  111735. * Ends a transform feedback operation
  111736. */
  111737. endTransformFeedback(): void;
  111738. /**
  111739. * Specify the varyings to use with transform feedback
  111740. * @param program defines the associated webGL program
  111741. * @param value defines the list of strings representing the varying names
  111742. */
  111743. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  111744. /**
  111745. * Bind a webGL buffer for a transform feedback operation
  111746. * @param value defines the webGL buffer to bind
  111747. */
  111748. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  111749. }
  111750. }
  111751. declare module BABYLON {
  111752. /**
  111753. * Creation options of the multi render target texture.
  111754. */
  111755. export interface IMultiRenderTargetOptions {
  111756. /**
  111757. * Define if the texture needs to create mip maps after render.
  111758. */
  111759. generateMipMaps?: boolean;
  111760. /**
  111761. * Define the types of all the draw buffers we want to create
  111762. */
  111763. types?: number[];
  111764. /**
  111765. * Define the sampling modes of all the draw buffers we want to create
  111766. */
  111767. samplingModes?: number[];
  111768. /**
  111769. * Define if a depth buffer is required
  111770. */
  111771. generateDepthBuffer?: boolean;
  111772. /**
  111773. * Define if a stencil buffer is required
  111774. */
  111775. generateStencilBuffer?: boolean;
  111776. /**
  111777. * Define if a depth texture is required instead of a depth buffer
  111778. */
  111779. generateDepthTexture?: boolean;
  111780. /**
  111781. * Define the number of desired draw buffers
  111782. */
  111783. textureCount?: number;
  111784. /**
  111785. * Define if aspect ratio should be adapted to the texture or stay the scene one
  111786. */
  111787. doNotChangeAspectRatio?: boolean;
  111788. /**
  111789. * Define the default type of the buffers we are creating
  111790. */
  111791. defaultType?: number;
  111792. }
  111793. /**
  111794. * A multi render target, like a render target provides the ability to render to a texture.
  111795. * Unlike the render target, it can render to several draw buffers in one draw.
  111796. * This is specially interesting in deferred rendering or for any effects requiring more than
  111797. * just one color from a single pass.
  111798. */
  111799. export class MultiRenderTarget extends RenderTargetTexture {
  111800. private _internalTextures;
  111801. private _textures;
  111802. private _multiRenderTargetOptions;
  111803. /**
  111804. * Get if draw buffers are currently supported by the used hardware and browser.
  111805. */
  111806. readonly isSupported: boolean;
  111807. /**
  111808. * Get the list of textures generated by the multi render target.
  111809. */
  111810. readonly textures: Texture[];
  111811. /**
  111812. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  111813. */
  111814. readonly depthTexture: Texture;
  111815. /**
  111816. * Set the wrapping mode on U of all the textures we are rendering to.
  111817. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  111818. */
  111819. wrapU: number;
  111820. /**
  111821. * Set the wrapping mode on V of all the textures we are rendering to.
  111822. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  111823. */
  111824. wrapV: number;
  111825. /**
  111826. * Instantiate a new multi render target texture.
  111827. * A multi render target, like a render target provides the ability to render to a texture.
  111828. * Unlike the render target, it can render to several draw buffers in one draw.
  111829. * This is specially interesting in deferred rendering or for any effects requiring more than
  111830. * just one color from a single pass.
  111831. * @param name Define the name of the texture
  111832. * @param size Define the size of the buffers to render to
  111833. * @param count Define the number of target we are rendering into
  111834. * @param scene Define the scene the texture belongs to
  111835. * @param options Define the options used to create the multi render target
  111836. */
  111837. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  111838. /** @hidden */
  111839. _rebuild(): void;
  111840. private _createInternalTextures;
  111841. private _createTextures;
  111842. /**
  111843. * Define the number of samples used if MSAA is enabled.
  111844. */
  111845. samples: number;
  111846. /**
  111847. * Resize all the textures in the multi render target.
  111848. * Be carrefull as it will recreate all the data in the new texture.
  111849. * @param size Define the new size
  111850. */
  111851. resize(size: any): void;
  111852. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  111853. /**
  111854. * Dispose the render targets and their associated resources
  111855. */
  111856. dispose(): void;
  111857. /**
  111858. * Release all the underlying texture used as draw buffers.
  111859. */
  111860. releaseInternalTextures(): void;
  111861. }
  111862. }
  111863. declare module BABYLON {
  111864. interface ThinEngine {
  111865. /**
  111866. * Unbind a list of render target textures from the webGL context
  111867. * This is used only when drawBuffer extension or webGL2 are active
  111868. * @param textures defines the render target textures to unbind
  111869. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  111870. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  111871. */
  111872. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  111873. /**
  111874. * Create a multi render target texture
  111875. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  111876. * @param size defines the size of the texture
  111877. * @param options defines the creation options
  111878. * @returns the cube texture as an InternalTexture
  111879. */
  111880. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  111881. /**
  111882. * Update the sample count for a given multiple render target texture
  111883. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  111884. * @param textures defines the textures to update
  111885. * @param samples defines the sample count to set
  111886. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  111887. */
  111888. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  111889. }
  111890. }
  111891. declare module BABYLON {
  111892. /**
  111893. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  111894. */
  111895. export interface CubeMapInfo {
  111896. /**
  111897. * The pixel array for the front face.
  111898. * This is stored in format, left to right, up to down format.
  111899. */
  111900. front: Nullable<ArrayBufferView>;
  111901. /**
  111902. * The pixel array for the back face.
  111903. * This is stored in format, left to right, up to down format.
  111904. */
  111905. back: Nullable<ArrayBufferView>;
  111906. /**
  111907. * The pixel array for the left face.
  111908. * This is stored in format, left to right, up to down format.
  111909. */
  111910. left: Nullable<ArrayBufferView>;
  111911. /**
  111912. * The pixel array for the right face.
  111913. * This is stored in format, left to right, up to down format.
  111914. */
  111915. right: Nullable<ArrayBufferView>;
  111916. /**
  111917. * The pixel array for the up face.
  111918. * This is stored in format, left to right, up to down format.
  111919. */
  111920. up: Nullable<ArrayBufferView>;
  111921. /**
  111922. * The pixel array for the down face.
  111923. * This is stored in format, left to right, up to down format.
  111924. */
  111925. down: Nullable<ArrayBufferView>;
  111926. /**
  111927. * The size of the cubemap stored.
  111928. *
  111929. * Each faces will be size * size pixels.
  111930. */
  111931. size: number;
  111932. /**
  111933. * The format of the texture.
  111934. *
  111935. * RGBA, RGB.
  111936. */
  111937. format: number;
  111938. /**
  111939. * The type of the texture data.
  111940. *
  111941. * UNSIGNED_INT, FLOAT.
  111942. */
  111943. type: number;
  111944. /**
  111945. * Specifies whether the texture is in gamma space.
  111946. */
  111947. gammaSpace: boolean;
  111948. }
  111949. /**
  111950. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  111951. */
  111952. export class PanoramaToCubeMapTools {
  111953. private static FACE_FRONT;
  111954. private static FACE_BACK;
  111955. private static FACE_RIGHT;
  111956. private static FACE_LEFT;
  111957. private static FACE_DOWN;
  111958. private static FACE_UP;
  111959. /**
  111960. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  111961. *
  111962. * @param float32Array The source data.
  111963. * @param inputWidth The width of the input panorama.
  111964. * @param inputHeight The height of the input panorama.
  111965. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  111966. * @return The cubemap data
  111967. */
  111968. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  111969. private static CreateCubemapTexture;
  111970. private static CalcProjectionSpherical;
  111971. }
  111972. }
  111973. declare module BABYLON {
  111974. /**
  111975. * Helper class dealing with the extraction of spherical polynomial dataArray
  111976. * from a cube map.
  111977. */
  111978. export class CubeMapToSphericalPolynomialTools {
  111979. private static FileFaces;
  111980. /**
  111981. * Converts a texture to the according Spherical Polynomial data.
  111982. * This extracts the first 3 orders only as they are the only one used in the lighting.
  111983. *
  111984. * @param texture The texture to extract the information from.
  111985. * @return The Spherical Polynomial data.
  111986. */
  111987. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  111988. /**
  111989. * Converts a cubemap to the according Spherical Polynomial data.
  111990. * This extracts the first 3 orders only as they are the only one used in the lighting.
  111991. *
  111992. * @param cubeInfo The Cube map to extract the information from.
  111993. * @return The Spherical Polynomial data.
  111994. */
  111995. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  111996. }
  111997. }
  111998. declare module BABYLON {
  111999. interface BaseTexture {
  112000. /**
  112001. * Get the polynomial representation of the texture data.
  112002. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  112003. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  112004. */
  112005. sphericalPolynomial: Nullable<SphericalPolynomial>;
  112006. }
  112007. }
  112008. declare module BABYLON {
  112009. /** @hidden */
  112010. export var rgbdEncodePixelShader: {
  112011. name: string;
  112012. shader: string;
  112013. };
  112014. }
  112015. declare module BABYLON {
  112016. /** @hidden */
  112017. export var rgbdDecodePixelShader: {
  112018. name: string;
  112019. shader: string;
  112020. };
  112021. }
  112022. declare module BABYLON {
  112023. /**
  112024. * Raw texture data and descriptor sufficient for WebGL texture upload
  112025. */
  112026. export interface EnvironmentTextureInfo {
  112027. /**
  112028. * Version of the environment map
  112029. */
  112030. version: number;
  112031. /**
  112032. * Width of image
  112033. */
  112034. width: number;
  112035. /**
  112036. * Irradiance information stored in the file.
  112037. */
  112038. irradiance: any;
  112039. /**
  112040. * Specular information stored in the file.
  112041. */
  112042. specular: any;
  112043. }
  112044. /**
  112045. * Defines One Image in the file. It requires only the position in the file
  112046. * as well as the length.
  112047. */
  112048. interface BufferImageData {
  112049. /**
  112050. * Length of the image data.
  112051. */
  112052. length: number;
  112053. /**
  112054. * Position of the data from the null terminator delimiting the end of the JSON.
  112055. */
  112056. position: number;
  112057. }
  112058. /**
  112059. * Defines the specular data enclosed in the file.
  112060. * This corresponds to the version 1 of the data.
  112061. */
  112062. export interface EnvironmentTextureSpecularInfoV1 {
  112063. /**
  112064. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  112065. */
  112066. specularDataPosition?: number;
  112067. /**
  112068. * This contains all the images data needed to reconstruct the cubemap.
  112069. */
  112070. mipmaps: Array<BufferImageData>;
  112071. /**
  112072. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  112073. */
  112074. lodGenerationScale: number;
  112075. }
  112076. /**
  112077. * Sets of helpers addressing the serialization and deserialization of environment texture
  112078. * stored in a BabylonJS env file.
  112079. * Those files are usually stored as .env files.
  112080. */
  112081. export class EnvironmentTextureTools {
  112082. /**
  112083. * Magic number identifying the env file.
  112084. */
  112085. private static _MagicBytes;
  112086. /**
  112087. * Gets the environment info from an env file.
  112088. * @param data The array buffer containing the .env bytes.
  112089. * @returns the environment file info (the json header) if successfully parsed.
  112090. */
  112091. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  112092. /**
  112093. * Creates an environment texture from a loaded cube texture.
  112094. * @param texture defines the cube texture to convert in env file
  112095. * @return a promise containing the environment data if succesfull.
  112096. */
  112097. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  112098. /**
  112099. * Creates a JSON representation of the spherical data.
  112100. * @param texture defines the texture containing the polynomials
  112101. * @return the JSON representation of the spherical info
  112102. */
  112103. private static _CreateEnvTextureIrradiance;
  112104. /**
  112105. * Creates the ArrayBufferViews used for initializing environment texture image data.
  112106. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  112107. * @param info parameters that determine what views will be created for accessing the underlying buffer
  112108. * @return the views described by info providing access to the underlying buffer
  112109. */
  112110. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  112111. /**
  112112. * Uploads the texture info contained in the env file to the GPU.
  112113. * @param texture defines the internal texture to upload to
  112114. * @param arrayBuffer defines the buffer cotaining the data to load
  112115. * @param info defines the texture info retrieved through the GetEnvInfo method
  112116. * @returns a promise
  112117. */
  112118. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  112119. private static _OnImageReadyAsync;
  112120. /**
  112121. * Uploads the levels of image data to the GPU.
  112122. * @param texture defines the internal texture to upload to
  112123. * @param imageData defines the array buffer views of image data [mipmap][face]
  112124. * @returns a promise
  112125. */
  112126. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  112127. /**
  112128. * Uploads spherical polynomials information to the texture.
  112129. * @param texture defines the texture we are trying to upload the information to
  112130. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  112131. */
  112132. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  112133. /** @hidden */
  112134. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  112135. }
  112136. }
  112137. declare module BABYLON {
  112138. /**
  112139. * Contains position and normal vectors for a vertex
  112140. */
  112141. export class PositionNormalVertex {
  112142. /** the position of the vertex (defaut: 0,0,0) */
  112143. position: Vector3;
  112144. /** the normal of the vertex (defaut: 0,1,0) */
  112145. normal: Vector3;
  112146. /**
  112147. * Creates a PositionNormalVertex
  112148. * @param position the position of the vertex (defaut: 0,0,0)
  112149. * @param normal the normal of the vertex (defaut: 0,1,0)
  112150. */
  112151. constructor(
  112152. /** the position of the vertex (defaut: 0,0,0) */
  112153. position?: Vector3,
  112154. /** the normal of the vertex (defaut: 0,1,0) */
  112155. normal?: Vector3);
  112156. /**
  112157. * Clones the PositionNormalVertex
  112158. * @returns the cloned PositionNormalVertex
  112159. */
  112160. clone(): PositionNormalVertex;
  112161. }
  112162. /**
  112163. * Contains position, normal and uv vectors for a vertex
  112164. */
  112165. export class PositionNormalTextureVertex {
  112166. /** the position of the vertex (defaut: 0,0,0) */
  112167. position: Vector3;
  112168. /** the normal of the vertex (defaut: 0,1,0) */
  112169. normal: Vector3;
  112170. /** the uv of the vertex (default: 0,0) */
  112171. uv: Vector2;
  112172. /**
  112173. * Creates a PositionNormalTextureVertex
  112174. * @param position the position of the vertex (defaut: 0,0,0)
  112175. * @param normal the normal of the vertex (defaut: 0,1,0)
  112176. * @param uv the uv of the vertex (default: 0,0)
  112177. */
  112178. constructor(
  112179. /** the position of the vertex (defaut: 0,0,0) */
  112180. position?: Vector3,
  112181. /** the normal of the vertex (defaut: 0,1,0) */
  112182. normal?: Vector3,
  112183. /** the uv of the vertex (default: 0,0) */
  112184. uv?: Vector2);
  112185. /**
  112186. * Clones the PositionNormalTextureVertex
  112187. * @returns the cloned PositionNormalTextureVertex
  112188. */
  112189. clone(): PositionNormalTextureVertex;
  112190. }
  112191. }
  112192. declare module BABYLON {
  112193. /** @hidden */
  112194. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  112195. private _genericAttributeLocation;
  112196. private _varyingLocationCount;
  112197. private _varyingLocationMap;
  112198. private _replacements;
  112199. private _textureCount;
  112200. private _uniforms;
  112201. lineProcessor(line: string): string;
  112202. attributeProcessor(attribute: string): string;
  112203. varyingProcessor(varying: string, isFragment: boolean): string;
  112204. uniformProcessor(uniform: string): string;
  112205. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  112206. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  112207. }
  112208. }
  112209. declare module BABYLON {
  112210. /**
  112211. * Container for accessors for natively-stored mesh data buffers.
  112212. */
  112213. class NativeDataBuffer extends DataBuffer {
  112214. /**
  112215. * Accessor value used to identify/retrieve a natively-stored index buffer.
  112216. */
  112217. nativeIndexBuffer?: any;
  112218. /**
  112219. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  112220. */
  112221. nativeVertexBuffer?: any;
  112222. }
  112223. /** @hidden */
  112224. export class NativeEngine extends Engine {
  112225. private readonly _native;
  112226. getHardwareScalingLevel(): number;
  112227. constructor();
  112228. /**
  112229. * Can be used to override the current requestAnimationFrame requester.
  112230. * @hidden
  112231. */
  112232. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  112233. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112234. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  112235. createVertexBuffer(data: DataArray): NativeDataBuffer;
  112236. recordVertexArrayObject(vertexBuffers: {
  112237. [key: string]: VertexBuffer;
  112238. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  112239. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  112240. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  112241. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112242. /**
  112243. * Draw a list of indexed primitives
  112244. * @param fillMode defines the primitive to use
  112245. * @param indexStart defines the starting index
  112246. * @param indexCount defines the number of index to draw
  112247. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112248. */
  112249. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  112250. /**
  112251. * Draw a list of unindexed primitives
  112252. * @param fillMode defines the primitive to use
  112253. * @param verticesStart defines the index of first vertex to draw
  112254. * @param verticesCount defines the count of vertices to draw
  112255. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112256. */
  112257. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  112258. createPipelineContext(): IPipelineContext;
  112259. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  112260. /** @hidden */
  112261. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  112262. /** @hidden */
  112263. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  112264. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  112265. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  112266. protected _setProgram(program: WebGLProgram): void;
  112267. _releaseEffect(effect: Effect): void;
  112268. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  112269. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  112270. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  112271. bindSamplers(effect: Effect): void;
  112272. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  112273. getRenderWidth(useScreen?: boolean): number;
  112274. getRenderHeight(useScreen?: boolean): number;
  112275. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  112276. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112277. /**
  112278. * Set the z offset to apply to current rendering
  112279. * @param value defines the offset to apply
  112280. */
  112281. setZOffset(value: number): void;
  112282. /**
  112283. * Gets the current value of the zOffset
  112284. * @returns the current zOffset state
  112285. */
  112286. getZOffset(): number;
  112287. /**
  112288. * Enable or disable depth buffering
  112289. * @param enable defines the state to set
  112290. */
  112291. setDepthBuffer(enable: boolean): void;
  112292. /**
  112293. * Gets a boolean indicating if depth writing is enabled
  112294. * @returns the current depth writing state
  112295. */
  112296. getDepthWrite(): boolean;
  112297. /**
  112298. * Enable or disable depth writing
  112299. * @param enable defines the state to set
  112300. */
  112301. setDepthWrite(enable: boolean): void;
  112302. /**
  112303. * Enable or disable color writing
  112304. * @param enable defines the state to set
  112305. */
  112306. setColorWrite(enable: boolean): void;
  112307. /**
  112308. * Gets a boolean indicating if color writing is enabled
  112309. * @returns the current color writing state
  112310. */
  112311. getColorWrite(): boolean;
  112312. /**
  112313. * Sets alpha constants used by some alpha blending modes
  112314. * @param r defines the red component
  112315. * @param g defines the green component
  112316. * @param b defines the blue component
  112317. * @param a defines the alpha component
  112318. */
  112319. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  112320. /**
  112321. * Sets the current alpha mode
  112322. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  112323. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  112324. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112325. */
  112326. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  112327. /**
  112328. * Gets the current alpha mode
  112329. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112330. * @returns the current alpha mode
  112331. */
  112332. getAlphaMode(): number;
  112333. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112334. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112335. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112336. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112337. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112338. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112339. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112340. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112341. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112342. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112343. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112344. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112345. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112346. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112347. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112348. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112349. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112350. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112351. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112352. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  112353. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  112354. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  112355. wipeCaches(bruteForce?: boolean): void;
  112356. _createTexture(): WebGLTexture;
  112357. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  112358. /**
  112359. * Usually called from BABYLON.Texture.ts.
  112360. * Passed information to create a WebGLTexture
  112361. * @param urlArg defines a value which contains one of the following:
  112362. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  112363. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  112364. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  112365. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  112366. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  112367. * @param scene needed for loading to the correct scene
  112368. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112369. * @param onLoad optional callback to be called upon successful completion
  112370. * @param onError optional callback to be called upon failure
  112371. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  112372. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  112373. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  112374. * @param forcedExtension defines the extension to use to pick the right loader
  112375. * @returns a InternalTexture for assignment back into BABYLON.Texture
  112376. */
  112377. 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;
  112378. /**
  112379. * Creates a cube texture
  112380. * @param rootUrl defines the url where the files to load is located
  112381. * @param scene defines the current scene
  112382. * @param files defines the list of files to load (1 per face)
  112383. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  112384. * @param onLoad defines an optional callback raised when the texture is loaded
  112385. * @param onError defines an optional callback raised if there is an issue to load the texture
  112386. * @param format defines the format of the data
  112387. * @param forcedExtension defines the extension to use to pick the right loader
  112388. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  112389. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  112390. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  112391. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  112392. * @returns the cube texture as an InternalTexture
  112393. */
  112394. 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;
  112395. private _getSamplingFilter;
  112396. private static _GetNativeTextureFormat;
  112397. createRenderTargetTexture(size: number | {
  112398. width: number;
  112399. height: number;
  112400. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  112401. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  112402. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  112403. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  112404. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  112405. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  112406. /**
  112407. * Updates a dynamic vertex buffer.
  112408. * @param vertexBuffer the vertex buffer to update
  112409. * @param data the data used to update the vertex buffer
  112410. * @param byteOffset the byte offset of the data (optional)
  112411. * @param byteLength the byte length of the data (optional)
  112412. */
  112413. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  112414. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  112415. private _updateAnisotropicLevel;
  112416. private _getAddressMode;
  112417. /** @hidden */
  112418. _bindTexture(channel: number, texture: InternalTexture): void;
  112419. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  112420. releaseEffects(): void;
  112421. /** @hidden */
  112422. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112423. /** @hidden */
  112424. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112425. /** @hidden */
  112426. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112427. /** @hidden */
  112428. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  112429. }
  112430. }
  112431. declare module BABYLON {
  112432. /**
  112433. * Gather the list of clipboard event types as constants.
  112434. */
  112435. export class ClipboardEventTypes {
  112436. /**
  112437. * The clipboard event is fired when a copy command is active (pressed).
  112438. */
  112439. static readonly COPY: number;
  112440. /**
  112441. * The clipboard event is fired when a cut command is active (pressed).
  112442. */
  112443. static readonly CUT: number;
  112444. /**
  112445. * The clipboard event is fired when a paste command is active (pressed).
  112446. */
  112447. static readonly PASTE: number;
  112448. }
  112449. /**
  112450. * This class is used to store clipboard related info for the onClipboardObservable event.
  112451. */
  112452. export class ClipboardInfo {
  112453. /**
  112454. * Defines the type of event (BABYLON.ClipboardEventTypes)
  112455. */
  112456. type: number;
  112457. /**
  112458. * Defines the related dom event
  112459. */
  112460. event: ClipboardEvent;
  112461. /**
  112462. *Creates an instance of ClipboardInfo.
  112463. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  112464. * @param event Defines the related dom event
  112465. */
  112466. constructor(
  112467. /**
  112468. * Defines the type of event (BABYLON.ClipboardEventTypes)
  112469. */
  112470. type: number,
  112471. /**
  112472. * Defines the related dom event
  112473. */
  112474. event: ClipboardEvent);
  112475. /**
  112476. * Get the clipboard event's type from the keycode.
  112477. * @param keyCode Defines the keyCode for the current keyboard event.
  112478. * @return {number}
  112479. */
  112480. static GetTypeFromCharacter(keyCode: number): number;
  112481. }
  112482. }
  112483. declare module BABYLON {
  112484. /**
  112485. * Google Daydream controller
  112486. */
  112487. export class DaydreamController extends WebVRController {
  112488. /**
  112489. * Base Url for the controller model.
  112490. */
  112491. static MODEL_BASE_URL: string;
  112492. /**
  112493. * File name for the controller model.
  112494. */
  112495. static MODEL_FILENAME: string;
  112496. /**
  112497. * Gamepad Id prefix used to identify Daydream Controller.
  112498. */
  112499. static readonly GAMEPAD_ID_PREFIX: string;
  112500. /**
  112501. * Creates a new DaydreamController from a gamepad
  112502. * @param vrGamepad the gamepad that the controller should be created from
  112503. */
  112504. constructor(vrGamepad: any);
  112505. /**
  112506. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  112507. * @param scene scene in which to add meshes
  112508. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  112509. */
  112510. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  112511. /**
  112512. * Called once for each button that changed state since the last frame
  112513. * @param buttonIdx Which button index changed
  112514. * @param state New state of the button
  112515. * @param changes Which properties on the state changed since last frame
  112516. */
  112517. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  112518. }
  112519. }
  112520. declare module BABYLON {
  112521. /**
  112522. * Gear VR Controller
  112523. */
  112524. export class GearVRController extends WebVRController {
  112525. /**
  112526. * Base Url for the controller model.
  112527. */
  112528. static MODEL_BASE_URL: string;
  112529. /**
  112530. * File name for the controller model.
  112531. */
  112532. static MODEL_FILENAME: string;
  112533. /**
  112534. * Gamepad Id prefix used to identify this controller.
  112535. */
  112536. static readonly GAMEPAD_ID_PREFIX: string;
  112537. private readonly _buttonIndexToObservableNameMap;
  112538. /**
  112539. * Creates a new GearVRController from a gamepad
  112540. * @param vrGamepad the gamepad that the controller should be created from
  112541. */
  112542. constructor(vrGamepad: any);
  112543. /**
  112544. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  112545. * @param scene scene in which to add meshes
  112546. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  112547. */
  112548. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  112549. /**
  112550. * Called once for each button that changed state since the last frame
  112551. * @param buttonIdx Which button index changed
  112552. * @param state New state of the button
  112553. * @param changes Which properties on the state changed since last frame
  112554. */
  112555. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  112556. }
  112557. }
  112558. declare module BABYLON {
  112559. /**
  112560. * Class containing static functions to help procedurally build meshes
  112561. */
  112562. export class PolyhedronBuilder {
  112563. /**
  112564. * Creates a polyhedron mesh
  112565. * * 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
  112566. * * The parameter `size` (positive float, default 1) sets the polygon size
  112567. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  112568. * * 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`
  112569. * * 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
  112570. * * 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)`)
  112571. * * 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
  112572. * * 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
  112573. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112574. * * 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
  112575. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112576. * @param name defines the name of the mesh
  112577. * @param options defines the options used to create the mesh
  112578. * @param scene defines the hosting scene
  112579. * @returns the polyhedron mesh
  112580. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  112581. */
  112582. static CreatePolyhedron(name: string, options: {
  112583. type?: number;
  112584. size?: number;
  112585. sizeX?: number;
  112586. sizeY?: number;
  112587. sizeZ?: number;
  112588. custom?: any;
  112589. faceUV?: Vector4[];
  112590. faceColors?: Color4[];
  112591. flat?: boolean;
  112592. updatable?: boolean;
  112593. sideOrientation?: number;
  112594. frontUVs?: Vector4;
  112595. backUVs?: Vector4;
  112596. }, scene?: Nullable<Scene>): Mesh;
  112597. }
  112598. }
  112599. declare module BABYLON {
  112600. /**
  112601. * Gizmo that enables scaling a mesh along 3 axis
  112602. */
  112603. export class ScaleGizmo extends Gizmo {
  112604. /**
  112605. * Internal gizmo used for interactions on the x axis
  112606. */
  112607. xGizmo: AxisScaleGizmo;
  112608. /**
  112609. * Internal gizmo used for interactions on the y axis
  112610. */
  112611. yGizmo: AxisScaleGizmo;
  112612. /**
  112613. * Internal gizmo used for interactions on the z axis
  112614. */
  112615. zGizmo: AxisScaleGizmo;
  112616. /**
  112617. * Internal gizmo used to scale all axis equally
  112618. */
  112619. uniformScaleGizmo: AxisScaleGizmo;
  112620. private _meshAttached;
  112621. private _updateGizmoRotationToMatchAttachedMesh;
  112622. private _snapDistance;
  112623. private _scaleRatio;
  112624. private _uniformScalingMesh;
  112625. private _octahedron;
  112626. /** Fires an event when any of it's sub gizmos are dragged */
  112627. onDragStartObservable: Observable<unknown>;
  112628. /** Fires an event when any of it's sub gizmos are released from dragging */
  112629. onDragEndObservable: Observable<unknown>;
  112630. attachedMesh: Nullable<AbstractMesh>;
  112631. /**
  112632. * Creates a ScaleGizmo
  112633. * @param gizmoLayer The utility layer the gizmo will be added to
  112634. */
  112635. constructor(gizmoLayer?: UtilityLayerRenderer);
  112636. updateGizmoRotationToMatchAttachedMesh: boolean;
  112637. /**
  112638. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112639. */
  112640. snapDistance: number;
  112641. /**
  112642. * Ratio for the scale of the gizmo (Default: 1)
  112643. */
  112644. scaleRatio: number;
  112645. /**
  112646. * Disposes of the gizmo
  112647. */
  112648. dispose(): void;
  112649. }
  112650. }
  112651. declare module BABYLON {
  112652. /**
  112653. * Single axis scale gizmo
  112654. */
  112655. export class AxisScaleGizmo extends Gizmo {
  112656. /**
  112657. * Drag behavior responsible for the gizmos dragging interactions
  112658. */
  112659. dragBehavior: PointerDragBehavior;
  112660. private _pointerObserver;
  112661. /**
  112662. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112663. */
  112664. snapDistance: number;
  112665. /**
  112666. * Event that fires each time the gizmo snaps to a new location.
  112667. * * snapDistance is the the change in distance
  112668. */
  112669. onSnapObservable: Observable<{
  112670. snapDistance: number;
  112671. }>;
  112672. /**
  112673. * If the scaling operation should be done on all axis (default: false)
  112674. */
  112675. uniformScaling: boolean;
  112676. private _isEnabled;
  112677. private _parent;
  112678. private _arrow;
  112679. private _coloredMaterial;
  112680. private _hoverMaterial;
  112681. /**
  112682. * Creates an AxisScaleGizmo
  112683. * @param gizmoLayer The utility layer the gizmo will be added to
  112684. * @param dragAxis The axis which the gizmo will be able to scale on
  112685. * @param color The color of the gizmo
  112686. */
  112687. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  112688. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112689. /**
  112690. * If the gizmo is enabled
  112691. */
  112692. isEnabled: boolean;
  112693. /**
  112694. * Disposes of the gizmo
  112695. */
  112696. dispose(): void;
  112697. /**
  112698. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  112699. * @param mesh The mesh to replace the default mesh of the gizmo
  112700. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  112701. */
  112702. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  112703. }
  112704. }
  112705. declare module BABYLON {
  112706. /**
  112707. * Bounding box gizmo
  112708. */
  112709. export class BoundingBoxGizmo extends Gizmo {
  112710. private _lineBoundingBox;
  112711. private _rotateSpheresParent;
  112712. private _scaleBoxesParent;
  112713. private _boundingDimensions;
  112714. private _renderObserver;
  112715. private _pointerObserver;
  112716. private _scaleDragSpeed;
  112717. private _tmpQuaternion;
  112718. private _tmpVector;
  112719. private _tmpRotationMatrix;
  112720. /**
  112721. * 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)
  112722. */
  112723. ignoreChildren: boolean;
  112724. /**
  112725. * 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)
  112726. */
  112727. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  112728. /**
  112729. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  112730. */
  112731. rotationSphereSize: number;
  112732. /**
  112733. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  112734. */
  112735. scaleBoxSize: number;
  112736. /**
  112737. * 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)
  112738. */
  112739. fixedDragMeshScreenSize: boolean;
  112740. /**
  112741. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  112742. */
  112743. fixedDragMeshScreenSizeDistanceFactor: number;
  112744. /**
  112745. * Fired when a rotation sphere or scale box is dragged
  112746. */
  112747. onDragStartObservable: Observable<{}>;
  112748. /**
  112749. * Fired when a scale box is dragged
  112750. */
  112751. onScaleBoxDragObservable: Observable<{}>;
  112752. /**
  112753. * Fired when a scale box drag is ended
  112754. */
  112755. onScaleBoxDragEndObservable: Observable<{}>;
  112756. /**
  112757. * Fired when a rotation sphere is dragged
  112758. */
  112759. onRotationSphereDragObservable: Observable<{}>;
  112760. /**
  112761. * Fired when a rotation sphere drag is ended
  112762. */
  112763. onRotationSphereDragEndObservable: Observable<{}>;
  112764. /**
  112765. * 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)
  112766. */
  112767. scalePivot: Nullable<Vector3>;
  112768. /**
  112769. * Mesh used as a pivot to rotate the attached mesh
  112770. */
  112771. private _anchorMesh;
  112772. private _existingMeshScale;
  112773. private _dragMesh;
  112774. private pointerDragBehavior;
  112775. private coloredMaterial;
  112776. private hoverColoredMaterial;
  112777. /**
  112778. * Sets the color of the bounding box gizmo
  112779. * @param color the color to set
  112780. */
  112781. setColor(color: Color3): void;
  112782. /**
  112783. * Creates an BoundingBoxGizmo
  112784. * @param gizmoLayer The utility layer the gizmo will be added to
  112785. * @param color The color of the gizmo
  112786. */
  112787. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  112788. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112789. private _selectNode;
  112790. /**
  112791. * Updates the bounding box information for the Gizmo
  112792. */
  112793. updateBoundingBox(): void;
  112794. private _updateRotationSpheres;
  112795. private _updateScaleBoxes;
  112796. /**
  112797. * Enables rotation on the specified axis and disables rotation on the others
  112798. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  112799. */
  112800. setEnabledRotationAxis(axis: string): void;
  112801. /**
  112802. * Enables/disables scaling
  112803. * @param enable if scaling should be enabled
  112804. */
  112805. setEnabledScaling(enable: boolean): void;
  112806. private _updateDummy;
  112807. /**
  112808. * Enables a pointer drag behavior on the bounding box of the gizmo
  112809. */
  112810. enableDragBehavior(): void;
  112811. /**
  112812. * Disposes of the gizmo
  112813. */
  112814. dispose(): void;
  112815. /**
  112816. * 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)
  112817. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  112818. * @returns the bounding box mesh with the passed in mesh as a child
  112819. */
  112820. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  112821. /**
  112822. * CustomMeshes are not supported by this gizmo
  112823. * @param mesh The mesh to replace the default mesh of the gizmo
  112824. */
  112825. setCustomMesh(mesh: Mesh): void;
  112826. }
  112827. }
  112828. declare module BABYLON {
  112829. /**
  112830. * Single plane rotation gizmo
  112831. */
  112832. export class PlaneRotationGizmo extends Gizmo {
  112833. /**
  112834. * Drag behavior responsible for the gizmos dragging interactions
  112835. */
  112836. dragBehavior: PointerDragBehavior;
  112837. private _pointerObserver;
  112838. /**
  112839. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  112840. */
  112841. snapDistance: number;
  112842. /**
  112843. * Event that fires each time the gizmo snaps to a new location.
  112844. * * snapDistance is the the change in distance
  112845. */
  112846. onSnapObservable: Observable<{
  112847. snapDistance: number;
  112848. }>;
  112849. private _isEnabled;
  112850. private _parent;
  112851. /**
  112852. * Creates a PlaneRotationGizmo
  112853. * @param gizmoLayer The utility layer the gizmo will be added to
  112854. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  112855. * @param color The color of the gizmo
  112856. * @param tessellation Amount of tessellation to be used when creating rotation circles
  112857. * @param useEulerRotation Use and update Euler angle instead of quaternion
  112858. */
  112859. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  112860. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112861. /**
  112862. * If the gizmo is enabled
  112863. */
  112864. isEnabled: boolean;
  112865. /**
  112866. * Disposes of the gizmo
  112867. */
  112868. dispose(): void;
  112869. }
  112870. }
  112871. declare module BABYLON {
  112872. /**
  112873. * Gizmo that enables rotating a mesh along 3 axis
  112874. */
  112875. export class RotationGizmo extends Gizmo {
  112876. /**
  112877. * Internal gizmo used for interactions on the x axis
  112878. */
  112879. xGizmo: PlaneRotationGizmo;
  112880. /**
  112881. * Internal gizmo used for interactions on the y axis
  112882. */
  112883. yGizmo: PlaneRotationGizmo;
  112884. /**
  112885. * Internal gizmo used for interactions on the z axis
  112886. */
  112887. zGizmo: PlaneRotationGizmo;
  112888. /** Fires an event when any of it's sub gizmos are dragged */
  112889. onDragStartObservable: Observable<unknown>;
  112890. /** Fires an event when any of it's sub gizmos are released from dragging */
  112891. onDragEndObservable: Observable<unknown>;
  112892. private _meshAttached;
  112893. attachedMesh: Nullable<AbstractMesh>;
  112894. /**
  112895. * Creates a RotationGizmo
  112896. * @param gizmoLayer The utility layer the gizmo will be added to
  112897. * @param tessellation Amount of tessellation to be used when creating rotation circles
  112898. * @param useEulerRotation Use and update Euler angle instead of quaternion
  112899. */
  112900. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  112901. updateGizmoRotationToMatchAttachedMesh: boolean;
  112902. /**
  112903. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112904. */
  112905. snapDistance: number;
  112906. /**
  112907. * Ratio for the scale of the gizmo (Default: 1)
  112908. */
  112909. scaleRatio: number;
  112910. /**
  112911. * Disposes of the gizmo
  112912. */
  112913. dispose(): void;
  112914. /**
  112915. * CustomMeshes are not supported by this gizmo
  112916. * @param mesh The mesh to replace the default mesh of the gizmo
  112917. */
  112918. setCustomMesh(mesh: Mesh): void;
  112919. }
  112920. }
  112921. declare module BABYLON {
  112922. /**
  112923. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  112924. */
  112925. export class GizmoManager implements IDisposable {
  112926. private scene;
  112927. /**
  112928. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  112929. */
  112930. gizmos: {
  112931. positionGizmo: Nullable<PositionGizmo>;
  112932. rotationGizmo: Nullable<RotationGizmo>;
  112933. scaleGizmo: Nullable<ScaleGizmo>;
  112934. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  112935. };
  112936. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  112937. clearGizmoOnEmptyPointerEvent: boolean;
  112938. /** Fires an event when the manager is attached to a mesh */
  112939. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  112940. private _gizmosEnabled;
  112941. private _pointerObserver;
  112942. private _attachedMesh;
  112943. private _boundingBoxColor;
  112944. private _defaultUtilityLayer;
  112945. private _defaultKeepDepthUtilityLayer;
  112946. /**
  112947. * When bounding box gizmo is enabled, this can be used to track drag/end events
  112948. */
  112949. boundingBoxDragBehavior: SixDofDragBehavior;
  112950. /**
  112951. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  112952. */
  112953. attachableMeshes: Nullable<Array<AbstractMesh>>;
  112954. /**
  112955. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  112956. */
  112957. usePointerToAttachGizmos: boolean;
  112958. /**
  112959. * Utility layer that the bounding box gizmo belongs to
  112960. */
  112961. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  112962. /**
  112963. * Utility layer that all gizmos besides bounding box belong to
  112964. */
  112965. readonly utilityLayer: UtilityLayerRenderer;
  112966. /**
  112967. * Instatiates a gizmo manager
  112968. * @param scene the scene to overlay the gizmos on top of
  112969. */
  112970. constructor(scene: Scene);
  112971. /**
  112972. * Attaches a set of gizmos to the specified mesh
  112973. * @param mesh The mesh the gizmo's should be attached to
  112974. */
  112975. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  112976. /**
  112977. * If the position gizmo is enabled
  112978. */
  112979. positionGizmoEnabled: boolean;
  112980. /**
  112981. * If the rotation gizmo is enabled
  112982. */
  112983. rotationGizmoEnabled: boolean;
  112984. /**
  112985. * If the scale gizmo is enabled
  112986. */
  112987. scaleGizmoEnabled: boolean;
  112988. /**
  112989. * If the boundingBox gizmo is enabled
  112990. */
  112991. boundingBoxGizmoEnabled: boolean;
  112992. /**
  112993. * Disposes of the gizmo manager
  112994. */
  112995. dispose(): void;
  112996. }
  112997. }
  112998. declare module BABYLON {
  112999. /**
  113000. * A directional light is defined by a direction (what a surprise!).
  113001. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  113002. * 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.
  113003. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113004. */
  113005. export class DirectionalLight extends ShadowLight {
  113006. private _shadowFrustumSize;
  113007. /**
  113008. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  113009. */
  113010. /**
  113011. * Specifies a fix frustum size for the shadow generation.
  113012. */
  113013. shadowFrustumSize: number;
  113014. private _shadowOrthoScale;
  113015. /**
  113016. * Gets the shadow projection scale against the optimal computed one.
  113017. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113018. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113019. */
  113020. /**
  113021. * Sets the shadow projection scale against the optimal computed one.
  113022. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113023. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113024. */
  113025. shadowOrthoScale: number;
  113026. /**
  113027. * Automatically compute the projection matrix to best fit (including all the casters)
  113028. * on each frame.
  113029. */
  113030. autoUpdateExtends: boolean;
  113031. private _orthoLeft;
  113032. private _orthoRight;
  113033. private _orthoTop;
  113034. private _orthoBottom;
  113035. /**
  113036. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  113037. * The directional light is emitted from everywhere in the given direction.
  113038. * It can cast shadows.
  113039. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113040. * @param name The friendly name of the light
  113041. * @param direction The direction of the light
  113042. * @param scene The scene the light belongs to
  113043. */
  113044. constructor(name: string, direction: Vector3, scene: Scene);
  113045. /**
  113046. * Returns the string "DirectionalLight".
  113047. * @return The class name
  113048. */
  113049. getClassName(): string;
  113050. /**
  113051. * Returns the integer 1.
  113052. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113053. */
  113054. getTypeID(): number;
  113055. /**
  113056. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  113057. * Returns the DirectionalLight Shadow projection matrix.
  113058. */
  113059. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113060. /**
  113061. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  113062. * Returns the DirectionalLight Shadow projection matrix.
  113063. */
  113064. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  113065. /**
  113066. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  113067. * Returns the DirectionalLight Shadow projection matrix.
  113068. */
  113069. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113070. protected _buildUniformLayout(): void;
  113071. /**
  113072. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  113073. * @param effect The effect to update
  113074. * @param lightIndex The index of the light in the effect to update
  113075. * @returns The directional light
  113076. */
  113077. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  113078. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  113079. /**
  113080. * Gets the minZ used for shadow according to both the scene and the light.
  113081. *
  113082. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  113083. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  113084. * @param activeCamera The camera we are returning the min for
  113085. * @returns the depth min z
  113086. */
  113087. getDepthMinZ(activeCamera: Camera): number;
  113088. /**
  113089. * Gets the maxZ used for shadow according to both the scene and the light.
  113090. *
  113091. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  113092. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  113093. * @param activeCamera The camera we are returning the max for
  113094. * @returns the depth max z
  113095. */
  113096. getDepthMaxZ(activeCamera: Camera): number;
  113097. /**
  113098. * Prepares the list of defines specific to the light type.
  113099. * @param defines the list of defines
  113100. * @param lightIndex defines the index of the light for the effect
  113101. */
  113102. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113103. }
  113104. }
  113105. declare module BABYLON {
  113106. /**
  113107. * Class containing static functions to help procedurally build meshes
  113108. */
  113109. export class HemisphereBuilder {
  113110. /**
  113111. * Creates a hemisphere mesh
  113112. * @param name defines the name of the mesh
  113113. * @param options defines the options used to create the mesh
  113114. * @param scene defines the hosting scene
  113115. * @returns the hemisphere mesh
  113116. */
  113117. static CreateHemisphere(name: string, options: {
  113118. segments?: number;
  113119. diameter?: number;
  113120. sideOrientation?: number;
  113121. }, scene: any): Mesh;
  113122. }
  113123. }
  113124. declare module BABYLON {
  113125. /**
  113126. * A spot light is defined by a position, a direction, an angle, and an exponent.
  113127. * These values define a cone of light starting from the position, emitting toward the direction.
  113128. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  113129. * and the exponent defines the speed of the decay of the light with distance (reach).
  113130. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113131. */
  113132. export class SpotLight extends ShadowLight {
  113133. private _angle;
  113134. private _innerAngle;
  113135. private _cosHalfAngle;
  113136. private _lightAngleScale;
  113137. private _lightAngleOffset;
  113138. /**
  113139. * Gets the cone angle of the spot light in Radians.
  113140. */
  113141. /**
  113142. * Sets the cone angle of the spot light in Radians.
  113143. */
  113144. angle: number;
  113145. /**
  113146. * Only used in gltf falloff mode, this defines the angle where
  113147. * the directional falloff will start before cutting at angle which could be seen
  113148. * as outer angle.
  113149. */
  113150. /**
  113151. * Only used in gltf falloff mode, this defines the angle where
  113152. * the directional falloff will start before cutting at angle which could be seen
  113153. * as outer angle.
  113154. */
  113155. innerAngle: number;
  113156. private _shadowAngleScale;
  113157. /**
  113158. * Allows scaling the angle of the light for shadow generation only.
  113159. */
  113160. /**
  113161. * Allows scaling the angle of the light for shadow generation only.
  113162. */
  113163. shadowAngleScale: number;
  113164. /**
  113165. * The light decay speed with the distance from the emission spot.
  113166. */
  113167. exponent: number;
  113168. private _projectionTextureMatrix;
  113169. /**
  113170. * Allows reading the projecton texture
  113171. */
  113172. readonly projectionTextureMatrix: Matrix;
  113173. protected _projectionTextureLightNear: number;
  113174. /**
  113175. * Gets the near clip of the Spotlight for texture projection.
  113176. */
  113177. /**
  113178. * Sets the near clip of the Spotlight for texture projection.
  113179. */
  113180. projectionTextureLightNear: number;
  113181. protected _projectionTextureLightFar: number;
  113182. /**
  113183. * Gets the far clip of the Spotlight for texture projection.
  113184. */
  113185. /**
  113186. * Sets the far clip of the Spotlight for texture projection.
  113187. */
  113188. projectionTextureLightFar: number;
  113189. protected _projectionTextureUpDirection: Vector3;
  113190. /**
  113191. * Gets the Up vector of the Spotlight for texture projection.
  113192. */
  113193. /**
  113194. * Sets the Up vector of the Spotlight for texture projection.
  113195. */
  113196. projectionTextureUpDirection: Vector3;
  113197. private _projectionTexture;
  113198. /**
  113199. * Gets the projection texture of the light.
  113200. */
  113201. /**
  113202. * Sets the projection texture of the light.
  113203. */
  113204. projectionTexture: Nullable<BaseTexture>;
  113205. private _projectionTextureViewLightDirty;
  113206. private _projectionTextureProjectionLightDirty;
  113207. private _projectionTextureDirty;
  113208. private _projectionTextureViewTargetVector;
  113209. private _projectionTextureViewLightMatrix;
  113210. private _projectionTextureProjectionLightMatrix;
  113211. private _projectionTextureScalingMatrix;
  113212. /**
  113213. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  113214. * It can cast shadows.
  113215. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113216. * @param name The light friendly name
  113217. * @param position The position of the spot light in the scene
  113218. * @param direction The direction of the light in the scene
  113219. * @param angle The cone angle of the light in Radians
  113220. * @param exponent The light decay speed with the distance from the emission spot
  113221. * @param scene The scene the lights belongs to
  113222. */
  113223. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  113224. /**
  113225. * Returns the string "SpotLight".
  113226. * @returns the class name
  113227. */
  113228. getClassName(): string;
  113229. /**
  113230. * Returns the integer 2.
  113231. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113232. */
  113233. getTypeID(): number;
  113234. /**
  113235. * Overrides the direction setter to recompute the projection texture view light Matrix.
  113236. */
  113237. protected _setDirection(value: Vector3): void;
  113238. /**
  113239. * Overrides the position setter to recompute the projection texture view light Matrix.
  113240. */
  113241. protected _setPosition(value: Vector3): void;
  113242. /**
  113243. * 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.
  113244. * Returns the SpotLight.
  113245. */
  113246. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113247. protected _computeProjectionTextureViewLightMatrix(): void;
  113248. protected _computeProjectionTextureProjectionLightMatrix(): void;
  113249. /**
  113250. * Main function for light texture projection matrix computing.
  113251. */
  113252. protected _computeProjectionTextureMatrix(): void;
  113253. protected _buildUniformLayout(): void;
  113254. private _computeAngleValues;
  113255. /**
  113256. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  113257. * @param effect The effect to update
  113258. * @param lightIndex The index of the light in the effect to update
  113259. * @returns The spot light
  113260. */
  113261. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  113262. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  113263. /**
  113264. * Disposes the light and the associated resources.
  113265. */
  113266. dispose(): void;
  113267. /**
  113268. * Prepares the list of defines specific to the light type.
  113269. * @param defines the list of defines
  113270. * @param lightIndex defines the index of the light for the effect
  113271. */
  113272. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113273. }
  113274. }
  113275. declare module BABYLON {
  113276. /**
  113277. * Gizmo that enables viewing a light
  113278. */
  113279. export class LightGizmo extends Gizmo {
  113280. private _lightMesh;
  113281. private _material;
  113282. private cachedPosition;
  113283. private cachedForward;
  113284. /**
  113285. * Creates a LightGizmo
  113286. * @param gizmoLayer The utility layer the gizmo will be added to
  113287. */
  113288. constructor(gizmoLayer?: UtilityLayerRenderer);
  113289. private _light;
  113290. /**
  113291. * The light that the gizmo is attached to
  113292. */
  113293. light: Nullable<Light>;
  113294. /**
  113295. * Gets the material used to render the light gizmo
  113296. */
  113297. readonly material: StandardMaterial;
  113298. /**
  113299. * @hidden
  113300. * Updates the gizmo to match the attached mesh's position/rotation
  113301. */
  113302. protected _update(): void;
  113303. private static _Scale;
  113304. /**
  113305. * Creates the lines for a light mesh
  113306. */
  113307. private static _createLightLines;
  113308. /**
  113309. * Disposes of the light gizmo
  113310. */
  113311. dispose(): void;
  113312. private static _CreateHemisphericLightMesh;
  113313. private static _CreatePointLightMesh;
  113314. private static _CreateSpotLightMesh;
  113315. private static _CreateDirectionalLightMesh;
  113316. }
  113317. }
  113318. declare module BABYLON {
  113319. /** @hidden */
  113320. export var backgroundFragmentDeclaration: {
  113321. name: string;
  113322. shader: string;
  113323. };
  113324. }
  113325. declare module BABYLON {
  113326. /** @hidden */
  113327. export var backgroundUboDeclaration: {
  113328. name: string;
  113329. shader: string;
  113330. };
  113331. }
  113332. declare module BABYLON {
  113333. /** @hidden */
  113334. export var backgroundPixelShader: {
  113335. name: string;
  113336. shader: string;
  113337. };
  113338. }
  113339. declare module BABYLON {
  113340. /** @hidden */
  113341. export var backgroundVertexDeclaration: {
  113342. name: string;
  113343. shader: string;
  113344. };
  113345. }
  113346. declare module BABYLON {
  113347. /** @hidden */
  113348. export var backgroundVertexShader: {
  113349. name: string;
  113350. shader: string;
  113351. };
  113352. }
  113353. declare module BABYLON {
  113354. /**
  113355. * Background material used to create an efficient environement around your scene.
  113356. */
  113357. export class BackgroundMaterial extends PushMaterial {
  113358. /**
  113359. * Standard reflectance value at parallel view angle.
  113360. */
  113361. static StandardReflectance0: number;
  113362. /**
  113363. * Standard reflectance value at grazing angle.
  113364. */
  113365. static StandardReflectance90: number;
  113366. protected _primaryColor: Color3;
  113367. /**
  113368. * Key light Color (multiply against the environement texture)
  113369. */
  113370. primaryColor: Color3;
  113371. protected __perceptualColor: Nullable<Color3>;
  113372. /**
  113373. * Experimental Internal Use Only.
  113374. *
  113375. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  113376. * This acts as a helper to set the primary color to a more "human friendly" value.
  113377. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  113378. * output color as close as possible from the chosen value.
  113379. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  113380. * part of lighting setup.)
  113381. */
  113382. _perceptualColor: Nullable<Color3>;
  113383. protected _primaryColorShadowLevel: float;
  113384. /**
  113385. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  113386. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  113387. */
  113388. primaryColorShadowLevel: float;
  113389. protected _primaryColorHighlightLevel: float;
  113390. /**
  113391. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  113392. * The primary color is used at the level chosen to define what the white area would look.
  113393. */
  113394. primaryColorHighlightLevel: float;
  113395. protected _reflectionTexture: Nullable<BaseTexture>;
  113396. /**
  113397. * Reflection Texture used in the material.
  113398. * Should be author in a specific way for the best result (refer to the documentation).
  113399. */
  113400. reflectionTexture: Nullable<BaseTexture>;
  113401. protected _reflectionBlur: float;
  113402. /**
  113403. * Reflection Texture level of blur.
  113404. *
  113405. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  113406. * texture twice.
  113407. */
  113408. reflectionBlur: float;
  113409. protected _diffuseTexture: Nullable<BaseTexture>;
  113410. /**
  113411. * Diffuse Texture used in the material.
  113412. * Should be author in a specific way for the best result (refer to the documentation).
  113413. */
  113414. diffuseTexture: Nullable<BaseTexture>;
  113415. protected _shadowLights: Nullable<IShadowLight[]>;
  113416. /**
  113417. * Specify the list of lights casting shadow on the material.
  113418. * All scene shadow lights will be included if null.
  113419. */
  113420. shadowLights: Nullable<IShadowLight[]>;
  113421. protected _shadowLevel: float;
  113422. /**
  113423. * Helps adjusting the shadow to a softer level if required.
  113424. * 0 means black shadows and 1 means no shadows.
  113425. */
  113426. shadowLevel: float;
  113427. protected _sceneCenter: Vector3;
  113428. /**
  113429. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  113430. * It is usually zero but might be interesting to modify according to your setup.
  113431. */
  113432. sceneCenter: Vector3;
  113433. protected _opacityFresnel: boolean;
  113434. /**
  113435. * This helps specifying that the material is falling off to the sky box at grazing angle.
  113436. * This helps ensuring a nice transition when the camera goes under the ground.
  113437. */
  113438. opacityFresnel: boolean;
  113439. protected _reflectionFresnel: boolean;
  113440. /**
  113441. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  113442. * This helps adding a mirror texture on the ground.
  113443. */
  113444. reflectionFresnel: boolean;
  113445. protected _reflectionFalloffDistance: number;
  113446. /**
  113447. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  113448. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  113449. */
  113450. reflectionFalloffDistance: number;
  113451. protected _reflectionAmount: number;
  113452. /**
  113453. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  113454. */
  113455. reflectionAmount: number;
  113456. protected _reflectionReflectance0: number;
  113457. /**
  113458. * This specifies the weight of the reflection at grazing angle.
  113459. */
  113460. reflectionReflectance0: number;
  113461. protected _reflectionReflectance90: number;
  113462. /**
  113463. * This specifies the weight of the reflection at a perpendicular point of view.
  113464. */
  113465. reflectionReflectance90: number;
  113466. /**
  113467. * Sets the reflection reflectance fresnel values according to the default standard
  113468. * empirically know to work well :-)
  113469. */
  113470. reflectionStandardFresnelWeight: number;
  113471. protected _useRGBColor: boolean;
  113472. /**
  113473. * Helps to directly use the maps channels instead of their level.
  113474. */
  113475. useRGBColor: boolean;
  113476. protected _enableNoise: boolean;
  113477. /**
  113478. * This helps reducing the banding effect that could occur on the background.
  113479. */
  113480. enableNoise: boolean;
  113481. /**
  113482. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  113483. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  113484. * Recommended to be keep at 1.0 except for special cases.
  113485. */
  113486. fovMultiplier: number;
  113487. private _fovMultiplier;
  113488. /**
  113489. * Enable the FOV adjustment feature controlled by fovMultiplier.
  113490. */
  113491. useEquirectangularFOV: boolean;
  113492. private _maxSimultaneousLights;
  113493. /**
  113494. * Number of Simultaneous lights allowed on the material.
  113495. */
  113496. maxSimultaneousLights: int;
  113497. /**
  113498. * Default configuration related to image processing available in the Background Material.
  113499. */
  113500. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  113501. /**
  113502. * Keep track of the image processing observer to allow dispose and replace.
  113503. */
  113504. private _imageProcessingObserver;
  113505. /**
  113506. * Attaches a new image processing configuration to the PBR Material.
  113507. * @param configuration (if null the scene configuration will be use)
  113508. */
  113509. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  113510. /**
  113511. * Gets the image processing configuration used either in this material.
  113512. */
  113513. /**
  113514. * Sets the Default image processing configuration used either in the this material.
  113515. *
  113516. * If sets to null, the scene one is in use.
  113517. */
  113518. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  113519. /**
  113520. * Gets wether the color curves effect is enabled.
  113521. */
  113522. /**
  113523. * Sets wether the color curves effect is enabled.
  113524. */
  113525. cameraColorCurvesEnabled: boolean;
  113526. /**
  113527. * Gets wether the color grading effect is enabled.
  113528. */
  113529. /**
  113530. * Gets wether the color grading effect is enabled.
  113531. */
  113532. cameraColorGradingEnabled: boolean;
  113533. /**
  113534. * Gets wether tonemapping is enabled or not.
  113535. */
  113536. /**
  113537. * Sets wether tonemapping is enabled or not
  113538. */
  113539. cameraToneMappingEnabled: boolean;
  113540. /**
  113541. * The camera exposure used on this material.
  113542. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113543. * This corresponds to a photographic exposure.
  113544. */
  113545. /**
  113546. * The camera exposure used on this material.
  113547. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113548. * This corresponds to a photographic exposure.
  113549. */
  113550. cameraExposure: float;
  113551. /**
  113552. * Gets The camera contrast used on this material.
  113553. */
  113554. /**
  113555. * Sets The camera contrast used on this material.
  113556. */
  113557. cameraContrast: float;
  113558. /**
  113559. * Gets the Color Grading 2D Lookup Texture.
  113560. */
  113561. /**
  113562. * Sets the Color Grading 2D Lookup Texture.
  113563. */
  113564. cameraColorGradingTexture: Nullable<BaseTexture>;
  113565. /**
  113566. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113567. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113568. * 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;
  113569. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113570. */
  113571. /**
  113572. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113573. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113574. * 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;
  113575. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113576. */
  113577. cameraColorCurves: Nullable<ColorCurves>;
  113578. /**
  113579. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  113580. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  113581. */
  113582. switchToBGR: boolean;
  113583. private _renderTargets;
  113584. private _reflectionControls;
  113585. private _white;
  113586. private _primaryShadowColor;
  113587. private _primaryHighlightColor;
  113588. /**
  113589. * Instantiates a Background Material in the given scene
  113590. * @param name The friendly name of the material
  113591. * @param scene The scene to add the material to
  113592. */
  113593. constructor(name: string, scene: Scene);
  113594. /**
  113595. * Gets a boolean indicating that current material needs to register RTT
  113596. */
  113597. readonly hasRenderTargetTextures: boolean;
  113598. /**
  113599. * The entire material has been created in order to prevent overdraw.
  113600. * @returns false
  113601. */
  113602. needAlphaTesting(): boolean;
  113603. /**
  113604. * The entire material has been created in order to prevent overdraw.
  113605. * @returns true if blending is enable
  113606. */
  113607. needAlphaBlending(): boolean;
  113608. /**
  113609. * Checks wether the material is ready to be rendered for a given mesh.
  113610. * @param mesh The mesh to render
  113611. * @param subMesh The submesh to check against
  113612. * @param useInstances Specify wether or not the material is used with instances
  113613. * @returns true if all the dependencies are ready (Textures, Effects...)
  113614. */
  113615. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  113616. /**
  113617. * Compute the primary color according to the chosen perceptual color.
  113618. */
  113619. private _computePrimaryColorFromPerceptualColor;
  113620. /**
  113621. * Compute the highlights and shadow colors according to their chosen levels.
  113622. */
  113623. private _computePrimaryColors;
  113624. /**
  113625. * Build the uniform buffer used in the material.
  113626. */
  113627. buildUniformLayout(): void;
  113628. /**
  113629. * Unbind the material.
  113630. */
  113631. unbind(): void;
  113632. /**
  113633. * Bind only the world matrix to the material.
  113634. * @param world The world matrix to bind.
  113635. */
  113636. bindOnlyWorldMatrix(world: Matrix): void;
  113637. /**
  113638. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  113639. * @param world The world matrix to bind.
  113640. * @param subMesh The submesh to bind for.
  113641. */
  113642. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  113643. /**
  113644. * Checks to see if a texture is used in the material.
  113645. * @param texture - Base texture to use.
  113646. * @returns - Boolean specifying if a texture is used in the material.
  113647. */
  113648. hasTexture(texture: BaseTexture): boolean;
  113649. /**
  113650. * Dispose the material.
  113651. * @param forceDisposeEffect Force disposal of the associated effect.
  113652. * @param forceDisposeTextures Force disposal of the associated textures.
  113653. */
  113654. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  113655. /**
  113656. * Clones the material.
  113657. * @param name The cloned name.
  113658. * @returns The cloned material.
  113659. */
  113660. clone(name: string): BackgroundMaterial;
  113661. /**
  113662. * Serializes the current material to its JSON representation.
  113663. * @returns The JSON representation.
  113664. */
  113665. serialize(): any;
  113666. /**
  113667. * Gets the class name of the material
  113668. * @returns "BackgroundMaterial"
  113669. */
  113670. getClassName(): string;
  113671. /**
  113672. * Parse a JSON input to create back a background material.
  113673. * @param source The JSON data to parse
  113674. * @param scene The scene to create the parsed material in
  113675. * @param rootUrl The root url of the assets the material depends upon
  113676. * @returns the instantiated BackgroundMaterial.
  113677. */
  113678. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  113679. }
  113680. }
  113681. declare module BABYLON {
  113682. /**
  113683. * Represents the different options available during the creation of
  113684. * a Environment helper.
  113685. *
  113686. * This can control the default ground, skybox and image processing setup of your scene.
  113687. */
  113688. export interface IEnvironmentHelperOptions {
  113689. /**
  113690. * Specifies wether or not to create a ground.
  113691. * True by default.
  113692. */
  113693. createGround: boolean;
  113694. /**
  113695. * Specifies the ground size.
  113696. * 15 by default.
  113697. */
  113698. groundSize: number;
  113699. /**
  113700. * The texture used on the ground for the main color.
  113701. * Comes from the BabylonJS CDN by default.
  113702. *
  113703. * Remarks: Can be either a texture or a url.
  113704. */
  113705. groundTexture: string | BaseTexture;
  113706. /**
  113707. * The color mixed in the ground texture by default.
  113708. * BabylonJS clearColor by default.
  113709. */
  113710. groundColor: Color3;
  113711. /**
  113712. * Specifies the ground opacity.
  113713. * 1 by default.
  113714. */
  113715. groundOpacity: number;
  113716. /**
  113717. * Enables the ground to receive shadows.
  113718. * True by default.
  113719. */
  113720. enableGroundShadow: boolean;
  113721. /**
  113722. * Helps preventing the shadow to be fully black on the ground.
  113723. * 0.5 by default.
  113724. */
  113725. groundShadowLevel: number;
  113726. /**
  113727. * Creates a mirror texture attach to the ground.
  113728. * false by default.
  113729. */
  113730. enableGroundMirror: boolean;
  113731. /**
  113732. * Specifies the ground mirror size ratio.
  113733. * 0.3 by default as the default kernel is 64.
  113734. */
  113735. groundMirrorSizeRatio: number;
  113736. /**
  113737. * Specifies the ground mirror blur kernel size.
  113738. * 64 by default.
  113739. */
  113740. groundMirrorBlurKernel: number;
  113741. /**
  113742. * Specifies the ground mirror visibility amount.
  113743. * 1 by default
  113744. */
  113745. groundMirrorAmount: number;
  113746. /**
  113747. * Specifies the ground mirror reflectance weight.
  113748. * This uses the standard weight of the background material to setup the fresnel effect
  113749. * of the mirror.
  113750. * 1 by default.
  113751. */
  113752. groundMirrorFresnelWeight: number;
  113753. /**
  113754. * Specifies the ground mirror Falloff distance.
  113755. * This can helps reducing the size of the reflection.
  113756. * 0 by Default.
  113757. */
  113758. groundMirrorFallOffDistance: number;
  113759. /**
  113760. * Specifies the ground mirror texture type.
  113761. * Unsigned Int by Default.
  113762. */
  113763. groundMirrorTextureType: number;
  113764. /**
  113765. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  113766. * the shown objects.
  113767. */
  113768. groundYBias: number;
  113769. /**
  113770. * Specifies wether or not to create a skybox.
  113771. * True by default.
  113772. */
  113773. createSkybox: boolean;
  113774. /**
  113775. * Specifies the skybox size.
  113776. * 20 by default.
  113777. */
  113778. skyboxSize: number;
  113779. /**
  113780. * The texture used on the skybox for the main color.
  113781. * Comes from the BabylonJS CDN by default.
  113782. *
  113783. * Remarks: Can be either a texture or a url.
  113784. */
  113785. skyboxTexture: string | BaseTexture;
  113786. /**
  113787. * The color mixed in the skybox texture by default.
  113788. * BabylonJS clearColor by default.
  113789. */
  113790. skyboxColor: Color3;
  113791. /**
  113792. * The background rotation around the Y axis of the scene.
  113793. * This helps aligning the key lights of your scene with the background.
  113794. * 0 by default.
  113795. */
  113796. backgroundYRotation: number;
  113797. /**
  113798. * Compute automatically the size of the elements to best fit with the scene.
  113799. */
  113800. sizeAuto: boolean;
  113801. /**
  113802. * Default position of the rootMesh if autoSize is not true.
  113803. */
  113804. rootPosition: Vector3;
  113805. /**
  113806. * Sets up the image processing in the scene.
  113807. * true by default.
  113808. */
  113809. setupImageProcessing: boolean;
  113810. /**
  113811. * The texture used as your environment texture in the scene.
  113812. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  113813. *
  113814. * Remarks: Can be either a texture or a url.
  113815. */
  113816. environmentTexture: string | BaseTexture;
  113817. /**
  113818. * The value of the exposure to apply to the scene.
  113819. * 0.6 by default if setupImageProcessing is true.
  113820. */
  113821. cameraExposure: number;
  113822. /**
  113823. * The value of the contrast to apply to the scene.
  113824. * 1.6 by default if setupImageProcessing is true.
  113825. */
  113826. cameraContrast: number;
  113827. /**
  113828. * Specifies wether or not tonemapping should be enabled in the scene.
  113829. * true by default if setupImageProcessing is true.
  113830. */
  113831. toneMappingEnabled: boolean;
  113832. }
  113833. /**
  113834. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  113835. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  113836. * It also helps with the default setup of your imageProcessing configuration.
  113837. */
  113838. export class EnvironmentHelper {
  113839. /**
  113840. * Default ground texture URL.
  113841. */
  113842. private static _groundTextureCDNUrl;
  113843. /**
  113844. * Default skybox texture URL.
  113845. */
  113846. private static _skyboxTextureCDNUrl;
  113847. /**
  113848. * Default environment texture URL.
  113849. */
  113850. private static _environmentTextureCDNUrl;
  113851. /**
  113852. * Creates the default options for the helper.
  113853. */
  113854. private static _getDefaultOptions;
  113855. private _rootMesh;
  113856. /**
  113857. * Gets the root mesh created by the helper.
  113858. */
  113859. readonly rootMesh: Mesh;
  113860. private _skybox;
  113861. /**
  113862. * Gets the skybox created by the helper.
  113863. */
  113864. readonly skybox: Nullable<Mesh>;
  113865. private _skyboxTexture;
  113866. /**
  113867. * Gets the skybox texture created by the helper.
  113868. */
  113869. readonly skyboxTexture: Nullable<BaseTexture>;
  113870. private _skyboxMaterial;
  113871. /**
  113872. * Gets the skybox material created by the helper.
  113873. */
  113874. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  113875. private _ground;
  113876. /**
  113877. * Gets the ground mesh created by the helper.
  113878. */
  113879. readonly ground: Nullable<Mesh>;
  113880. private _groundTexture;
  113881. /**
  113882. * Gets the ground texture created by the helper.
  113883. */
  113884. readonly groundTexture: Nullable<BaseTexture>;
  113885. private _groundMirror;
  113886. /**
  113887. * Gets the ground mirror created by the helper.
  113888. */
  113889. readonly groundMirror: Nullable<MirrorTexture>;
  113890. /**
  113891. * Gets the ground mirror render list to helps pushing the meshes
  113892. * you wish in the ground reflection.
  113893. */
  113894. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  113895. private _groundMaterial;
  113896. /**
  113897. * Gets the ground material created by the helper.
  113898. */
  113899. readonly groundMaterial: Nullable<BackgroundMaterial>;
  113900. /**
  113901. * Stores the creation options.
  113902. */
  113903. private readonly _scene;
  113904. private _options;
  113905. /**
  113906. * This observable will be notified with any error during the creation of the environment,
  113907. * mainly texture creation errors.
  113908. */
  113909. onErrorObservable: Observable<{
  113910. message?: string;
  113911. exception?: any;
  113912. }>;
  113913. /**
  113914. * constructor
  113915. * @param options Defines the options we want to customize the helper
  113916. * @param scene The scene to add the material to
  113917. */
  113918. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  113919. /**
  113920. * Updates the background according to the new options
  113921. * @param options
  113922. */
  113923. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  113924. /**
  113925. * Sets the primary color of all the available elements.
  113926. * @param color the main color to affect to the ground and the background
  113927. */
  113928. setMainColor(color: Color3): void;
  113929. /**
  113930. * Setup the image processing according to the specified options.
  113931. */
  113932. private _setupImageProcessing;
  113933. /**
  113934. * Setup the environment texture according to the specified options.
  113935. */
  113936. private _setupEnvironmentTexture;
  113937. /**
  113938. * Setup the background according to the specified options.
  113939. */
  113940. private _setupBackground;
  113941. /**
  113942. * Get the scene sizes according to the setup.
  113943. */
  113944. private _getSceneSize;
  113945. /**
  113946. * Setup the ground according to the specified options.
  113947. */
  113948. private _setupGround;
  113949. /**
  113950. * Setup the ground material according to the specified options.
  113951. */
  113952. private _setupGroundMaterial;
  113953. /**
  113954. * Setup the ground diffuse texture according to the specified options.
  113955. */
  113956. private _setupGroundDiffuseTexture;
  113957. /**
  113958. * Setup the ground mirror texture according to the specified options.
  113959. */
  113960. private _setupGroundMirrorTexture;
  113961. /**
  113962. * Setup the ground to receive the mirror texture.
  113963. */
  113964. private _setupMirrorInGroundMaterial;
  113965. /**
  113966. * Setup the skybox according to the specified options.
  113967. */
  113968. private _setupSkybox;
  113969. /**
  113970. * Setup the skybox material according to the specified options.
  113971. */
  113972. private _setupSkyboxMaterial;
  113973. /**
  113974. * Setup the skybox reflection texture according to the specified options.
  113975. */
  113976. private _setupSkyboxReflectionTexture;
  113977. private _errorHandler;
  113978. /**
  113979. * Dispose all the elements created by the Helper.
  113980. */
  113981. dispose(): void;
  113982. }
  113983. }
  113984. declare module BABYLON {
  113985. /**
  113986. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  113987. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  113988. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  113989. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  113990. */
  113991. export class PhotoDome extends TransformNode {
  113992. /**
  113993. * Define the image as a Monoscopic panoramic 360 image.
  113994. */
  113995. static readonly MODE_MONOSCOPIC: number;
  113996. /**
  113997. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  113998. */
  113999. static readonly MODE_TOPBOTTOM: number;
  114000. /**
  114001. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114002. */
  114003. static readonly MODE_SIDEBYSIDE: number;
  114004. private _useDirectMapping;
  114005. /**
  114006. * The texture being displayed on the sphere
  114007. */
  114008. protected _photoTexture: Texture;
  114009. /**
  114010. * Gets or sets the texture being displayed on the sphere
  114011. */
  114012. photoTexture: Texture;
  114013. /**
  114014. * Observable raised when an error occured while loading the 360 image
  114015. */
  114016. onLoadErrorObservable: Observable<string>;
  114017. /**
  114018. * The skybox material
  114019. */
  114020. protected _material: BackgroundMaterial;
  114021. /**
  114022. * The surface used for the skybox
  114023. */
  114024. protected _mesh: Mesh;
  114025. /**
  114026. * Gets the mesh used for the skybox.
  114027. */
  114028. readonly mesh: Mesh;
  114029. /**
  114030. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114031. * Also see the options.resolution property.
  114032. */
  114033. fovMultiplier: number;
  114034. private _imageMode;
  114035. /**
  114036. * Gets or set the current video mode for the video. It can be:
  114037. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  114038. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114039. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114040. */
  114041. imageMode: number;
  114042. /**
  114043. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  114044. * @param name Element's name, child elements will append suffixes for their own names.
  114045. * @param urlsOfPhoto defines the url of the photo to display
  114046. * @param options defines an object containing optional or exposed sub element properties
  114047. * @param onError defines a callback called when an error occured while loading the texture
  114048. */
  114049. constructor(name: string, urlOfPhoto: string, options: {
  114050. resolution?: number;
  114051. size?: number;
  114052. useDirectMapping?: boolean;
  114053. faceForward?: boolean;
  114054. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  114055. private _onBeforeCameraRenderObserver;
  114056. private _changeImageMode;
  114057. /**
  114058. * Releases resources associated with this node.
  114059. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  114060. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  114061. */
  114062. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  114063. }
  114064. }
  114065. declare module BABYLON {
  114066. /**
  114067. * Class used to host RGBD texture specific utilities
  114068. */
  114069. export class RGBDTextureTools {
  114070. /**
  114071. * Expand the RGBD Texture from RGBD to Half Float if possible.
  114072. * @param texture the texture to expand.
  114073. */
  114074. static ExpandRGBDTexture(texture: Texture): void;
  114075. }
  114076. }
  114077. declare module BABYLON {
  114078. /**
  114079. * Class used to host texture specific utilities
  114080. */
  114081. export class BRDFTextureTools {
  114082. /**
  114083. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  114084. * @param scene defines the hosting scene
  114085. * @returns the environment BRDF texture
  114086. */
  114087. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  114088. private static _environmentBRDFBase64Texture;
  114089. }
  114090. }
  114091. declare module BABYLON {
  114092. /**
  114093. * @hidden
  114094. */
  114095. export interface IMaterialClearCoatDefines {
  114096. CLEARCOAT: boolean;
  114097. CLEARCOAT_DEFAULTIOR: boolean;
  114098. CLEARCOAT_TEXTURE: boolean;
  114099. CLEARCOAT_TEXTUREDIRECTUV: number;
  114100. CLEARCOAT_BUMP: boolean;
  114101. CLEARCOAT_BUMPDIRECTUV: number;
  114102. CLEARCOAT_TINT: boolean;
  114103. CLEARCOAT_TINT_TEXTURE: boolean;
  114104. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  114105. /** @hidden */
  114106. _areTexturesDirty: boolean;
  114107. }
  114108. /**
  114109. * Define the code related to the clear coat parameters of the pbr material.
  114110. */
  114111. export class PBRClearCoatConfiguration {
  114112. /**
  114113. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  114114. * The default fits with a polyurethane material.
  114115. */
  114116. private static readonly _DefaultIndexOfRefraction;
  114117. private _isEnabled;
  114118. /**
  114119. * Defines if the clear coat is enabled in the material.
  114120. */
  114121. isEnabled: boolean;
  114122. /**
  114123. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  114124. */
  114125. intensity: number;
  114126. /**
  114127. * Defines the clear coat layer roughness.
  114128. */
  114129. roughness: number;
  114130. private _indexOfRefraction;
  114131. /**
  114132. * Defines the index of refraction of the clear coat.
  114133. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  114134. * The default fits with a polyurethane material.
  114135. * Changing the default value is more performance intensive.
  114136. */
  114137. indexOfRefraction: number;
  114138. private _texture;
  114139. /**
  114140. * Stores the clear coat values in a texture.
  114141. */
  114142. texture: Nullable<BaseTexture>;
  114143. private _bumpTexture;
  114144. /**
  114145. * Define the clear coat specific bump texture.
  114146. */
  114147. bumpTexture: Nullable<BaseTexture>;
  114148. private _isTintEnabled;
  114149. /**
  114150. * Defines if the clear coat tint is enabled in the material.
  114151. */
  114152. isTintEnabled: boolean;
  114153. /**
  114154. * Defines the clear coat tint of the material.
  114155. * This is only use if tint is enabled
  114156. */
  114157. tintColor: Color3;
  114158. /**
  114159. * Defines the distance at which the tint color should be found in the
  114160. * clear coat media.
  114161. * This is only use if tint is enabled
  114162. */
  114163. tintColorAtDistance: number;
  114164. /**
  114165. * Defines the clear coat layer thickness.
  114166. * This is only use if tint is enabled
  114167. */
  114168. tintThickness: number;
  114169. private _tintTexture;
  114170. /**
  114171. * Stores the clear tint values in a texture.
  114172. * rgb is tint
  114173. * a is a thickness factor
  114174. */
  114175. tintTexture: Nullable<BaseTexture>;
  114176. /** @hidden */
  114177. private _internalMarkAllSubMeshesAsTexturesDirty;
  114178. /** @hidden */
  114179. _markAllSubMeshesAsTexturesDirty(): void;
  114180. /**
  114181. * Instantiate a new istance of clear coat configuration.
  114182. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114183. */
  114184. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114185. /**
  114186. * Gets wehter the submesh is ready to be used or not.
  114187. * @param defines the list of "defines" to update.
  114188. * @param scene defines the scene the material belongs to.
  114189. * @param engine defines the engine the material belongs to.
  114190. * @param disableBumpMap defines wether the material disables bump or not.
  114191. * @returns - boolean indicating that the submesh is ready or not.
  114192. */
  114193. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  114194. /**
  114195. * Checks to see if a texture is used in the material.
  114196. * @param defines the list of "defines" to update.
  114197. * @param scene defines the scene to the material belongs to.
  114198. */
  114199. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  114200. /**
  114201. * Binds the material data.
  114202. * @param uniformBuffer defines the Uniform buffer to fill in.
  114203. * @param scene defines the scene the material belongs to.
  114204. * @param engine defines the engine the material belongs to.
  114205. * @param disableBumpMap defines wether the material disables bump or not.
  114206. * @param isFrozen defines wether the material is frozen or not.
  114207. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  114208. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  114209. */
  114210. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  114211. /**
  114212. * Checks to see if a texture is used in the material.
  114213. * @param texture - Base texture to use.
  114214. * @returns - Boolean specifying if a texture is used in the material.
  114215. */
  114216. hasTexture(texture: BaseTexture): boolean;
  114217. /**
  114218. * Returns an array of the actively used textures.
  114219. * @param activeTextures Array of BaseTextures
  114220. */
  114221. getActiveTextures(activeTextures: BaseTexture[]): void;
  114222. /**
  114223. * Returns the animatable textures.
  114224. * @param animatables Array of animatable textures.
  114225. */
  114226. getAnimatables(animatables: IAnimatable[]): void;
  114227. /**
  114228. * Disposes the resources of the material.
  114229. * @param forceDisposeTextures - Forces the disposal of all textures.
  114230. */
  114231. dispose(forceDisposeTextures?: boolean): void;
  114232. /**
  114233. * Get the current class name of the texture useful for serialization or dynamic coding.
  114234. * @returns "PBRClearCoatConfiguration"
  114235. */
  114236. getClassName(): string;
  114237. /**
  114238. * Add fallbacks to the effect fallbacks list.
  114239. * @param defines defines the Base texture to use.
  114240. * @param fallbacks defines the current fallback list.
  114241. * @param currentRank defines the current fallback rank.
  114242. * @returns the new fallback rank.
  114243. */
  114244. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114245. /**
  114246. * Add the required uniforms to the current list.
  114247. * @param uniforms defines the current uniform list.
  114248. */
  114249. static AddUniforms(uniforms: string[]): void;
  114250. /**
  114251. * Add the required samplers to the current list.
  114252. * @param samplers defines the current sampler list.
  114253. */
  114254. static AddSamplers(samplers: string[]): void;
  114255. /**
  114256. * Add the required uniforms to the current buffer.
  114257. * @param uniformBuffer defines the current uniform buffer.
  114258. */
  114259. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114260. /**
  114261. * Makes a duplicate of the current configuration into another one.
  114262. * @param clearCoatConfiguration define the config where to copy the info
  114263. */
  114264. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  114265. /**
  114266. * Serializes this clear coat configuration.
  114267. * @returns - An object with the serialized config.
  114268. */
  114269. serialize(): any;
  114270. /**
  114271. * Parses a anisotropy Configuration from a serialized object.
  114272. * @param source - Serialized object.
  114273. * @param scene Defines the scene we are parsing for
  114274. * @param rootUrl Defines the rootUrl to load from
  114275. */
  114276. parse(source: any, scene: Scene, rootUrl: string): void;
  114277. }
  114278. }
  114279. declare module BABYLON {
  114280. /**
  114281. * @hidden
  114282. */
  114283. export interface IMaterialAnisotropicDefines {
  114284. ANISOTROPIC: boolean;
  114285. ANISOTROPIC_TEXTURE: boolean;
  114286. ANISOTROPIC_TEXTUREDIRECTUV: number;
  114287. MAINUV1: boolean;
  114288. _areTexturesDirty: boolean;
  114289. _needUVs: boolean;
  114290. }
  114291. /**
  114292. * Define the code related to the anisotropic parameters of the pbr material.
  114293. */
  114294. export class PBRAnisotropicConfiguration {
  114295. private _isEnabled;
  114296. /**
  114297. * Defines if the anisotropy is enabled in the material.
  114298. */
  114299. isEnabled: boolean;
  114300. /**
  114301. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  114302. */
  114303. intensity: number;
  114304. /**
  114305. * Defines if the effect is along the tangents, bitangents or in between.
  114306. * By default, the effect is "strectching" the highlights along the tangents.
  114307. */
  114308. direction: Vector2;
  114309. private _texture;
  114310. /**
  114311. * Stores the anisotropy values in a texture.
  114312. * rg is direction (like normal from -1 to 1)
  114313. * b is a intensity
  114314. */
  114315. texture: Nullable<BaseTexture>;
  114316. /** @hidden */
  114317. private _internalMarkAllSubMeshesAsTexturesDirty;
  114318. /** @hidden */
  114319. _markAllSubMeshesAsTexturesDirty(): void;
  114320. /**
  114321. * Instantiate a new istance of anisotropy configuration.
  114322. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114323. */
  114324. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114325. /**
  114326. * Specifies that the submesh is ready to be used.
  114327. * @param defines the list of "defines" to update.
  114328. * @param scene defines the scene the material belongs to.
  114329. * @returns - boolean indicating that the submesh is ready or not.
  114330. */
  114331. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  114332. /**
  114333. * Checks to see if a texture is used in the material.
  114334. * @param defines the list of "defines" to update.
  114335. * @param mesh the mesh we are preparing the defines for.
  114336. * @param scene defines the scene the material belongs to.
  114337. */
  114338. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  114339. /**
  114340. * Binds the material data.
  114341. * @param uniformBuffer defines the Uniform buffer to fill in.
  114342. * @param scene defines the scene the material belongs to.
  114343. * @param isFrozen defines wether the material is frozen or not.
  114344. */
  114345. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  114346. /**
  114347. * Checks to see if a texture is used in the material.
  114348. * @param texture - Base texture to use.
  114349. * @returns - Boolean specifying if a texture is used in the material.
  114350. */
  114351. hasTexture(texture: BaseTexture): boolean;
  114352. /**
  114353. * Returns an array of the actively used textures.
  114354. * @param activeTextures Array of BaseTextures
  114355. */
  114356. getActiveTextures(activeTextures: BaseTexture[]): void;
  114357. /**
  114358. * Returns the animatable textures.
  114359. * @param animatables Array of animatable textures.
  114360. */
  114361. getAnimatables(animatables: IAnimatable[]): void;
  114362. /**
  114363. * Disposes the resources of the material.
  114364. * @param forceDisposeTextures - Forces the disposal of all textures.
  114365. */
  114366. dispose(forceDisposeTextures?: boolean): void;
  114367. /**
  114368. * Get the current class name of the texture useful for serialization or dynamic coding.
  114369. * @returns "PBRAnisotropicConfiguration"
  114370. */
  114371. getClassName(): string;
  114372. /**
  114373. * Add fallbacks to the effect fallbacks list.
  114374. * @param defines defines the Base texture to use.
  114375. * @param fallbacks defines the current fallback list.
  114376. * @param currentRank defines the current fallback rank.
  114377. * @returns the new fallback rank.
  114378. */
  114379. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114380. /**
  114381. * Add the required uniforms to the current list.
  114382. * @param uniforms defines the current uniform list.
  114383. */
  114384. static AddUniforms(uniforms: string[]): void;
  114385. /**
  114386. * Add the required uniforms to the current buffer.
  114387. * @param uniformBuffer defines the current uniform buffer.
  114388. */
  114389. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114390. /**
  114391. * Add the required samplers to the current list.
  114392. * @param samplers defines the current sampler list.
  114393. */
  114394. static AddSamplers(samplers: string[]): void;
  114395. /**
  114396. * Makes a duplicate of the current configuration into another one.
  114397. * @param anisotropicConfiguration define the config where to copy the info
  114398. */
  114399. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  114400. /**
  114401. * Serializes this anisotropy configuration.
  114402. * @returns - An object with the serialized config.
  114403. */
  114404. serialize(): any;
  114405. /**
  114406. * Parses a anisotropy Configuration from a serialized object.
  114407. * @param source - Serialized object.
  114408. * @param scene Defines the scene we are parsing for
  114409. * @param rootUrl Defines the rootUrl to load from
  114410. */
  114411. parse(source: any, scene: Scene, rootUrl: string): void;
  114412. }
  114413. }
  114414. declare module BABYLON {
  114415. /**
  114416. * @hidden
  114417. */
  114418. export interface IMaterialBRDFDefines {
  114419. BRDF_V_HEIGHT_CORRELATED: boolean;
  114420. MS_BRDF_ENERGY_CONSERVATION: boolean;
  114421. SPHERICAL_HARMONICS: boolean;
  114422. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  114423. /** @hidden */
  114424. _areMiscDirty: boolean;
  114425. }
  114426. /**
  114427. * Define the code related to the BRDF parameters of the pbr material.
  114428. */
  114429. export class PBRBRDFConfiguration {
  114430. /**
  114431. * Default value used for the energy conservation.
  114432. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  114433. */
  114434. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  114435. /**
  114436. * Default value used for the Smith Visibility Height Correlated mode.
  114437. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  114438. */
  114439. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  114440. /**
  114441. * Default value used for the IBL diffuse part.
  114442. * This can help switching back to the polynomials mode globally which is a tiny bit
  114443. * less GPU intensive at the drawback of a lower quality.
  114444. */
  114445. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  114446. /**
  114447. * Default value used for activating energy conservation for the specular workflow.
  114448. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  114449. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  114450. */
  114451. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  114452. private _useEnergyConservation;
  114453. /**
  114454. * Defines if the material uses energy conservation.
  114455. */
  114456. useEnergyConservation: boolean;
  114457. private _useSmithVisibilityHeightCorrelated;
  114458. /**
  114459. * LEGACY Mode set to false
  114460. * Defines if the material uses height smith correlated visibility term.
  114461. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  114462. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  114463. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  114464. * Not relying on height correlated will also disable energy conservation.
  114465. */
  114466. useSmithVisibilityHeightCorrelated: boolean;
  114467. private _useSphericalHarmonics;
  114468. /**
  114469. * LEGACY Mode set to false
  114470. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  114471. * diffuse part of the IBL.
  114472. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  114473. * to the ground truth.
  114474. */
  114475. useSphericalHarmonics: boolean;
  114476. private _useSpecularGlossinessInputEnergyConservation;
  114477. /**
  114478. * Defines if the material uses energy conservation, when the specular workflow is active.
  114479. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  114480. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  114481. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  114482. */
  114483. useSpecularGlossinessInputEnergyConservation: boolean;
  114484. /** @hidden */
  114485. private _internalMarkAllSubMeshesAsMiscDirty;
  114486. /** @hidden */
  114487. _markAllSubMeshesAsMiscDirty(): void;
  114488. /**
  114489. * Instantiate a new istance of clear coat configuration.
  114490. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  114491. */
  114492. constructor(markAllSubMeshesAsMiscDirty: () => void);
  114493. /**
  114494. * Checks to see if a texture is used in the material.
  114495. * @param defines the list of "defines" to update.
  114496. */
  114497. prepareDefines(defines: IMaterialBRDFDefines): void;
  114498. /**
  114499. * Get the current class name of the texture useful for serialization or dynamic coding.
  114500. * @returns "PBRClearCoatConfiguration"
  114501. */
  114502. getClassName(): string;
  114503. /**
  114504. * Makes a duplicate of the current configuration into another one.
  114505. * @param brdfConfiguration define the config where to copy the info
  114506. */
  114507. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  114508. /**
  114509. * Serializes this BRDF configuration.
  114510. * @returns - An object with the serialized config.
  114511. */
  114512. serialize(): any;
  114513. /**
  114514. * Parses a anisotropy Configuration from a serialized object.
  114515. * @param source - Serialized object.
  114516. * @param scene Defines the scene we are parsing for
  114517. * @param rootUrl Defines the rootUrl to load from
  114518. */
  114519. parse(source: any, scene: Scene, rootUrl: string): void;
  114520. }
  114521. }
  114522. declare module BABYLON {
  114523. /**
  114524. * @hidden
  114525. */
  114526. export interface IMaterialSheenDefines {
  114527. SHEEN: boolean;
  114528. SHEEN_TEXTURE: boolean;
  114529. SHEEN_TEXTUREDIRECTUV: number;
  114530. SHEEN_LINKWITHALBEDO: boolean;
  114531. /** @hidden */
  114532. _areTexturesDirty: boolean;
  114533. }
  114534. /**
  114535. * Define the code related to the Sheen parameters of the pbr material.
  114536. */
  114537. export class PBRSheenConfiguration {
  114538. private _isEnabled;
  114539. /**
  114540. * Defines if the material uses sheen.
  114541. */
  114542. isEnabled: boolean;
  114543. private _linkSheenWithAlbedo;
  114544. /**
  114545. * Defines if the sheen is linked to the sheen color.
  114546. */
  114547. linkSheenWithAlbedo: boolean;
  114548. /**
  114549. * Defines the sheen intensity.
  114550. */
  114551. intensity: number;
  114552. /**
  114553. * Defines the sheen color.
  114554. */
  114555. color: Color3;
  114556. private _texture;
  114557. /**
  114558. * Stores the sheen tint values in a texture.
  114559. * rgb is tint
  114560. * a is a intensity
  114561. */
  114562. texture: Nullable<BaseTexture>;
  114563. /** @hidden */
  114564. private _internalMarkAllSubMeshesAsTexturesDirty;
  114565. /** @hidden */
  114566. _markAllSubMeshesAsTexturesDirty(): void;
  114567. /**
  114568. * Instantiate a new istance of clear coat configuration.
  114569. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114570. */
  114571. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114572. /**
  114573. * Specifies that the submesh is ready to be used.
  114574. * @param defines the list of "defines" to update.
  114575. * @param scene defines the scene the material belongs to.
  114576. * @returns - boolean indicating that the submesh is ready or not.
  114577. */
  114578. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  114579. /**
  114580. * Checks to see if a texture is used in the material.
  114581. * @param defines the list of "defines" to update.
  114582. * @param scene defines the scene the material belongs to.
  114583. */
  114584. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  114585. /**
  114586. * Binds the material data.
  114587. * @param uniformBuffer defines the Uniform buffer to fill in.
  114588. * @param scene defines the scene the material belongs to.
  114589. * @param isFrozen defines wether the material is frozen or not.
  114590. */
  114591. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  114592. /**
  114593. * Checks to see if a texture is used in the material.
  114594. * @param texture - Base texture to use.
  114595. * @returns - Boolean specifying if a texture is used in the material.
  114596. */
  114597. hasTexture(texture: BaseTexture): boolean;
  114598. /**
  114599. * Returns an array of the actively used textures.
  114600. * @param activeTextures Array of BaseTextures
  114601. */
  114602. getActiveTextures(activeTextures: BaseTexture[]): void;
  114603. /**
  114604. * Returns the animatable textures.
  114605. * @param animatables Array of animatable textures.
  114606. */
  114607. getAnimatables(animatables: IAnimatable[]): void;
  114608. /**
  114609. * Disposes the resources of the material.
  114610. * @param forceDisposeTextures - Forces the disposal of all textures.
  114611. */
  114612. dispose(forceDisposeTextures?: boolean): void;
  114613. /**
  114614. * Get the current class name of the texture useful for serialization or dynamic coding.
  114615. * @returns "PBRSheenConfiguration"
  114616. */
  114617. getClassName(): string;
  114618. /**
  114619. * Add fallbacks to the effect fallbacks list.
  114620. * @param defines defines the Base texture to use.
  114621. * @param fallbacks defines the current fallback list.
  114622. * @param currentRank defines the current fallback rank.
  114623. * @returns the new fallback rank.
  114624. */
  114625. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114626. /**
  114627. * Add the required uniforms to the current list.
  114628. * @param uniforms defines the current uniform list.
  114629. */
  114630. static AddUniforms(uniforms: string[]): void;
  114631. /**
  114632. * Add the required uniforms to the current buffer.
  114633. * @param uniformBuffer defines the current uniform buffer.
  114634. */
  114635. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114636. /**
  114637. * Add the required samplers to the current list.
  114638. * @param samplers defines the current sampler list.
  114639. */
  114640. static AddSamplers(samplers: string[]): void;
  114641. /**
  114642. * Makes a duplicate of the current configuration into another one.
  114643. * @param sheenConfiguration define the config where to copy the info
  114644. */
  114645. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  114646. /**
  114647. * Serializes this BRDF configuration.
  114648. * @returns - An object with the serialized config.
  114649. */
  114650. serialize(): any;
  114651. /**
  114652. * Parses a anisotropy Configuration from a serialized object.
  114653. * @param source - Serialized object.
  114654. * @param scene Defines the scene we are parsing for
  114655. * @param rootUrl Defines the rootUrl to load from
  114656. */
  114657. parse(source: any, scene: Scene, rootUrl: string): void;
  114658. }
  114659. }
  114660. declare module BABYLON {
  114661. /**
  114662. * @hidden
  114663. */
  114664. export interface IMaterialSubSurfaceDefines {
  114665. SUBSURFACE: boolean;
  114666. SS_REFRACTION: boolean;
  114667. SS_TRANSLUCENCY: boolean;
  114668. SS_SCATERRING: boolean;
  114669. SS_THICKNESSANDMASK_TEXTURE: boolean;
  114670. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  114671. SS_REFRACTIONMAP_3D: boolean;
  114672. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  114673. SS_LODINREFRACTIONALPHA: boolean;
  114674. SS_GAMMAREFRACTION: boolean;
  114675. SS_RGBDREFRACTION: boolean;
  114676. SS_LINEARSPECULARREFRACTION: boolean;
  114677. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  114678. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  114679. /** @hidden */
  114680. _areTexturesDirty: boolean;
  114681. }
  114682. /**
  114683. * Define the code related to the sub surface parameters of the pbr material.
  114684. */
  114685. export class PBRSubSurfaceConfiguration {
  114686. private _isRefractionEnabled;
  114687. /**
  114688. * Defines if the refraction is enabled in the material.
  114689. */
  114690. isRefractionEnabled: boolean;
  114691. private _isTranslucencyEnabled;
  114692. /**
  114693. * Defines if the translucency is enabled in the material.
  114694. */
  114695. isTranslucencyEnabled: boolean;
  114696. private _isScatteringEnabled;
  114697. /**
  114698. * Defines the refraction intensity of the material.
  114699. * The refraction when enabled replaces the Diffuse part of the material.
  114700. * The intensity helps transitionning between diffuse and refraction.
  114701. */
  114702. refractionIntensity: number;
  114703. /**
  114704. * Defines the translucency intensity of the material.
  114705. * When translucency has been enabled, this defines how much of the "translucency"
  114706. * is addded to the diffuse part of the material.
  114707. */
  114708. translucencyIntensity: number;
  114709. /**
  114710. * Defines the scattering intensity of the material.
  114711. * When scattering has been enabled, this defines how much of the "scattered light"
  114712. * is addded to the diffuse part of the material.
  114713. */
  114714. scatteringIntensity: number;
  114715. private _thicknessTexture;
  114716. /**
  114717. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  114718. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  114719. * 0 would mean minimumThickness
  114720. * 1 would mean maximumThickness
  114721. * The other channels might be use as a mask to vary the different effects intensity.
  114722. */
  114723. thicknessTexture: Nullable<BaseTexture>;
  114724. private _refractionTexture;
  114725. /**
  114726. * Defines the texture to use for refraction.
  114727. */
  114728. refractionTexture: Nullable<BaseTexture>;
  114729. private _indexOfRefraction;
  114730. /**
  114731. * Defines the index of refraction used in the material.
  114732. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  114733. */
  114734. indexOfRefraction: number;
  114735. private _invertRefractionY;
  114736. /**
  114737. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  114738. */
  114739. invertRefractionY: boolean;
  114740. private _linkRefractionWithTransparency;
  114741. /**
  114742. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  114743. * Materials half opaque for instance using refraction could benefit from this control.
  114744. */
  114745. linkRefractionWithTransparency: boolean;
  114746. /**
  114747. * Defines the minimum thickness stored in the thickness map.
  114748. * If no thickness map is defined, this value will be used to simulate thickness.
  114749. */
  114750. minimumThickness: number;
  114751. /**
  114752. * Defines the maximum thickness stored in the thickness map.
  114753. */
  114754. maximumThickness: number;
  114755. /**
  114756. * Defines the volume tint of the material.
  114757. * This is used for both translucency and scattering.
  114758. */
  114759. tintColor: Color3;
  114760. /**
  114761. * Defines the distance at which the tint color should be found in the media.
  114762. * This is used for refraction only.
  114763. */
  114764. tintColorAtDistance: number;
  114765. /**
  114766. * Defines how far each channel transmit through the media.
  114767. * It is defined as a color to simplify it selection.
  114768. */
  114769. diffusionDistance: Color3;
  114770. private _useMaskFromThicknessTexture;
  114771. /**
  114772. * Stores the intensity of the different subsurface effects in the thickness texture.
  114773. * * the green channel is the translucency intensity.
  114774. * * the blue channel is the scattering intensity.
  114775. * * the alpha channel is the refraction intensity.
  114776. */
  114777. useMaskFromThicknessTexture: boolean;
  114778. /** @hidden */
  114779. private _internalMarkAllSubMeshesAsTexturesDirty;
  114780. /** @hidden */
  114781. _markAllSubMeshesAsTexturesDirty(): void;
  114782. /**
  114783. * Instantiate a new istance of sub surface configuration.
  114784. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114785. */
  114786. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114787. /**
  114788. * Gets wehter the submesh is ready to be used or not.
  114789. * @param defines the list of "defines" to update.
  114790. * @param scene defines the scene the material belongs to.
  114791. * @returns - boolean indicating that the submesh is ready or not.
  114792. */
  114793. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  114794. /**
  114795. * Checks to see if a texture is used in the material.
  114796. * @param defines the list of "defines" to update.
  114797. * @param scene defines the scene to the material belongs to.
  114798. */
  114799. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  114800. /**
  114801. * Binds the material data.
  114802. * @param uniformBuffer defines the Uniform buffer to fill in.
  114803. * @param scene defines the scene the material belongs to.
  114804. * @param engine defines the engine the material belongs to.
  114805. * @param isFrozen defines wether the material is frozen or not.
  114806. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  114807. */
  114808. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  114809. /**
  114810. * Unbinds the material from the mesh.
  114811. * @param activeEffect defines the effect that should be unbound from.
  114812. * @returns true if unbound, otherwise false
  114813. */
  114814. unbind(activeEffect: Effect): boolean;
  114815. /**
  114816. * Returns the texture used for refraction or null if none is used.
  114817. * @param scene defines the scene the material belongs to.
  114818. * @returns - Refraction texture if present. If no refraction texture and refraction
  114819. * is linked with transparency, returns environment texture. Otherwise, returns null.
  114820. */
  114821. private _getRefractionTexture;
  114822. /**
  114823. * Returns true if alpha blending should be disabled.
  114824. */
  114825. readonly disableAlphaBlending: boolean;
  114826. /**
  114827. * Fills the list of render target textures.
  114828. * @param renderTargets the list of render targets to update
  114829. */
  114830. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  114831. /**
  114832. * Checks to see if a texture is used in the material.
  114833. * @param texture - Base texture to use.
  114834. * @returns - Boolean specifying if a texture is used in the material.
  114835. */
  114836. hasTexture(texture: BaseTexture): boolean;
  114837. /**
  114838. * Gets a boolean indicating that current material needs to register RTT
  114839. * @returns true if this uses a render target otherwise false.
  114840. */
  114841. hasRenderTargetTextures(): boolean;
  114842. /**
  114843. * Returns an array of the actively used textures.
  114844. * @param activeTextures Array of BaseTextures
  114845. */
  114846. getActiveTextures(activeTextures: BaseTexture[]): void;
  114847. /**
  114848. * Returns the animatable textures.
  114849. * @param animatables Array of animatable textures.
  114850. */
  114851. getAnimatables(animatables: IAnimatable[]): void;
  114852. /**
  114853. * Disposes the resources of the material.
  114854. * @param forceDisposeTextures - Forces the disposal of all textures.
  114855. */
  114856. dispose(forceDisposeTextures?: boolean): void;
  114857. /**
  114858. * Get the current class name of the texture useful for serialization or dynamic coding.
  114859. * @returns "PBRSubSurfaceConfiguration"
  114860. */
  114861. getClassName(): string;
  114862. /**
  114863. * Add fallbacks to the effect fallbacks list.
  114864. * @param defines defines the Base texture to use.
  114865. * @param fallbacks defines the current fallback list.
  114866. * @param currentRank defines the current fallback rank.
  114867. * @returns the new fallback rank.
  114868. */
  114869. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114870. /**
  114871. * Add the required uniforms to the current list.
  114872. * @param uniforms defines the current uniform list.
  114873. */
  114874. static AddUniforms(uniforms: string[]): void;
  114875. /**
  114876. * Add the required samplers to the current list.
  114877. * @param samplers defines the current sampler list.
  114878. */
  114879. static AddSamplers(samplers: string[]): void;
  114880. /**
  114881. * Add the required uniforms to the current buffer.
  114882. * @param uniformBuffer defines the current uniform buffer.
  114883. */
  114884. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114885. /**
  114886. * Makes a duplicate of the current configuration into another one.
  114887. * @param configuration define the config where to copy the info
  114888. */
  114889. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  114890. /**
  114891. * Serializes this Sub Surface configuration.
  114892. * @returns - An object with the serialized config.
  114893. */
  114894. serialize(): any;
  114895. /**
  114896. * Parses a anisotropy Configuration from a serialized object.
  114897. * @param source - Serialized object.
  114898. * @param scene Defines the scene we are parsing for
  114899. * @param rootUrl Defines the rootUrl to load from
  114900. */
  114901. parse(source: any, scene: Scene, rootUrl: string): void;
  114902. }
  114903. }
  114904. declare module BABYLON {
  114905. /** @hidden */
  114906. export var pbrFragmentDeclaration: {
  114907. name: string;
  114908. shader: string;
  114909. };
  114910. }
  114911. declare module BABYLON {
  114912. /** @hidden */
  114913. export var pbrUboDeclaration: {
  114914. name: string;
  114915. shader: string;
  114916. };
  114917. }
  114918. declare module BABYLON {
  114919. /** @hidden */
  114920. export var pbrFragmentExtraDeclaration: {
  114921. name: string;
  114922. shader: string;
  114923. };
  114924. }
  114925. declare module BABYLON {
  114926. /** @hidden */
  114927. export var pbrFragmentSamplersDeclaration: {
  114928. name: string;
  114929. shader: string;
  114930. };
  114931. }
  114932. declare module BABYLON {
  114933. /** @hidden */
  114934. export var pbrHelperFunctions: {
  114935. name: string;
  114936. shader: string;
  114937. };
  114938. }
  114939. declare module BABYLON {
  114940. /** @hidden */
  114941. export var harmonicsFunctions: {
  114942. name: string;
  114943. shader: string;
  114944. };
  114945. }
  114946. declare module BABYLON {
  114947. /** @hidden */
  114948. export var pbrDirectLightingSetupFunctions: {
  114949. name: string;
  114950. shader: string;
  114951. };
  114952. }
  114953. declare module BABYLON {
  114954. /** @hidden */
  114955. export var pbrDirectLightingFalloffFunctions: {
  114956. name: string;
  114957. shader: string;
  114958. };
  114959. }
  114960. declare module BABYLON {
  114961. /** @hidden */
  114962. export var pbrBRDFFunctions: {
  114963. name: string;
  114964. shader: string;
  114965. };
  114966. }
  114967. declare module BABYLON {
  114968. /** @hidden */
  114969. export var pbrDirectLightingFunctions: {
  114970. name: string;
  114971. shader: string;
  114972. };
  114973. }
  114974. declare module BABYLON {
  114975. /** @hidden */
  114976. export var pbrIBLFunctions: {
  114977. name: string;
  114978. shader: string;
  114979. };
  114980. }
  114981. declare module BABYLON {
  114982. /** @hidden */
  114983. export var pbrDebug: {
  114984. name: string;
  114985. shader: string;
  114986. };
  114987. }
  114988. declare module BABYLON {
  114989. /** @hidden */
  114990. export var pbrPixelShader: {
  114991. name: string;
  114992. shader: string;
  114993. };
  114994. }
  114995. declare module BABYLON {
  114996. /** @hidden */
  114997. export var pbrVertexDeclaration: {
  114998. name: string;
  114999. shader: string;
  115000. };
  115001. }
  115002. declare module BABYLON {
  115003. /** @hidden */
  115004. export var pbrVertexShader: {
  115005. name: string;
  115006. shader: string;
  115007. };
  115008. }
  115009. declare module BABYLON {
  115010. /**
  115011. * Manages the defines for the PBR Material.
  115012. * @hidden
  115013. */
  115014. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  115015. PBR: boolean;
  115016. MAINUV1: boolean;
  115017. MAINUV2: boolean;
  115018. UV1: boolean;
  115019. UV2: boolean;
  115020. ALBEDO: boolean;
  115021. ALBEDODIRECTUV: number;
  115022. VERTEXCOLOR: boolean;
  115023. AMBIENT: boolean;
  115024. AMBIENTDIRECTUV: number;
  115025. AMBIENTINGRAYSCALE: boolean;
  115026. OPACITY: boolean;
  115027. VERTEXALPHA: boolean;
  115028. OPACITYDIRECTUV: number;
  115029. OPACITYRGB: boolean;
  115030. ALPHATEST: boolean;
  115031. DEPTHPREPASS: boolean;
  115032. ALPHABLEND: boolean;
  115033. ALPHAFROMALBEDO: boolean;
  115034. ALPHATESTVALUE: string;
  115035. SPECULAROVERALPHA: boolean;
  115036. RADIANCEOVERALPHA: boolean;
  115037. ALPHAFRESNEL: boolean;
  115038. LINEARALPHAFRESNEL: boolean;
  115039. PREMULTIPLYALPHA: boolean;
  115040. EMISSIVE: boolean;
  115041. EMISSIVEDIRECTUV: number;
  115042. REFLECTIVITY: boolean;
  115043. REFLECTIVITYDIRECTUV: number;
  115044. SPECULARTERM: boolean;
  115045. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  115046. MICROSURFACEAUTOMATIC: boolean;
  115047. LODBASEDMICROSFURACE: boolean;
  115048. MICROSURFACEMAP: boolean;
  115049. MICROSURFACEMAPDIRECTUV: number;
  115050. METALLICWORKFLOW: boolean;
  115051. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  115052. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  115053. METALLNESSSTOREINMETALMAPBLUE: boolean;
  115054. AOSTOREINMETALMAPRED: boolean;
  115055. ENVIRONMENTBRDF: boolean;
  115056. ENVIRONMENTBRDF_RGBD: boolean;
  115057. NORMAL: boolean;
  115058. TANGENT: boolean;
  115059. BUMP: boolean;
  115060. BUMPDIRECTUV: number;
  115061. OBJECTSPACE_NORMALMAP: boolean;
  115062. PARALLAX: boolean;
  115063. PARALLAXOCCLUSION: boolean;
  115064. NORMALXYSCALE: boolean;
  115065. LIGHTMAP: boolean;
  115066. LIGHTMAPDIRECTUV: number;
  115067. USELIGHTMAPASSHADOWMAP: boolean;
  115068. GAMMALIGHTMAP: boolean;
  115069. RGBDLIGHTMAP: boolean;
  115070. REFLECTION: boolean;
  115071. REFLECTIONMAP_3D: boolean;
  115072. REFLECTIONMAP_SPHERICAL: boolean;
  115073. REFLECTIONMAP_PLANAR: boolean;
  115074. REFLECTIONMAP_CUBIC: boolean;
  115075. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  115076. REFLECTIONMAP_PROJECTION: boolean;
  115077. REFLECTIONMAP_SKYBOX: boolean;
  115078. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  115079. REFLECTIONMAP_EXPLICIT: boolean;
  115080. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  115081. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  115082. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  115083. INVERTCUBICMAP: boolean;
  115084. USESPHERICALFROMREFLECTIONMAP: boolean;
  115085. USEIRRADIANCEMAP: boolean;
  115086. SPHERICAL_HARMONICS: boolean;
  115087. USESPHERICALINVERTEX: boolean;
  115088. REFLECTIONMAP_OPPOSITEZ: boolean;
  115089. LODINREFLECTIONALPHA: boolean;
  115090. GAMMAREFLECTION: boolean;
  115091. RGBDREFLECTION: boolean;
  115092. LINEARSPECULARREFLECTION: boolean;
  115093. RADIANCEOCCLUSION: boolean;
  115094. HORIZONOCCLUSION: boolean;
  115095. INSTANCES: boolean;
  115096. NUM_BONE_INFLUENCERS: number;
  115097. BonesPerMesh: number;
  115098. BONETEXTURE: boolean;
  115099. NONUNIFORMSCALING: boolean;
  115100. MORPHTARGETS: boolean;
  115101. MORPHTARGETS_NORMAL: boolean;
  115102. MORPHTARGETS_TANGENT: boolean;
  115103. MORPHTARGETS_UV: boolean;
  115104. NUM_MORPH_INFLUENCERS: number;
  115105. IMAGEPROCESSING: boolean;
  115106. VIGNETTE: boolean;
  115107. VIGNETTEBLENDMODEMULTIPLY: boolean;
  115108. VIGNETTEBLENDMODEOPAQUE: boolean;
  115109. TONEMAPPING: boolean;
  115110. TONEMAPPING_ACES: boolean;
  115111. CONTRAST: boolean;
  115112. COLORCURVES: boolean;
  115113. COLORGRADING: boolean;
  115114. COLORGRADING3D: boolean;
  115115. SAMPLER3DGREENDEPTH: boolean;
  115116. SAMPLER3DBGRMAP: boolean;
  115117. IMAGEPROCESSINGPOSTPROCESS: boolean;
  115118. EXPOSURE: boolean;
  115119. MULTIVIEW: boolean;
  115120. USEPHYSICALLIGHTFALLOFF: boolean;
  115121. USEGLTFLIGHTFALLOFF: boolean;
  115122. TWOSIDEDLIGHTING: boolean;
  115123. SHADOWFLOAT: boolean;
  115124. CLIPPLANE: boolean;
  115125. CLIPPLANE2: boolean;
  115126. CLIPPLANE3: boolean;
  115127. CLIPPLANE4: boolean;
  115128. POINTSIZE: boolean;
  115129. FOG: boolean;
  115130. LOGARITHMICDEPTH: boolean;
  115131. FORCENORMALFORWARD: boolean;
  115132. SPECULARAA: boolean;
  115133. CLEARCOAT: boolean;
  115134. CLEARCOAT_DEFAULTIOR: boolean;
  115135. CLEARCOAT_TEXTURE: boolean;
  115136. CLEARCOAT_TEXTUREDIRECTUV: number;
  115137. CLEARCOAT_BUMP: boolean;
  115138. CLEARCOAT_BUMPDIRECTUV: number;
  115139. CLEARCOAT_TINT: boolean;
  115140. CLEARCOAT_TINT_TEXTURE: boolean;
  115141. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115142. ANISOTROPIC: boolean;
  115143. ANISOTROPIC_TEXTURE: boolean;
  115144. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115145. BRDF_V_HEIGHT_CORRELATED: boolean;
  115146. MS_BRDF_ENERGY_CONSERVATION: boolean;
  115147. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  115148. SHEEN: boolean;
  115149. SHEEN_TEXTURE: boolean;
  115150. SHEEN_TEXTUREDIRECTUV: number;
  115151. SHEEN_LINKWITHALBEDO: boolean;
  115152. SUBSURFACE: boolean;
  115153. SS_REFRACTION: boolean;
  115154. SS_TRANSLUCENCY: boolean;
  115155. SS_SCATERRING: boolean;
  115156. SS_THICKNESSANDMASK_TEXTURE: boolean;
  115157. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  115158. SS_REFRACTIONMAP_3D: boolean;
  115159. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  115160. SS_LODINREFRACTIONALPHA: boolean;
  115161. SS_GAMMAREFRACTION: boolean;
  115162. SS_RGBDREFRACTION: boolean;
  115163. SS_LINEARSPECULARREFRACTION: boolean;
  115164. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  115165. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  115166. UNLIT: boolean;
  115167. DEBUGMODE: number;
  115168. /**
  115169. * Initializes the PBR Material defines.
  115170. */
  115171. constructor();
  115172. /**
  115173. * Resets the PBR Material defines.
  115174. */
  115175. reset(): void;
  115176. }
  115177. /**
  115178. * The Physically based material base class of BJS.
  115179. *
  115180. * This offers the main features of a standard PBR material.
  115181. * For more information, please refer to the documentation :
  115182. * https://doc.babylonjs.com/how_to/physically_based_rendering
  115183. */
  115184. export abstract class PBRBaseMaterial extends PushMaterial {
  115185. /**
  115186. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  115187. */
  115188. static readonly PBRMATERIAL_OPAQUE: number;
  115189. /**
  115190. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  115191. */
  115192. static readonly PBRMATERIAL_ALPHATEST: number;
  115193. /**
  115194. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115195. */
  115196. static readonly PBRMATERIAL_ALPHABLEND: number;
  115197. /**
  115198. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115199. * They are also discarded below the alpha cutoff threshold to improve performances.
  115200. */
  115201. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  115202. /**
  115203. * Defines the default value of how much AO map is occluding the analytical lights
  115204. * (point spot...).
  115205. */
  115206. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  115207. /**
  115208. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  115209. */
  115210. static readonly LIGHTFALLOFF_PHYSICAL: number;
  115211. /**
  115212. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  115213. * to enhance interoperability with other engines.
  115214. */
  115215. static readonly LIGHTFALLOFF_GLTF: number;
  115216. /**
  115217. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  115218. * to enhance interoperability with other materials.
  115219. */
  115220. static readonly LIGHTFALLOFF_STANDARD: number;
  115221. /**
  115222. * Intensity of the direct lights e.g. the four lights available in your scene.
  115223. * This impacts both the direct diffuse and specular highlights.
  115224. */
  115225. protected _directIntensity: number;
  115226. /**
  115227. * Intensity of the emissive part of the material.
  115228. * This helps controlling the emissive effect without modifying the emissive color.
  115229. */
  115230. protected _emissiveIntensity: number;
  115231. /**
  115232. * Intensity of the environment e.g. how much the environment will light the object
  115233. * either through harmonics for rough material or through the refelction for shiny ones.
  115234. */
  115235. protected _environmentIntensity: number;
  115236. /**
  115237. * This is a special control allowing the reduction of the specular highlights coming from the
  115238. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  115239. */
  115240. protected _specularIntensity: number;
  115241. /**
  115242. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  115243. */
  115244. private _lightingInfos;
  115245. /**
  115246. * Debug Control allowing disabling the bump map on this material.
  115247. */
  115248. protected _disableBumpMap: boolean;
  115249. /**
  115250. * AKA Diffuse Texture in standard nomenclature.
  115251. */
  115252. protected _albedoTexture: Nullable<BaseTexture>;
  115253. /**
  115254. * AKA Occlusion Texture in other nomenclature.
  115255. */
  115256. protected _ambientTexture: Nullable<BaseTexture>;
  115257. /**
  115258. * AKA Occlusion Texture Intensity in other nomenclature.
  115259. */
  115260. protected _ambientTextureStrength: number;
  115261. /**
  115262. * Defines how much the AO map is occluding the analytical lights (point spot...).
  115263. * 1 means it completely occludes it
  115264. * 0 mean it has no impact
  115265. */
  115266. protected _ambientTextureImpactOnAnalyticalLights: number;
  115267. /**
  115268. * Stores the alpha values in a texture.
  115269. */
  115270. protected _opacityTexture: Nullable<BaseTexture>;
  115271. /**
  115272. * Stores the reflection values in a texture.
  115273. */
  115274. protected _reflectionTexture: Nullable<BaseTexture>;
  115275. /**
  115276. * Stores the emissive values in a texture.
  115277. */
  115278. protected _emissiveTexture: Nullable<BaseTexture>;
  115279. /**
  115280. * AKA Specular texture in other nomenclature.
  115281. */
  115282. protected _reflectivityTexture: Nullable<BaseTexture>;
  115283. /**
  115284. * Used to switch from specular/glossiness to metallic/roughness workflow.
  115285. */
  115286. protected _metallicTexture: Nullable<BaseTexture>;
  115287. /**
  115288. * Specifies the metallic scalar of the metallic/roughness workflow.
  115289. * Can also be used to scale the metalness values of the metallic texture.
  115290. */
  115291. protected _metallic: Nullable<number>;
  115292. /**
  115293. * Specifies the roughness scalar of the metallic/roughness workflow.
  115294. * Can also be used to scale the roughness values of the metallic texture.
  115295. */
  115296. protected _roughness: Nullable<number>;
  115297. /**
  115298. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  115299. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  115300. */
  115301. protected _microSurfaceTexture: Nullable<BaseTexture>;
  115302. /**
  115303. * Stores surface normal data used to displace a mesh in a texture.
  115304. */
  115305. protected _bumpTexture: Nullable<BaseTexture>;
  115306. /**
  115307. * Stores the pre-calculated light information of a mesh in a texture.
  115308. */
  115309. protected _lightmapTexture: Nullable<BaseTexture>;
  115310. /**
  115311. * The color of a material in ambient lighting.
  115312. */
  115313. protected _ambientColor: Color3;
  115314. /**
  115315. * AKA Diffuse Color in other nomenclature.
  115316. */
  115317. protected _albedoColor: Color3;
  115318. /**
  115319. * AKA Specular Color in other nomenclature.
  115320. */
  115321. protected _reflectivityColor: Color3;
  115322. /**
  115323. * The color applied when light is reflected from a material.
  115324. */
  115325. protected _reflectionColor: Color3;
  115326. /**
  115327. * The color applied when light is emitted from a material.
  115328. */
  115329. protected _emissiveColor: Color3;
  115330. /**
  115331. * AKA Glossiness in other nomenclature.
  115332. */
  115333. protected _microSurface: number;
  115334. /**
  115335. * Specifies that the material will use the light map as a show map.
  115336. */
  115337. protected _useLightmapAsShadowmap: boolean;
  115338. /**
  115339. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  115340. * makes the reflect vector face the model (under horizon).
  115341. */
  115342. protected _useHorizonOcclusion: boolean;
  115343. /**
  115344. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  115345. * too much the area relying on ambient texture to define their ambient occlusion.
  115346. */
  115347. protected _useRadianceOcclusion: boolean;
  115348. /**
  115349. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  115350. */
  115351. protected _useAlphaFromAlbedoTexture: boolean;
  115352. /**
  115353. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  115354. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  115355. */
  115356. protected _useSpecularOverAlpha: boolean;
  115357. /**
  115358. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  115359. */
  115360. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  115361. /**
  115362. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  115363. */
  115364. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  115365. /**
  115366. * Specifies if the metallic texture contains the roughness information in its green channel.
  115367. */
  115368. protected _useRoughnessFromMetallicTextureGreen: boolean;
  115369. /**
  115370. * Specifies if the metallic texture contains the metallness information in its blue channel.
  115371. */
  115372. protected _useMetallnessFromMetallicTextureBlue: boolean;
  115373. /**
  115374. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  115375. */
  115376. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  115377. /**
  115378. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  115379. */
  115380. protected _useAmbientInGrayScale: boolean;
  115381. /**
  115382. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  115383. * The material will try to infer what glossiness each pixel should be.
  115384. */
  115385. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  115386. /**
  115387. * Defines the falloff type used in this material.
  115388. * It by default is Physical.
  115389. */
  115390. protected _lightFalloff: number;
  115391. /**
  115392. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  115393. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  115394. */
  115395. protected _useRadianceOverAlpha: boolean;
  115396. /**
  115397. * Allows using an object space normal map (instead of tangent space).
  115398. */
  115399. protected _useObjectSpaceNormalMap: boolean;
  115400. /**
  115401. * Allows using the bump map in parallax mode.
  115402. */
  115403. protected _useParallax: boolean;
  115404. /**
  115405. * Allows using the bump map in parallax occlusion mode.
  115406. */
  115407. protected _useParallaxOcclusion: boolean;
  115408. /**
  115409. * Controls the scale bias of the parallax mode.
  115410. */
  115411. protected _parallaxScaleBias: number;
  115412. /**
  115413. * If sets to true, disables all the lights affecting the material.
  115414. */
  115415. protected _disableLighting: boolean;
  115416. /**
  115417. * Number of Simultaneous lights allowed on the material.
  115418. */
  115419. protected _maxSimultaneousLights: number;
  115420. /**
  115421. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115422. */
  115423. protected _invertNormalMapX: boolean;
  115424. /**
  115425. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115426. */
  115427. protected _invertNormalMapY: boolean;
  115428. /**
  115429. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115430. */
  115431. protected _twoSidedLighting: boolean;
  115432. /**
  115433. * Defines the alpha limits in alpha test mode.
  115434. */
  115435. protected _alphaCutOff: number;
  115436. /**
  115437. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  115438. */
  115439. protected _forceAlphaTest: boolean;
  115440. /**
  115441. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115442. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  115443. */
  115444. protected _useAlphaFresnel: boolean;
  115445. /**
  115446. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115447. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  115448. */
  115449. protected _useLinearAlphaFresnel: boolean;
  115450. /**
  115451. * The transparency mode of the material.
  115452. */
  115453. protected _transparencyMode: Nullable<number>;
  115454. /**
  115455. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  115456. * from cos thetav and roughness:
  115457. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  115458. */
  115459. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  115460. /**
  115461. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  115462. */
  115463. protected _forceIrradianceInFragment: boolean;
  115464. /**
  115465. * Force normal to face away from face.
  115466. */
  115467. protected _forceNormalForward: boolean;
  115468. /**
  115469. * Enables specular anti aliasing in the PBR shader.
  115470. * It will both interacts on the Geometry for analytical and IBL lighting.
  115471. * It also prefilter the roughness map based on the bump values.
  115472. */
  115473. protected _enableSpecularAntiAliasing: boolean;
  115474. /**
  115475. * Default configuration related to image processing available in the PBR Material.
  115476. */
  115477. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115478. /**
  115479. * Keep track of the image processing observer to allow dispose and replace.
  115480. */
  115481. private _imageProcessingObserver;
  115482. /**
  115483. * Attaches a new image processing configuration to the PBR Material.
  115484. * @param configuration
  115485. */
  115486. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115487. /**
  115488. * Stores the available render targets.
  115489. */
  115490. private _renderTargets;
  115491. /**
  115492. * Sets the global ambient color for the material used in lighting calculations.
  115493. */
  115494. private _globalAmbientColor;
  115495. /**
  115496. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  115497. */
  115498. private _useLogarithmicDepth;
  115499. /**
  115500. * If set to true, no lighting calculations will be applied.
  115501. */
  115502. private _unlit;
  115503. private _debugMode;
  115504. /**
  115505. * @hidden
  115506. * This is reserved for the inspector.
  115507. * Defines the material debug mode.
  115508. * It helps seeing only some components of the material while troubleshooting.
  115509. */
  115510. debugMode: number;
  115511. /**
  115512. * @hidden
  115513. * This is reserved for the inspector.
  115514. * Specify from where on screen the debug mode should start.
  115515. * The value goes from -1 (full screen) to 1 (not visible)
  115516. * It helps with side by side comparison against the final render
  115517. * This defaults to -1
  115518. */
  115519. private debugLimit;
  115520. /**
  115521. * @hidden
  115522. * This is reserved for the inspector.
  115523. * As the default viewing range might not be enough (if the ambient is really small for instance)
  115524. * You can use the factor to better multiply the final value.
  115525. */
  115526. private debugFactor;
  115527. /**
  115528. * Defines the clear coat layer parameters for the material.
  115529. */
  115530. readonly clearCoat: PBRClearCoatConfiguration;
  115531. /**
  115532. * Defines the anisotropic parameters for the material.
  115533. */
  115534. readonly anisotropy: PBRAnisotropicConfiguration;
  115535. /**
  115536. * Defines the BRDF parameters for the material.
  115537. */
  115538. readonly brdf: PBRBRDFConfiguration;
  115539. /**
  115540. * Defines the Sheen parameters for the material.
  115541. */
  115542. readonly sheen: PBRSheenConfiguration;
  115543. /**
  115544. * Defines the SubSurface parameters for the material.
  115545. */
  115546. readonly subSurface: PBRSubSurfaceConfiguration;
  115547. /**
  115548. * Custom callback helping to override the default shader used in the material.
  115549. */
  115550. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  115551. protected _rebuildInParallel: boolean;
  115552. /**
  115553. * Instantiates a new PBRMaterial instance.
  115554. *
  115555. * @param name The material name
  115556. * @param scene The scene the material will be use in.
  115557. */
  115558. constructor(name: string, scene: Scene);
  115559. /**
  115560. * Gets a boolean indicating that current material needs to register RTT
  115561. */
  115562. readonly hasRenderTargetTextures: boolean;
  115563. /**
  115564. * Gets the name of the material class.
  115565. */
  115566. getClassName(): string;
  115567. /**
  115568. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  115569. */
  115570. /**
  115571. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  115572. */
  115573. useLogarithmicDepth: boolean;
  115574. /**
  115575. * Gets the current transparency mode.
  115576. */
  115577. /**
  115578. * Sets the transparency mode of the material.
  115579. *
  115580. * | Value | Type | Description |
  115581. * | ----- | ----------------------------------- | ----------- |
  115582. * | 0 | OPAQUE | |
  115583. * | 1 | ALPHATEST | |
  115584. * | 2 | ALPHABLEND | |
  115585. * | 3 | ALPHATESTANDBLEND | |
  115586. *
  115587. */
  115588. transparencyMode: Nullable<number>;
  115589. /**
  115590. * Returns true if alpha blending should be disabled.
  115591. */
  115592. private readonly _disableAlphaBlending;
  115593. /**
  115594. * Specifies whether or not this material should be rendered in alpha blend mode.
  115595. */
  115596. needAlphaBlending(): boolean;
  115597. /**
  115598. * Specifies if the mesh will require alpha blending.
  115599. * @param mesh - BJS mesh.
  115600. */
  115601. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  115602. /**
  115603. * Specifies whether or not this material should be rendered in alpha test mode.
  115604. */
  115605. needAlphaTesting(): boolean;
  115606. /**
  115607. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  115608. */
  115609. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  115610. /**
  115611. * Gets the texture used for the alpha test.
  115612. */
  115613. getAlphaTestTexture(): Nullable<BaseTexture>;
  115614. /**
  115615. * Specifies that the submesh is ready to be used.
  115616. * @param mesh - BJS mesh.
  115617. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  115618. * @param useInstances - Specifies that instances should be used.
  115619. * @returns - boolean indicating that the submesh is ready or not.
  115620. */
  115621. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115622. /**
  115623. * Specifies if the material uses metallic roughness workflow.
  115624. * @returns boolean specifiying if the material uses metallic roughness workflow.
  115625. */
  115626. isMetallicWorkflow(): boolean;
  115627. private _prepareEffect;
  115628. private _prepareDefines;
  115629. /**
  115630. * Force shader compilation
  115631. */
  115632. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  115633. /**
  115634. * Initializes the uniform buffer layout for the shader.
  115635. */
  115636. buildUniformLayout(): void;
  115637. /**
  115638. * Unbinds the material from the mesh
  115639. */
  115640. unbind(): void;
  115641. /**
  115642. * Binds the submesh data.
  115643. * @param world - The world matrix.
  115644. * @param mesh - The BJS mesh.
  115645. * @param subMesh - A submesh of the BJS mesh.
  115646. */
  115647. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115648. /**
  115649. * Returns the animatable textures.
  115650. * @returns - Array of animatable textures.
  115651. */
  115652. getAnimatables(): IAnimatable[];
  115653. /**
  115654. * Returns the texture used for reflections.
  115655. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  115656. */
  115657. private _getReflectionTexture;
  115658. /**
  115659. * Returns an array of the actively used textures.
  115660. * @returns - Array of BaseTextures
  115661. */
  115662. getActiveTextures(): BaseTexture[];
  115663. /**
  115664. * Checks to see if a texture is used in the material.
  115665. * @param texture - Base texture to use.
  115666. * @returns - Boolean specifying if a texture is used in the material.
  115667. */
  115668. hasTexture(texture: BaseTexture): boolean;
  115669. /**
  115670. * Disposes the resources of the material.
  115671. * @param forceDisposeEffect - Forces the disposal of effects.
  115672. * @param forceDisposeTextures - Forces the disposal of all textures.
  115673. */
  115674. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  115675. }
  115676. }
  115677. declare module BABYLON {
  115678. /**
  115679. * The Physically based material of BJS.
  115680. *
  115681. * This offers the main features of a standard PBR material.
  115682. * For more information, please refer to the documentation :
  115683. * https://doc.babylonjs.com/how_to/physically_based_rendering
  115684. */
  115685. export class PBRMaterial extends PBRBaseMaterial {
  115686. /**
  115687. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  115688. */
  115689. static readonly PBRMATERIAL_OPAQUE: number;
  115690. /**
  115691. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  115692. */
  115693. static readonly PBRMATERIAL_ALPHATEST: number;
  115694. /**
  115695. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115696. */
  115697. static readonly PBRMATERIAL_ALPHABLEND: number;
  115698. /**
  115699. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115700. * They are also discarded below the alpha cutoff threshold to improve performances.
  115701. */
  115702. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  115703. /**
  115704. * Defines the default value of how much AO map is occluding the analytical lights
  115705. * (point spot...).
  115706. */
  115707. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  115708. /**
  115709. * Intensity of the direct lights e.g. the four lights available in your scene.
  115710. * This impacts both the direct diffuse and specular highlights.
  115711. */
  115712. directIntensity: number;
  115713. /**
  115714. * Intensity of the emissive part of the material.
  115715. * This helps controlling the emissive effect without modifying the emissive color.
  115716. */
  115717. emissiveIntensity: number;
  115718. /**
  115719. * Intensity of the environment e.g. how much the environment will light the object
  115720. * either through harmonics for rough material or through the refelction for shiny ones.
  115721. */
  115722. environmentIntensity: number;
  115723. /**
  115724. * This is a special control allowing the reduction of the specular highlights coming from the
  115725. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  115726. */
  115727. specularIntensity: number;
  115728. /**
  115729. * Debug Control allowing disabling the bump map on this material.
  115730. */
  115731. disableBumpMap: boolean;
  115732. /**
  115733. * AKA Diffuse Texture in standard nomenclature.
  115734. */
  115735. albedoTexture: BaseTexture;
  115736. /**
  115737. * AKA Occlusion Texture in other nomenclature.
  115738. */
  115739. ambientTexture: BaseTexture;
  115740. /**
  115741. * AKA Occlusion Texture Intensity in other nomenclature.
  115742. */
  115743. ambientTextureStrength: number;
  115744. /**
  115745. * Defines how much the AO map is occluding the analytical lights (point spot...).
  115746. * 1 means it completely occludes it
  115747. * 0 mean it has no impact
  115748. */
  115749. ambientTextureImpactOnAnalyticalLights: number;
  115750. /**
  115751. * Stores the alpha values in a texture.
  115752. */
  115753. opacityTexture: BaseTexture;
  115754. /**
  115755. * Stores the reflection values in a texture.
  115756. */
  115757. reflectionTexture: Nullable<BaseTexture>;
  115758. /**
  115759. * Stores the emissive values in a texture.
  115760. */
  115761. emissiveTexture: BaseTexture;
  115762. /**
  115763. * AKA Specular texture in other nomenclature.
  115764. */
  115765. reflectivityTexture: BaseTexture;
  115766. /**
  115767. * Used to switch from specular/glossiness to metallic/roughness workflow.
  115768. */
  115769. metallicTexture: BaseTexture;
  115770. /**
  115771. * Specifies the metallic scalar of the metallic/roughness workflow.
  115772. * Can also be used to scale the metalness values of the metallic texture.
  115773. */
  115774. metallic: Nullable<number>;
  115775. /**
  115776. * Specifies the roughness scalar of the metallic/roughness workflow.
  115777. * Can also be used to scale the roughness values of the metallic texture.
  115778. */
  115779. roughness: Nullable<number>;
  115780. /**
  115781. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  115782. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  115783. */
  115784. microSurfaceTexture: BaseTexture;
  115785. /**
  115786. * Stores surface normal data used to displace a mesh in a texture.
  115787. */
  115788. bumpTexture: BaseTexture;
  115789. /**
  115790. * Stores the pre-calculated light information of a mesh in a texture.
  115791. */
  115792. lightmapTexture: BaseTexture;
  115793. /**
  115794. * Stores the refracted light information in a texture.
  115795. */
  115796. refractionTexture: Nullable<BaseTexture>;
  115797. /**
  115798. * The color of a material in ambient lighting.
  115799. */
  115800. ambientColor: Color3;
  115801. /**
  115802. * AKA Diffuse Color in other nomenclature.
  115803. */
  115804. albedoColor: Color3;
  115805. /**
  115806. * AKA Specular Color in other nomenclature.
  115807. */
  115808. reflectivityColor: Color3;
  115809. /**
  115810. * The color reflected from the material.
  115811. */
  115812. reflectionColor: Color3;
  115813. /**
  115814. * The color emitted from the material.
  115815. */
  115816. emissiveColor: Color3;
  115817. /**
  115818. * AKA Glossiness in other nomenclature.
  115819. */
  115820. microSurface: number;
  115821. /**
  115822. * source material index of refraction (IOR)' / 'destination material IOR.
  115823. */
  115824. indexOfRefraction: number;
  115825. /**
  115826. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  115827. */
  115828. invertRefractionY: boolean;
  115829. /**
  115830. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  115831. * Materials half opaque for instance using refraction could benefit from this control.
  115832. */
  115833. linkRefractionWithTransparency: boolean;
  115834. /**
  115835. * If true, the light map contains occlusion information instead of lighting info.
  115836. */
  115837. useLightmapAsShadowmap: boolean;
  115838. /**
  115839. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  115840. */
  115841. useAlphaFromAlbedoTexture: boolean;
  115842. /**
  115843. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  115844. */
  115845. forceAlphaTest: boolean;
  115846. /**
  115847. * Defines the alpha limits in alpha test mode.
  115848. */
  115849. alphaCutOff: number;
  115850. /**
  115851. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  115852. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  115853. */
  115854. useSpecularOverAlpha: boolean;
  115855. /**
  115856. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  115857. */
  115858. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  115859. /**
  115860. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  115861. */
  115862. useRoughnessFromMetallicTextureAlpha: boolean;
  115863. /**
  115864. * Specifies if the metallic texture contains the roughness information in its green channel.
  115865. */
  115866. useRoughnessFromMetallicTextureGreen: boolean;
  115867. /**
  115868. * Specifies if the metallic texture contains the metallness information in its blue channel.
  115869. */
  115870. useMetallnessFromMetallicTextureBlue: boolean;
  115871. /**
  115872. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  115873. */
  115874. useAmbientOcclusionFromMetallicTextureRed: boolean;
  115875. /**
  115876. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  115877. */
  115878. useAmbientInGrayScale: boolean;
  115879. /**
  115880. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  115881. * The material will try to infer what glossiness each pixel should be.
  115882. */
  115883. useAutoMicroSurfaceFromReflectivityMap: boolean;
  115884. /**
  115885. * BJS is using an harcoded light falloff based on a manually sets up range.
  115886. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  115887. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  115888. */
  115889. /**
  115890. * BJS is using an harcoded light falloff based on a manually sets up range.
  115891. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  115892. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  115893. */
  115894. usePhysicalLightFalloff: boolean;
  115895. /**
  115896. * In order to support the falloff compatibility with gltf, a special mode has been added
  115897. * to reproduce the gltf light falloff.
  115898. */
  115899. /**
  115900. * In order to support the falloff compatibility with gltf, a special mode has been added
  115901. * to reproduce the gltf light falloff.
  115902. */
  115903. useGLTFLightFalloff: boolean;
  115904. /**
  115905. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  115906. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  115907. */
  115908. useRadianceOverAlpha: boolean;
  115909. /**
  115910. * Allows using an object space normal map (instead of tangent space).
  115911. */
  115912. useObjectSpaceNormalMap: boolean;
  115913. /**
  115914. * Allows using the bump map in parallax mode.
  115915. */
  115916. useParallax: boolean;
  115917. /**
  115918. * Allows using the bump map in parallax occlusion mode.
  115919. */
  115920. useParallaxOcclusion: boolean;
  115921. /**
  115922. * Controls the scale bias of the parallax mode.
  115923. */
  115924. parallaxScaleBias: number;
  115925. /**
  115926. * If sets to true, disables all the lights affecting the material.
  115927. */
  115928. disableLighting: boolean;
  115929. /**
  115930. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  115931. */
  115932. forceIrradianceInFragment: boolean;
  115933. /**
  115934. * Number of Simultaneous lights allowed on the material.
  115935. */
  115936. maxSimultaneousLights: number;
  115937. /**
  115938. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  115939. */
  115940. invertNormalMapX: boolean;
  115941. /**
  115942. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  115943. */
  115944. invertNormalMapY: boolean;
  115945. /**
  115946. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115947. */
  115948. twoSidedLighting: boolean;
  115949. /**
  115950. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115951. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  115952. */
  115953. useAlphaFresnel: boolean;
  115954. /**
  115955. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115956. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  115957. */
  115958. useLinearAlphaFresnel: boolean;
  115959. /**
  115960. * Let user defines the brdf lookup texture used for IBL.
  115961. * A default 8bit version is embedded but you could point at :
  115962. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  115963. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  115964. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  115965. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  115966. */
  115967. environmentBRDFTexture: Nullable<BaseTexture>;
  115968. /**
  115969. * Force normal to face away from face.
  115970. */
  115971. forceNormalForward: boolean;
  115972. /**
  115973. * Enables specular anti aliasing in the PBR shader.
  115974. * It will both interacts on the Geometry for analytical and IBL lighting.
  115975. * It also prefilter the roughness map based on the bump values.
  115976. */
  115977. enableSpecularAntiAliasing: boolean;
  115978. /**
  115979. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  115980. * makes the reflect vector face the model (under horizon).
  115981. */
  115982. useHorizonOcclusion: boolean;
  115983. /**
  115984. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  115985. * too much the area relying on ambient texture to define their ambient occlusion.
  115986. */
  115987. useRadianceOcclusion: boolean;
  115988. /**
  115989. * If set to true, no lighting calculations will be applied.
  115990. */
  115991. unlit: boolean;
  115992. /**
  115993. * Gets the image processing configuration used either in this material.
  115994. */
  115995. /**
  115996. * Sets the Default image processing configuration used either in the this material.
  115997. *
  115998. * If sets to null, the scene one is in use.
  115999. */
  116000. imageProcessingConfiguration: ImageProcessingConfiguration;
  116001. /**
  116002. * Gets wether the color curves effect is enabled.
  116003. */
  116004. /**
  116005. * Sets wether the color curves effect is enabled.
  116006. */
  116007. cameraColorCurvesEnabled: boolean;
  116008. /**
  116009. * Gets wether the color grading effect is enabled.
  116010. */
  116011. /**
  116012. * Gets wether the color grading effect is enabled.
  116013. */
  116014. cameraColorGradingEnabled: boolean;
  116015. /**
  116016. * Gets wether tonemapping is enabled or not.
  116017. */
  116018. /**
  116019. * Sets wether tonemapping is enabled or not
  116020. */
  116021. cameraToneMappingEnabled: boolean;
  116022. /**
  116023. * The camera exposure used on this material.
  116024. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116025. * This corresponds to a photographic exposure.
  116026. */
  116027. /**
  116028. * The camera exposure used on this material.
  116029. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116030. * This corresponds to a photographic exposure.
  116031. */
  116032. cameraExposure: number;
  116033. /**
  116034. * Gets The camera contrast used on this material.
  116035. */
  116036. /**
  116037. * Sets The camera contrast used on this material.
  116038. */
  116039. cameraContrast: number;
  116040. /**
  116041. * Gets the Color Grading 2D Lookup Texture.
  116042. */
  116043. /**
  116044. * Sets the Color Grading 2D Lookup Texture.
  116045. */
  116046. cameraColorGradingTexture: Nullable<BaseTexture>;
  116047. /**
  116048. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116049. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116050. * 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;
  116051. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116052. */
  116053. /**
  116054. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116055. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116056. * 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;
  116057. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116058. */
  116059. cameraColorCurves: Nullable<ColorCurves>;
  116060. /**
  116061. * Instantiates a new PBRMaterial instance.
  116062. *
  116063. * @param name The material name
  116064. * @param scene The scene the material will be use in.
  116065. */
  116066. constructor(name: string, scene: Scene);
  116067. /**
  116068. * Returns the name of this material class.
  116069. */
  116070. getClassName(): string;
  116071. /**
  116072. * Makes a duplicate of the current material.
  116073. * @param name - name to use for the new material.
  116074. */
  116075. clone(name: string): PBRMaterial;
  116076. /**
  116077. * Serializes this PBR Material.
  116078. * @returns - An object with the serialized material.
  116079. */
  116080. serialize(): any;
  116081. /**
  116082. * Parses a PBR Material from a serialized object.
  116083. * @param source - Serialized object.
  116084. * @param scene - BJS scene instance.
  116085. * @param rootUrl - url for the scene object
  116086. * @returns - PBRMaterial
  116087. */
  116088. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  116089. }
  116090. }
  116091. declare module BABYLON {
  116092. /**
  116093. * Direct draw surface info
  116094. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  116095. */
  116096. export interface DDSInfo {
  116097. /**
  116098. * Width of the texture
  116099. */
  116100. width: number;
  116101. /**
  116102. * Width of the texture
  116103. */
  116104. height: number;
  116105. /**
  116106. * Number of Mipmaps for the texture
  116107. * @see https://en.wikipedia.org/wiki/Mipmap
  116108. */
  116109. mipmapCount: number;
  116110. /**
  116111. * If the textures format is a known fourCC format
  116112. * @see https://www.fourcc.org/
  116113. */
  116114. isFourCC: boolean;
  116115. /**
  116116. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  116117. */
  116118. isRGB: boolean;
  116119. /**
  116120. * If the texture is a lumincance format
  116121. */
  116122. isLuminance: boolean;
  116123. /**
  116124. * If this is a cube texture
  116125. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  116126. */
  116127. isCube: boolean;
  116128. /**
  116129. * If the texture is a compressed format eg. FOURCC_DXT1
  116130. */
  116131. isCompressed: boolean;
  116132. /**
  116133. * The dxgiFormat of the texture
  116134. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  116135. */
  116136. dxgiFormat: number;
  116137. /**
  116138. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  116139. */
  116140. textureType: number;
  116141. /**
  116142. * Sphericle polynomial created for the dds texture
  116143. */
  116144. sphericalPolynomial?: SphericalPolynomial;
  116145. }
  116146. /**
  116147. * Class used to provide DDS decompression tools
  116148. */
  116149. export class DDSTools {
  116150. /**
  116151. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  116152. */
  116153. static StoreLODInAlphaChannel: boolean;
  116154. /**
  116155. * Gets DDS information from an array buffer
  116156. * @param arrayBuffer defines the array buffer to read data from
  116157. * @returns the DDS information
  116158. */
  116159. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  116160. private static _FloatView;
  116161. private static _Int32View;
  116162. private static _ToHalfFloat;
  116163. private static _FromHalfFloat;
  116164. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  116165. private static _GetHalfFloatRGBAArrayBuffer;
  116166. private static _GetFloatRGBAArrayBuffer;
  116167. private static _GetFloatAsUIntRGBAArrayBuffer;
  116168. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  116169. private static _GetRGBAArrayBuffer;
  116170. private static _ExtractLongWordOrder;
  116171. private static _GetRGBArrayBuffer;
  116172. private static _GetLuminanceArrayBuffer;
  116173. /**
  116174. * Uploads DDS Levels to a Babylon Texture
  116175. * @hidden
  116176. */
  116177. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  116178. }
  116179. interface ThinEngine {
  116180. /**
  116181. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  116182. * @param rootUrl defines the url where the file to load is located
  116183. * @param scene defines the current scene
  116184. * @param lodScale defines scale to apply to the mip map selection
  116185. * @param lodOffset defines offset to apply to the mip map selection
  116186. * @param onLoad defines an optional callback raised when the texture is loaded
  116187. * @param onError defines an optional callback raised if there is an issue to load the texture
  116188. * @param format defines the format of the data
  116189. * @param forcedExtension defines the extension to use to pick the right loader
  116190. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  116191. * @returns the cube texture as an InternalTexture
  116192. */
  116193. 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;
  116194. }
  116195. }
  116196. declare module BABYLON {
  116197. /**
  116198. * Implementation of the DDS Texture Loader.
  116199. * @hidden
  116200. */
  116201. export class _DDSTextureLoader implements IInternalTextureLoader {
  116202. /**
  116203. * Defines wether the loader supports cascade loading the different faces.
  116204. */
  116205. readonly supportCascades: boolean;
  116206. /**
  116207. * This returns if the loader support the current file information.
  116208. * @param extension defines the file extension of the file being loaded
  116209. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116210. * @param fallback defines the fallback internal texture if any
  116211. * @param isBase64 defines whether the texture is encoded as a base64
  116212. * @param isBuffer defines whether the texture data are stored as a buffer
  116213. * @returns true if the loader can load the specified file
  116214. */
  116215. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116216. /**
  116217. * Transform the url before loading if required.
  116218. * @param rootUrl the url of the texture
  116219. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116220. * @returns the transformed texture
  116221. */
  116222. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116223. /**
  116224. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116225. * @param rootUrl the url of the texture
  116226. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116227. * @returns the fallback texture
  116228. */
  116229. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116230. /**
  116231. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116232. * @param data contains the texture data
  116233. * @param texture defines the BabylonJS internal texture
  116234. * @param createPolynomials will be true if polynomials have been requested
  116235. * @param onLoad defines the callback to trigger once the texture is ready
  116236. * @param onError defines the callback to trigger in case of error
  116237. */
  116238. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116239. /**
  116240. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116241. * @param data contains the texture data
  116242. * @param texture defines the BabylonJS internal texture
  116243. * @param callback defines the method to call once ready to upload
  116244. */
  116245. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116246. }
  116247. }
  116248. declare module BABYLON {
  116249. /**
  116250. * Implementation of the ENV Texture Loader.
  116251. * @hidden
  116252. */
  116253. export class _ENVTextureLoader implements IInternalTextureLoader {
  116254. /**
  116255. * Defines wether the loader supports cascade loading the different faces.
  116256. */
  116257. readonly supportCascades: boolean;
  116258. /**
  116259. * This returns if the loader support the current file information.
  116260. * @param extension defines the file extension of the file being loaded
  116261. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116262. * @param fallback defines the fallback internal texture if any
  116263. * @param isBase64 defines whether the texture is encoded as a base64
  116264. * @param isBuffer defines whether the texture data are stored as a buffer
  116265. * @returns true if the loader can load the specified file
  116266. */
  116267. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116268. /**
  116269. * Transform the url before loading if required.
  116270. * @param rootUrl the url of the texture
  116271. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116272. * @returns the transformed texture
  116273. */
  116274. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116275. /**
  116276. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116277. * @param rootUrl the url of the texture
  116278. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116279. * @returns the fallback texture
  116280. */
  116281. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116282. /**
  116283. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116284. * @param data contains the texture data
  116285. * @param texture defines the BabylonJS internal texture
  116286. * @param createPolynomials will be true if polynomials have been requested
  116287. * @param onLoad defines the callback to trigger once the texture is ready
  116288. * @param onError defines the callback to trigger in case of error
  116289. */
  116290. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116291. /**
  116292. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116293. * @param data contains the texture data
  116294. * @param texture defines the BabylonJS internal texture
  116295. * @param callback defines the method to call once ready to upload
  116296. */
  116297. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116298. }
  116299. }
  116300. declare module BABYLON {
  116301. /**
  116302. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  116303. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  116304. */
  116305. export class KhronosTextureContainer {
  116306. /** contents of the KTX container file */
  116307. arrayBuffer: any;
  116308. private static HEADER_LEN;
  116309. private static COMPRESSED_2D;
  116310. private static COMPRESSED_3D;
  116311. private static TEX_2D;
  116312. private static TEX_3D;
  116313. /**
  116314. * Gets the openGL type
  116315. */
  116316. glType: number;
  116317. /**
  116318. * Gets the openGL type size
  116319. */
  116320. glTypeSize: number;
  116321. /**
  116322. * Gets the openGL format
  116323. */
  116324. glFormat: number;
  116325. /**
  116326. * Gets the openGL internal format
  116327. */
  116328. glInternalFormat: number;
  116329. /**
  116330. * Gets the base internal format
  116331. */
  116332. glBaseInternalFormat: number;
  116333. /**
  116334. * Gets image width in pixel
  116335. */
  116336. pixelWidth: number;
  116337. /**
  116338. * Gets image height in pixel
  116339. */
  116340. pixelHeight: number;
  116341. /**
  116342. * Gets image depth in pixels
  116343. */
  116344. pixelDepth: number;
  116345. /**
  116346. * Gets the number of array elements
  116347. */
  116348. numberOfArrayElements: number;
  116349. /**
  116350. * Gets the number of faces
  116351. */
  116352. numberOfFaces: number;
  116353. /**
  116354. * Gets the number of mipmap levels
  116355. */
  116356. numberOfMipmapLevels: number;
  116357. /**
  116358. * Gets the bytes of key value data
  116359. */
  116360. bytesOfKeyValueData: number;
  116361. /**
  116362. * Gets the load type
  116363. */
  116364. loadType: number;
  116365. /**
  116366. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  116367. */
  116368. isInvalid: boolean;
  116369. /**
  116370. * Creates a new KhronosTextureContainer
  116371. * @param arrayBuffer contents of the KTX container file
  116372. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  116373. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  116374. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  116375. */
  116376. constructor(
  116377. /** contents of the KTX container file */
  116378. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  116379. /**
  116380. * Uploads KTX content to a Babylon Texture.
  116381. * It is assumed that the texture has already been created & is currently bound
  116382. * @hidden
  116383. */
  116384. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  116385. private _upload2DCompressedLevels;
  116386. }
  116387. }
  116388. declare module BABYLON {
  116389. /**
  116390. * Implementation of the KTX Texture Loader.
  116391. * @hidden
  116392. */
  116393. export class _KTXTextureLoader implements IInternalTextureLoader {
  116394. /**
  116395. * Defines wether the loader supports cascade loading the different faces.
  116396. */
  116397. readonly supportCascades: boolean;
  116398. /**
  116399. * This returns if the loader support the current file information.
  116400. * @param extension defines the file extension of the file being loaded
  116401. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116402. * @param fallback defines the fallback internal texture if any
  116403. * @param isBase64 defines whether the texture is encoded as a base64
  116404. * @param isBuffer defines whether the texture data are stored as a buffer
  116405. * @returns true if the loader can load the specified file
  116406. */
  116407. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116408. /**
  116409. * Transform the url before loading if required.
  116410. * @param rootUrl the url of the texture
  116411. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116412. * @returns the transformed texture
  116413. */
  116414. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116415. /**
  116416. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116417. * @param rootUrl the url of the texture
  116418. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116419. * @returns the fallback texture
  116420. */
  116421. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116422. /**
  116423. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116424. * @param data contains the texture data
  116425. * @param texture defines the BabylonJS internal texture
  116426. * @param createPolynomials will be true if polynomials have been requested
  116427. * @param onLoad defines the callback to trigger once the texture is ready
  116428. * @param onError defines the callback to trigger in case of error
  116429. */
  116430. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116431. /**
  116432. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116433. * @param data contains the texture data
  116434. * @param texture defines the BabylonJS internal texture
  116435. * @param callback defines the method to call once ready to upload
  116436. */
  116437. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  116438. }
  116439. }
  116440. declare module BABYLON {
  116441. /**
  116442. * Options for the default xr helper
  116443. */
  116444. export class WebXRDefaultExperienceOptions {
  116445. /**
  116446. * Floor meshes that should be used for teleporting
  116447. */
  116448. floorMeshes: Array<AbstractMesh>;
  116449. }
  116450. /**
  116451. * Default experience which provides a similar setup to the previous webVRExperience
  116452. */
  116453. export class WebXRDefaultExperience {
  116454. /**
  116455. * Base experience
  116456. */
  116457. baseExperience: WebXRExperienceHelper;
  116458. /**
  116459. * Input experience extension
  116460. */
  116461. input: WebXRInput;
  116462. /**
  116463. * Loads the controller models
  116464. */
  116465. controllerModelLoader: WebXRControllerModelLoader;
  116466. /**
  116467. * Enables laser pointer and selection
  116468. */
  116469. pointerSelection: WebXRControllerPointerSelection;
  116470. /**
  116471. * Enables teleportation
  116472. */
  116473. teleportation: WebXRControllerTeleportation;
  116474. /**
  116475. * Enables ui for enetering/exiting xr
  116476. */
  116477. enterExitUI: WebXREnterExitUI;
  116478. /**
  116479. * Default output canvas xr should render to
  116480. */
  116481. outputCanvas: WebXRManagedOutputCanvas;
  116482. /**
  116483. * Creates the default xr experience
  116484. * @param scene scene
  116485. * @param options options for basic configuration
  116486. * @returns resulting WebXRDefaultExperience
  116487. */
  116488. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  116489. private constructor();
  116490. /**
  116491. * DIsposes of the experience helper
  116492. */
  116493. dispose(): void;
  116494. }
  116495. }
  116496. declare module BABYLON {
  116497. /** @hidden */
  116498. export var _forceSceneHelpersToBundle: boolean;
  116499. interface Scene {
  116500. /**
  116501. * Creates a default light for the scene.
  116502. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  116503. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  116504. */
  116505. createDefaultLight(replace?: boolean): void;
  116506. /**
  116507. * Creates a default camera for the scene.
  116508. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  116509. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  116510. * @param replace has default false, when true replaces the active camera in the scene
  116511. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  116512. */
  116513. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  116514. /**
  116515. * Creates a default camera and a default light.
  116516. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  116517. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  116518. * @param replace has the default false, when true replaces the active camera/light in the scene
  116519. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  116520. */
  116521. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  116522. /**
  116523. * Creates a new sky box
  116524. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  116525. * @param environmentTexture defines the texture to use as environment texture
  116526. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  116527. * @param scale defines the overall scale of the skybox
  116528. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  116529. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  116530. * @returns a new mesh holding the sky box
  116531. */
  116532. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  116533. /**
  116534. * Creates a new environment
  116535. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  116536. * @param options defines the options you can use to configure the environment
  116537. * @returns the new EnvironmentHelper
  116538. */
  116539. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  116540. /**
  116541. * Creates a new VREXperienceHelper
  116542. * @see http://doc.babylonjs.com/how_to/webvr_helper
  116543. * @param webVROptions defines the options used to create the new VREXperienceHelper
  116544. * @returns a new VREXperienceHelper
  116545. */
  116546. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  116547. /**
  116548. * Creates a new WebXRDefaultExperience
  116549. * @see http://doc.babylonjs.com/how_to/webxr
  116550. * @param options experience options
  116551. * @returns a promise for a new WebXRDefaultExperience
  116552. */
  116553. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  116554. }
  116555. }
  116556. declare module BABYLON {
  116557. /**
  116558. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  116559. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  116560. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  116561. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  116562. */
  116563. export class VideoDome extends TransformNode {
  116564. /**
  116565. * Define the video source as a Monoscopic panoramic 360 video.
  116566. */
  116567. static readonly MODE_MONOSCOPIC: number;
  116568. /**
  116569. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  116570. */
  116571. static readonly MODE_TOPBOTTOM: number;
  116572. /**
  116573. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  116574. */
  116575. static readonly MODE_SIDEBYSIDE: number;
  116576. private _halfDome;
  116577. private _useDirectMapping;
  116578. /**
  116579. * The video texture being displayed on the sphere
  116580. */
  116581. protected _videoTexture: VideoTexture;
  116582. /**
  116583. * Gets the video texture being displayed on the sphere
  116584. */
  116585. readonly videoTexture: VideoTexture;
  116586. /**
  116587. * The skybox material
  116588. */
  116589. protected _material: BackgroundMaterial;
  116590. /**
  116591. * The surface used for the skybox
  116592. */
  116593. protected _mesh: Mesh;
  116594. /**
  116595. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  116596. */
  116597. private _halfDomeMask;
  116598. /**
  116599. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  116600. * Also see the options.resolution property.
  116601. */
  116602. fovMultiplier: number;
  116603. private _videoMode;
  116604. /**
  116605. * Gets or set the current video mode for the video. It can be:
  116606. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  116607. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  116608. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  116609. */
  116610. videoMode: number;
  116611. /**
  116612. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  116613. *
  116614. */
  116615. /**
  116616. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  116617. */
  116618. halfDome: boolean;
  116619. /**
  116620. * Oberserver used in Stereoscopic VR Mode.
  116621. */
  116622. private _onBeforeCameraRenderObserver;
  116623. /**
  116624. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  116625. * @param name Element's name, child elements will append suffixes for their own names.
  116626. * @param urlsOrVideo defines the url(s) or the video element to use
  116627. * @param options An object containing optional or exposed sub element properties
  116628. */
  116629. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  116630. resolution?: number;
  116631. clickToPlay?: boolean;
  116632. autoPlay?: boolean;
  116633. loop?: boolean;
  116634. size?: number;
  116635. poster?: string;
  116636. faceForward?: boolean;
  116637. useDirectMapping?: boolean;
  116638. halfDomeMode?: boolean;
  116639. }, scene: Scene);
  116640. private _changeVideoMode;
  116641. /**
  116642. * Releases resources associated with this node.
  116643. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  116644. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  116645. */
  116646. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  116647. }
  116648. }
  116649. declare module BABYLON {
  116650. /**
  116651. * This class can be used to get instrumentation data from a Babylon engine
  116652. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116653. */
  116654. export class EngineInstrumentation implements IDisposable {
  116655. /**
  116656. * Define the instrumented engine.
  116657. */
  116658. engine: Engine;
  116659. private _captureGPUFrameTime;
  116660. private _gpuFrameTimeToken;
  116661. private _gpuFrameTime;
  116662. private _captureShaderCompilationTime;
  116663. private _shaderCompilationTime;
  116664. private _onBeginFrameObserver;
  116665. private _onEndFrameObserver;
  116666. private _onBeforeShaderCompilationObserver;
  116667. private _onAfterShaderCompilationObserver;
  116668. /**
  116669. * Gets the perf counter used for GPU frame time
  116670. */
  116671. readonly gpuFrameTimeCounter: PerfCounter;
  116672. /**
  116673. * Gets the GPU frame time capture status
  116674. */
  116675. /**
  116676. * Enable or disable the GPU frame time capture
  116677. */
  116678. captureGPUFrameTime: boolean;
  116679. /**
  116680. * Gets the perf counter used for shader compilation time
  116681. */
  116682. readonly shaderCompilationTimeCounter: PerfCounter;
  116683. /**
  116684. * Gets the shader compilation time capture status
  116685. */
  116686. /**
  116687. * Enable or disable the shader compilation time capture
  116688. */
  116689. captureShaderCompilationTime: boolean;
  116690. /**
  116691. * Instantiates a new engine instrumentation.
  116692. * This class can be used to get instrumentation data from a Babylon engine
  116693. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116694. * @param engine Defines the engine to instrument
  116695. */
  116696. constructor(
  116697. /**
  116698. * Define the instrumented engine.
  116699. */
  116700. engine: Engine);
  116701. /**
  116702. * Dispose and release associated resources.
  116703. */
  116704. dispose(): void;
  116705. }
  116706. }
  116707. declare module BABYLON {
  116708. /**
  116709. * This class can be used to get instrumentation data from a Babylon engine
  116710. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116711. */
  116712. export class SceneInstrumentation implements IDisposable {
  116713. /**
  116714. * Defines the scene to instrument
  116715. */
  116716. scene: Scene;
  116717. private _captureActiveMeshesEvaluationTime;
  116718. private _activeMeshesEvaluationTime;
  116719. private _captureRenderTargetsRenderTime;
  116720. private _renderTargetsRenderTime;
  116721. private _captureFrameTime;
  116722. private _frameTime;
  116723. private _captureRenderTime;
  116724. private _renderTime;
  116725. private _captureInterFrameTime;
  116726. private _interFrameTime;
  116727. private _captureParticlesRenderTime;
  116728. private _particlesRenderTime;
  116729. private _captureSpritesRenderTime;
  116730. private _spritesRenderTime;
  116731. private _capturePhysicsTime;
  116732. private _physicsTime;
  116733. private _captureAnimationsTime;
  116734. private _animationsTime;
  116735. private _captureCameraRenderTime;
  116736. private _cameraRenderTime;
  116737. private _onBeforeActiveMeshesEvaluationObserver;
  116738. private _onAfterActiveMeshesEvaluationObserver;
  116739. private _onBeforeRenderTargetsRenderObserver;
  116740. private _onAfterRenderTargetsRenderObserver;
  116741. private _onAfterRenderObserver;
  116742. private _onBeforeDrawPhaseObserver;
  116743. private _onAfterDrawPhaseObserver;
  116744. private _onBeforeAnimationsObserver;
  116745. private _onBeforeParticlesRenderingObserver;
  116746. private _onAfterParticlesRenderingObserver;
  116747. private _onBeforeSpritesRenderingObserver;
  116748. private _onAfterSpritesRenderingObserver;
  116749. private _onBeforePhysicsObserver;
  116750. private _onAfterPhysicsObserver;
  116751. private _onAfterAnimationsObserver;
  116752. private _onBeforeCameraRenderObserver;
  116753. private _onAfterCameraRenderObserver;
  116754. /**
  116755. * Gets the perf counter used for active meshes evaluation time
  116756. */
  116757. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  116758. /**
  116759. * Gets the active meshes evaluation time capture status
  116760. */
  116761. /**
  116762. * Enable or disable the active meshes evaluation time capture
  116763. */
  116764. captureActiveMeshesEvaluationTime: boolean;
  116765. /**
  116766. * Gets the perf counter used for render targets render time
  116767. */
  116768. readonly renderTargetsRenderTimeCounter: PerfCounter;
  116769. /**
  116770. * Gets the render targets render time capture status
  116771. */
  116772. /**
  116773. * Enable or disable the render targets render time capture
  116774. */
  116775. captureRenderTargetsRenderTime: boolean;
  116776. /**
  116777. * Gets the perf counter used for particles render time
  116778. */
  116779. readonly particlesRenderTimeCounter: PerfCounter;
  116780. /**
  116781. * Gets the particles render time capture status
  116782. */
  116783. /**
  116784. * Enable or disable the particles render time capture
  116785. */
  116786. captureParticlesRenderTime: boolean;
  116787. /**
  116788. * Gets the perf counter used for sprites render time
  116789. */
  116790. readonly spritesRenderTimeCounter: PerfCounter;
  116791. /**
  116792. * Gets the sprites render time capture status
  116793. */
  116794. /**
  116795. * Enable or disable the sprites render time capture
  116796. */
  116797. captureSpritesRenderTime: boolean;
  116798. /**
  116799. * Gets the perf counter used for physics time
  116800. */
  116801. readonly physicsTimeCounter: PerfCounter;
  116802. /**
  116803. * Gets the physics time capture status
  116804. */
  116805. /**
  116806. * Enable or disable the physics time capture
  116807. */
  116808. capturePhysicsTime: boolean;
  116809. /**
  116810. * Gets the perf counter used for animations time
  116811. */
  116812. readonly animationsTimeCounter: PerfCounter;
  116813. /**
  116814. * Gets the animations time capture status
  116815. */
  116816. /**
  116817. * Enable or disable the animations time capture
  116818. */
  116819. captureAnimationsTime: boolean;
  116820. /**
  116821. * Gets the perf counter used for frame time capture
  116822. */
  116823. readonly frameTimeCounter: PerfCounter;
  116824. /**
  116825. * Gets the frame time capture status
  116826. */
  116827. /**
  116828. * Enable or disable the frame time capture
  116829. */
  116830. captureFrameTime: boolean;
  116831. /**
  116832. * Gets the perf counter used for inter-frames time capture
  116833. */
  116834. readonly interFrameTimeCounter: PerfCounter;
  116835. /**
  116836. * Gets the inter-frames time capture status
  116837. */
  116838. /**
  116839. * Enable or disable the inter-frames time capture
  116840. */
  116841. captureInterFrameTime: boolean;
  116842. /**
  116843. * Gets the perf counter used for render time capture
  116844. */
  116845. readonly renderTimeCounter: PerfCounter;
  116846. /**
  116847. * Gets the render time capture status
  116848. */
  116849. /**
  116850. * Enable or disable the render time capture
  116851. */
  116852. captureRenderTime: boolean;
  116853. /**
  116854. * Gets the perf counter used for camera render time capture
  116855. */
  116856. readonly cameraRenderTimeCounter: PerfCounter;
  116857. /**
  116858. * Gets the camera render time capture status
  116859. */
  116860. /**
  116861. * Enable or disable the camera render time capture
  116862. */
  116863. captureCameraRenderTime: boolean;
  116864. /**
  116865. * Gets the perf counter used for draw calls
  116866. */
  116867. readonly drawCallsCounter: PerfCounter;
  116868. /**
  116869. * Instantiates a new scene instrumentation.
  116870. * This class can be used to get instrumentation data from a Babylon engine
  116871. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116872. * @param scene Defines the scene to instrument
  116873. */
  116874. constructor(
  116875. /**
  116876. * Defines the scene to instrument
  116877. */
  116878. scene: Scene);
  116879. /**
  116880. * Dispose and release associated resources.
  116881. */
  116882. dispose(): void;
  116883. }
  116884. }
  116885. declare module BABYLON {
  116886. /** @hidden */
  116887. export var glowMapGenerationPixelShader: {
  116888. name: string;
  116889. shader: string;
  116890. };
  116891. }
  116892. declare module BABYLON {
  116893. /** @hidden */
  116894. export var glowMapGenerationVertexShader: {
  116895. name: string;
  116896. shader: string;
  116897. };
  116898. }
  116899. declare module BABYLON {
  116900. /**
  116901. * Effect layer options. This helps customizing the behaviour
  116902. * of the effect layer.
  116903. */
  116904. export interface IEffectLayerOptions {
  116905. /**
  116906. * Multiplication factor apply to the canvas size to compute the render target size
  116907. * used to generated the objects (the smaller the faster).
  116908. */
  116909. mainTextureRatio: number;
  116910. /**
  116911. * Enforces a fixed size texture to ensure effect stability across devices.
  116912. */
  116913. mainTextureFixedSize?: number;
  116914. /**
  116915. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  116916. */
  116917. alphaBlendingMode: number;
  116918. /**
  116919. * The camera attached to the layer.
  116920. */
  116921. camera: Nullable<Camera>;
  116922. /**
  116923. * The rendering group to draw the layer in.
  116924. */
  116925. renderingGroupId: number;
  116926. }
  116927. /**
  116928. * The effect layer Helps adding post process effect blended with the main pass.
  116929. *
  116930. * This can be for instance use to generate glow or higlight effects on the scene.
  116931. *
  116932. * The effect layer class can not be used directly and is intented to inherited from to be
  116933. * customized per effects.
  116934. */
  116935. export abstract class EffectLayer {
  116936. private _vertexBuffers;
  116937. private _indexBuffer;
  116938. private _cachedDefines;
  116939. private _effectLayerMapGenerationEffect;
  116940. private _effectLayerOptions;
  116941. private _mergeEffect;
  116942. protected _scene: Scene;
  116943. protected _engine: Engine;
  116944. protected _maxSize: number;
  116945. protected _mainTextureDesiredSize: ISize;
  116946. protected _mainTexture: RenderTargetTexture;
  116947. protected _shouldRender: boolean;
  116948. protected _postProcesses: PostProcess[];
  116949. protected _textures: BaseTexture[];
  116950. protected _emissiveTextureAndColor: {
  116951. texture: Nullable<BaseTexture>;
  116952. color: Color4;
  116953. };
  116954. /**
  116955. * The name of the layer
  116956. */
  116957. name: string;
  116958. /**
  116959. * The clear color of the texture used to generate the glow map.
  116960. */
  116961. neutralColor: Color4;
  116962. /**
  116963. * Specifies wether the highlight layer is enabled or not.
  116964. */
  116965. isEnabled: boolean;
  116966. /**
  116967. * Gets the camera attached to the layer.
  116968. */
  116969. readonly camera: Nullable<Camera>;
  116970. /**
  116971. * Gets the rendering group id the layer should render in.
  116972. */
  116973. renderingGroupId: number;
  116974. /**
  116975. * An event triggered when the effect layer has been disposed.
  116976. */
  116977. onDisposeObservable: Observable<EffectLayer>;
  116978. /**
  116979. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  116980. */
  116981. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  116982. /**
  116983. * An event triggered when the generated texture is being merged in the scene.
  116984. */
  116985. onBeforeComposeObservable: Observable<EffectLayer>;
  116986. /**
  116987. * An event triggered when the generated texture has been merged in the scene.
  116988. */
  116989. onAfterComposeObservable: Observable<EffectLayer>;
  116990. /**
  116991. * An event triggered when the efffect layer changes its size.
  116992. */
  116993. onSizeChangedObservable: Observable<EffectLayer>;
  116994. /** @hidden */
  116995. static _SceneComponentInitialization: (scene: Scene) => void;
  116996. /**
  116997. * Instantiates a new effect Layer and references it in the scene.
  116998. * @param name The name of the layer
  116999. * @param scene The scene to use the layer in
  117000. */
  117001. constructor(
  117002. /** The Friendly of the effect in the scene */
  117003. name: string, scene: Scene);
  117004. /**
  117005. * Get the effect name of the layer.
  117006. * @return The effect name
  117007. */
  117008. abstract getEffectName(): string;
  117009. /**
  117010. * Checks for the readiness of the element composing the layer.
  117011. * @param subMesh the mesh to check for
  117012. * @param useInstances specify wether or not to use instances to render the mesh
  117013. * @return true if ready otherwise, false
  117014. */
  117015. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117016. /**
  117017. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117018. * @returns true if the effect requires stencil during the main canvas render pass.
  117019. */
  117020. abstract needStencil(): boolean;
  117021. /**
  117022. * Create the merge effect. This is the shader use to blit the information back
  117023. * to the main canvas at the end of the scene rendering.
  117024. * @returns The effect containing the shader used to merge the effect on the main canvas
  117025. */
  117026. protected abstract _createMergeEffect(): Effect;
  117027. /**
  117028. * Creates the render target textures and post processes used in the effect layer.
  117029. */
  117030. protected abstract _createTextureAndPostProcesses(): void;
  117031. /**
  117032. * Implementation specific of rendering the generating effect on the main canvas.
  117033. * @param effect The effect used to render through
  117034. */
  117035. protected abstract _internalRender(effect: Effect): void;
  117036. /**
  117037. * Sets the required values for both the emissive texture and and the main color.
  117038. */
  117039. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117040. /**
  117041. * Free any resources and references associated to a mesh.
  117042. * Internal use
  117043. * @param mesh The mesh to free.
  117044. */
  117045. abstract _disposeMesh(mesh: Mesh): void;
  117046. /**
  117047. * Serializes this layer (Glow or Highlight for example)
  117048. * @returns a serialized layer object
  117049. */
  117050. abstract serialize?(): any;
  117051. /**
  117052. * Initializes the effect layer with the required options.
  117053. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  117054. */
  117055. protected _init(options: Partial<IEffectLayerOptions>): void;
  117056. /**
  117057. * Generates the index buffer of the full screen quad blending to the main canvas.
  117058. */
  117059. private _generateIndexBuffer;
  117060. /**
  117061. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  117062. */
  117063. private _generateVertexBuffer;
  117064. /**
  117065. * Sets the main texture desired size which is the closest power of two
  117066. * of the engine canvas size.
  117067. */
  117068. private _setMainTextureSize;
  117069. /**
  117070. * Creates the main texture for the effect layer.
  117071. */
  117072. protected _createMainTexture(): void;
  117073. /**
  117074. * Adds specific effects defines.
  117075. * @param defines The defines to add specifics to.
  117076. */
  117077. protected _addCustomEffectDefines(defines: string[]): void;
  117078. /**
  117079. * Checks for the readiness of the element composing the layer.
  117080. * @param subMesh the mesh to check for
  117081. * @param useInstances specify wether or not to use instances to render the mesh
  117082. * @param emissiveTexture the associated emissive texture used to generate the glow
  117083. * @return true if ready otherwise, false
  117084. */
  117085. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  117086. /**
  117087. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  117088. */
  117089. render(): void;
  117090. /**
  117091. * Determine if a given mesh will be used in the current effect.
  117092. * @param mesh mesh to test
  117093. * @returns true if the mesh will be used
  117094. */
  117095. hasMesh(mesh: AbstractMesh): boolean;
  117096. /**
  117097. * Returns true if the layer contains information to display, otherwise false.
  117098. * @returns true if the glow layer should be rendered
  117099. */
  117100. shouldRender(): boolean;
  117101. /**
  117102. * Returns true if the mesh should render, otherwise false.
  117103. * @param mesh The mesh to render
  117104. * @returns true if it should render otherwise false
  117105. */
  117106. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  117107. /**
  117108. * Returns true if the mesh can be rendered, otherwise false.
  117109. * @param mesh The mesh to render
  117110. * @param material The material used on the mesh
  117111. * @returns true if it can be rendered otherwise false
  117112. */
  117113. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  117114. /**
  117115. * Returns true if the mesh should render, otherwise false.
  117116. * @param mesh The mesh to render
  117117. * @returns true if it should render otherwise false
  117118. */
  117119. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  117120. /**
  117121. * Renders the submesh passed in parameter to the generation map.
  117122. */
  117123. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  117124. /**
  117125. * Rebuild the required buffers.
  117126. * @hidden Internal use only.
  117127. */
  117128. _rebuild(): void;
  117129. /**
  117130. * Dispose only the render target textures and post process.
  117131. */
  117132. private _disposeTextureAndPostProcesses;
  117133. /**
  117134. * Dispose the highlight layer and free resources.
  117135. */
  117136. dispose(): void;
  117137. /**
  117138. * Gets the class name of the effect layer
  117139. * @returns the string with the class name of the effect layer
  117140. */
  117141. getClassName(): string;
  117142. /**
  117143. * Creates an effect layer from parsed effect layer data
  117144. * @param parsedEffectLayer defines effect layer data
  117145. * @param scene defines the current scene
  117146. * @param rootUrl defines the root URL containing the effect layer information
  117147. * @returns a parsed effect Layer
  117148. */
  117149. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  117150. }
  117151. }
  117152. declare module BABYLON {
  117153. interface AbstractScene {
  117154. /**
  117155. * The list of effect layers (highlights/glow) added to the scene
  117156. * @see http://doc.babylonjs.com/how_to/highlight_layer
  117157. * @see http://doc.babylonjs.com/how_to/glow_layer
  117158. */
  117159. effectLayers: Array<EffectLayer>;
  117160. /**
  117161. * Removes the given effect layer from this scene.
  117162. * @param toRemove defines the effect layer to remove
  117163. * @returns the index of the removed effect layer
  117164. */
  117165. removeEffectLayer(toRemove: EffectLayer): number;
  117166. /**
  117167. * Adds the given effect layer to this scene
  117168. * @param newEffectLayer defines the effect layer to add
  117169. */
  117170. addEffectLayer(newEffectLayer: EffectLayer): void;
  117171. }
  117172. /**
  117173. * Defines the layer scene component responsible to manage any effect layers
  117174. * in a given scene.
  117175. */
  117176. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  117177. /**
  117178. * The component name helpfull to identify the component in the list of scene components.
  117179. */
  117180. readonly name: string;
  117181. /**
  117182. * The scene the component belongs to.
  117183. */
  117184. scene: Scene;
  117185. private _engine;
  117186. private _renderEffects;
  117187. private _needStencil;
  117188. private _previousStencilState;
  117189. /**
  117190. * Creates a new instance of the component for the given scene
  117191. * @param scene Defines the scene to register the component in
  117192. */
  117193. constructor(scene: Scene);
  117194. /**
  117195. * Registers the component in a given scene
  117196. */
  117197. register(): void;
  117198. /**
  117199. * Rebuilds the elements related to this component in case of
  117200. * context lost for instance.
  117201. */
  117202. rebuild(): void;
  117203. /**
  117204. * Serializes the component data to the specified json object
  117205. * @param serializationObject The object to serialize to
  117206. */
  117207. serialize(serializationObject: any): void;
  117208. /**
  117209. * Adds all the elements from the container to the scene
  117210. * @param container the container holding the elements
  117211. */
  117212. addFromContainer(container: AbstractScene): void;
  117213. /**
  117214. * Removes all the elements in the container from the scene
  117215. * @param container contains the elements to remove
  117216. * @param dispose if the removed element should be disposed (default: false)
  117217. */
  117218. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  117219. /**
  117220. * Disposes the component and the associated ressources.
  117221. */
  117222. dispose(): void;
  117223. private _isReadyForMesh;
  117224. private _renderMainTexture;
  117225. private _setStencil;
  117226. private _setStencilBack;
  117227. private _draw;
  117228. private _drawCamera;
  117229. private _drawRenderingGroup;
  117230. }
  117231. }
  117232. declare module BABYLON {
  117233. /** @hidden */
  117234. export var glowMapMergePixelShader: {
  117235. name: string;
  117236. shader: string;
  117237. };
  117238. }
  117239. declare module BABYLON {
  117240. /** @hidden */
  117241. export var glowMapMergeVertexShader: {
  117242. name: string;
  117243. shader: string;
  117244. };
  117245. }
  117246. declare module BABYLON {
  117247. interface AbstractScene {
  117248. /**
  117249. * Return a the first highlight layer of the scene with a given name.
  117250. * @param name The name of the highlight layer to look for.
  117251. * @return The highlight layer if found otherwise null.
  117252. */
  117253. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  117254. }
  117255. /**
  117256. * Glow layer options. This helps customizing the behaviour
  117257. * of the glow layer.
  117258. */
  117259. export interface IGlowLayerOptions {
  117260. /**
  117261. * Multiplication factor apply to the canvas size to compute the render target size
  117262. * used to generated the glowing objects (the smaller the faster).
  117263. */
  117264. mainTextureRatio: number;
  117265. /**
  117266. * Enforces a fixed size texture to ensure resize independant blur.
  117267. */
  117268. mainTextureFixedSize?: number;
  117269. /**
  117270. * How big is the kernel of the blur texture.
  117271. */
  117272. blurKernelSize: number;
  117273. /**
  117274. * The camera attached to the layer.
  117275. */
  117276. camera: Nullable<Camera>;
  117277. /**
  117278. * Enable MSAA by chosing the number of samples.
  117279. */
  117280. mainTextureSamples?: number;
  117281. /**
  117282. * The rendering group to draw the layer in.
  117283. */
  117284. renderingGroupId: number;
  117285. }
  117286. /**
  117287. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  117288. *
  117289. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  117290. * glowy meshes to your scene.
  117291. *
  117292. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  117293. */
  117294. export class GlowLayer extends EffectLayer {
  117295. /**
  117296. * Effect Name of the layer.
  117297. */
  117298. static readonly EffectName: string;
  117299. /**
  117300. * The default blur kernel size used for the glow.
  117301. */
  117302. static DefaultBlurKernelSize: number;
  117303. /**
  117304. * The default texture size ratio used for the glow.
  117305. */
  117306. static DefaultTextureRatio: number;
  117307. /**
  117308. * Sets the kernel size of the blur.
  117309. */
  117310. /**
  117311. * Gets the kernel size of the blur.
  117312. */
  117313. blurKernelSize: number;
  117314. /**
  117315. * Sets the glow intensity.
  117316. */
  117317. /**
  117318. * Gets the glow intensity.
  117319. */
  117320. intensity: number;
  117321. private _options;
  117322. private _intensity;
  117323. private _horizontalBlurPostprocess1;
  117324. private _verticalBlurPostprocess1;
  117325. private _horizontalBlurPostprocess2;
  117326. private _verticalBlurPostprocess2;
  117327. private _blurTexture1;
  117328. private _blurTexture2;
  117329. private _postProcesses1;
  117330. private _postProcesses2;
  117331. private _includedOnlyMeshes;
  117332. private _excludedMeshes;
  117333. /**
  117334. * Callback used to let the user override the color selection on a per mesh basis
  117335. */
  117336. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  117337. /**
  117338. * Callback used to let the user override the texture selection on a per mesh basis
  117339. */
  117340. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  117341. /**
  117342. * Instantiates a new glow Layer and references it to the scene.
  117343. * @param name The name of the layer
  117344. * @param scene The scene to use the layer in
  117345. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  117346. */
  117347. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  117348. /**
  117349. * Get the effect name of the layer.
  117350. * @return The effect name
  117351. */
  117352. getEffectName(): string;
  117353. /**
  117354. * Create the merge effect. This is the shader use to blit the information back
  117355. * to the main canvas at the end of the scene rendering.
  117356. */
  117357. protected _createMergeEffect(): Effect;
  117358. /**
  117359. * Creates the render target textures and post processes used in the glow layer.
  117360. */
  117361. protected _createTextureAndPostProcesses(): void;
  117362. /**
  117363. * Checks for the readiness of the element composing the layer.
  117364. * @param subMesh the mesh to check for
  117365. * @param useInstances specify wether or not to use instances to render the mesh
  117366. * @param emissiveTexture the associated emissive texture used to generate the glow
  117367. * @return true if ready otherwise, false
  117368. */
  117369. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117370. /**
  117371. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117372. */
  117373. needStencil(): boolean;
  117374. /**
  117375. * Returns true if the mesh can be rendered, otherwise false.
  117376. * @param mesh The mesh to render
  117377. * @param material The material used on the mesh
  117378. * @returns true if it can be rendered otherwise false
  117379. */
  117380. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  117381. /**
  117382. * Implementation specific of rendering the generating effect on the main canvas.
  117383. * @param effect The effect used to render through
  117384. */
  117385. protected _internalRender(effect: Effect): void;
  117386. /**
  117387. * Sets the required values for both the emissive texture and and the main color.
  117388. */
  117389. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117390. /**
  117391. * Returns true if the mesh should render, otherwise false.
  117392. * @param mesh The mesh to render
  117393. * @returns true if it should render otherwise false
  117394. */
  117395. protected _shouldRenderMesh(mesh: Mesh): boolean;
  117396. /**
  117397. * Adds specific effects defines.
  117398. * @param defines The defines to add specifics to.
  117399. */
  117400. protected _addCustomEffectDefines(defines: string[]): void;
  117401. /**
  117402. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  117403. * @param mesh The mesh to exclude from the glow layer
  117404. */
  117405. addExcludedMesh(mesh: Mesh): void;
  117406. /**
  117407. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  117408. * @param mesh The mesh to remove
  117409. */
  117410. removeExcludedMesh(mesh: Mesh): void;
  117411. /**
  117412. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  117413. * @param mesh The mesh to include in the glow layer
  117414. */
  117415. addIncludedOnlyMesh(mesh: Mesh): void;
  117416. /**
  117417. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  117418. * @param mesh The mesh to remove
  117419. */
  117420. removeIncludedOnlyMesh(mesh: Mesh): void;
  117421. /**
  117422. * Determine if a given mesh will be used in the glow layer
  117423. * @param mesh The mesh to test
  117424. * @returns true if the mesh will be highlighted by the current glow layer
  117425. */
  117426. hasMesh(mesh: AbstractMesh): boolean;
  117427. /**
  117428. * Free any resources and references associated to a mesh.
  117429. * Internal use
  117430. * @param mesh The mesh to free.
  117431. * @hidden
  117432. */
  117433. _disposeMesh(mesh: Mesh): void;
  117434. /**
  117435. * Gets the class name of the effect layer
  117436. * @returns the string with the class name of the effect layer
  117437. */
  117438. getClassName(): string;
  117439. /**
  117440. * Serializes this glow layer
  117441. * @returns a serialized glow layer object
  117442. */
  117443. serialize(): any;
  117444. /**
  117445. * Creates a Glow Layer from parsed glow layer data
  117446. * @param parsedGlowLayer defines glow layer data
  117447. * @param scene defines the current scene
  117448. * @param rootUrl defines the root URL containing the glow layer information
  117449. * @returns a parsed Glow Layer
  117450. */
  117451. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  117452. }
  117453. }
  117454. declare module BABYLON {
  117455. /** @hidden */
  117456. export var glowBlurPostProcessPixelShader: {
  117457. name: string;
  117458. shader: string;
  117459. };
  117460. }
  117461. declare module BABYLON {
  117462. interface AbstractScene {
  117463. /**
  117464. * Return a the first highlight layer of the scene with a given name.
  117465. * @param name The name of the highlight layer to look for.
  117466. * @return The highlight layer if found otherwise null.
  117467. */
  117468. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  117469. }
  117470. /**
  117471. * Highlight layer options. This helps customizing the behaviour
  117472. * of the highlight layer.
  117473. */
  117474. export interface IHighlightLayerOptions {
  117475. /**
  117476. * Multiplication factor apply to the canvas size to compute the render target size
  117477. * used to generated the glowing objects (the smaller the faster).
  117478. */
  117479. mainTextureRatio: number;
  117480. /**
  117481. * Enforces a fixed size texture to ensure resize independant blur.
  117482. */
  117483. mainTextureFixedSize?: number;
  117484. /**
  117485. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  117486. * of the picture to blur (the smaller the faster).
  117487. */
  117488. blurTextureSizeRatio: number;
  117489. /**
  117490. * How big in texel of the blur texture is the vertical blur.
  117491. */
  117492. blurVerticalSize: number;
  117493. /**
  117494. * How big in texel of the blur texture is the horizontal blur.
  117495. */
  117496. blurHorizontalSize: number;
  117497. /**
  117498. * Alpha blending mode used to apply the blur. Default is combine.
  117499. */
  117500. alphaBlendingMode: number;
  117501. /**
  117502. * The camera attached to the layer.
  117503. */
  117504. camera: Nullable<Camera>;
  117505. /**
  117506. * Should we display highlight as a solid stroke?
  117507. */
  117508. isStroke?: boolean;
  117509. /**
  117510. * The rendering group to draw the layer in.
  117511. */
  117512. renderingGroupId: number;
  117513. }
  117514. /**
  117515. * The highlight layer Helps adding a glow effect around a mesh.
  117516. *
  117517. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  117518. * glowy meshes to your scene.
  117519. *
  117520. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  117521. */
  117522. export class HighlightLayer extends EffectLayer {
  117523. name: string;
  117524. /**
  117525. * Effect Name of the highlight layer.
  117526. */
  117527. static readonly EffectName: string;
  117528. /**
  117529. * The neutral color used during the preparation of the glow effect.
  117530. * This is black by default as the blend operation is a blend operation.
  117531. */
  117532. static NeutralColor: Color4;
  117533. /**
  117534. * Stencil value used for glowing meshes.
  117535. */
  117536. static GlowingMeshStencilReference: number;
  117537. /**
  117538. * Stencil value used for the other meshes in the scene.
  117539. */
  117540. static NormalMeshStencilReference: number;
  117541. /**
  117542. * Specifies whether or not the inner glow is ACTIVE in the layer.
  117543. */
  117544. innerGlow: boolean;
  117545. /**
  117546. * Specifies whether or not the outer glow is ACTIVE in the layer.
  117547. */
  117548. outerGlow: boolean;
  117549. /**
  117550. * Specifies the horizontal size of the blur.
  117551. */
  117552. /**
  117553. * Gets the horizontal size of the blur.
  117554. */
  117555. blurHorizontalSize: number;
  117556. /**
  117557. * Specifies the vertical size of the blur.
  117558. */
  117559. /**
  117560. * Gets the vertical size of the blur.
  117561. */
  117562. blurVerticalSize: number;
  117563. /**
  117564. * An event triggered when the highlight layer is being blurred.
  117565. */
  117566. onBeforeBlurObservable: Observable<HighlightLayer>;
  117567. /**
  117568. * An event triggered when the highlight layer has been blurred.
  117569. */
  117570. onAfterBlurObservable: Observable<HighlightLayer>;
  117571. private _instanceGlowingMeshStencilReference;
  117572. private _options;
  117573. private _downSamplePostprocess;
  117574. private _horizontalBlurPostprocess;
  117575. private _verticalBlurPostprocess;
  117576. private _blurTexture;
  117577. private _meshes;
  117578. private _excludedMeshes;
  117579. /**
  117580. * Instantiates a new highlight Layer and references it to the scene..
  117581. * @param name The name of the layer
  117582. * @param scene The scene to use the layer in
  117583. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  117584. */
  117585. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  117586. /**
  117587. * Get the effect name of the layer.
  117588. * @return The effect name
  117589. */
  117590. getEffectName(): string;
  117591. /**
  117592. * Create the merge effect. This is the shader use to blit the information back
  117593. * to the main canvas at the end of the scene rendering.
  117594. */
  117595. protected _createMergeEffect(): Effect;
  117596. /**
  117597. * Creates the render target textures and post processes used in the highlight layer.
  117598. */
  117599. protected _createTextureAndPostProcesses(): void;
  117600. /**
  117601. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117602. */
  117603. needStencil(): boolean;
  117604. /**
  117605. * Checks for the readiness of the element composing the layer.
  117606. * @param subMesh the mesh to check for
  117607. * @param useInstances specify wether or not to use instances to render the mesh
  117608. * @param emissiveTexture the associated emissive texture used to generate the glow
  117609. * @return true if ready otherwise, false
  117610. */
  117611. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117612. /**
  117613. * Implementation specific of rendering the generating effect on the main canvas.
  117614. * @param effect The effect used to render through
  117615. */
  117616. protected _internalRender(effect: Effect): void;
  117617. /**
  117618. * Returns true if the layer contains information to display, otherwise false.
  117619. */
  117620. shouldRender(): boolean;
  117621. /**
  117622. * Returns true if the mesh should render, otherwise false.
  117623. * @param mesh The mesh to render
  117624. * @returns true if it should render otherwise false
  117625. */
  117626. protected _shouldRenderMesh(mesh: Mesh): boolean;
  117627. /**
  117628. * Sets the required values for both the emissive texture and and the main color.
  117629. */
  117630. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117631. /**
  117632. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  117633. * @param mesh The mesh to exclude from the highlight layer
  117634. */
  117635. addExcludedMesh(mesh: Mesh): void;
  117636. /**
  117637. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  117638. * @param mesh The mesh to highlight
  117639. */
  117640. removeExcludedMesh(mesh: Mesh): void;
  117641. /**
  117642. * Determine if a given mesh will be highlighted by the current HighlightLayer
  117643. * @param mesh mesh to test
  117644. * @returns true if the mesh will be highlighted by the current HighlightLayer
  117645. */
  117646. hasMesh(mesh: AbstractMesh): boolean;
  117647. /**
  117648. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  117649. * @param mesh The mesh to highlight
  117650. * @param color The color of the highlight
  117651. * @param glowEmissiveOnly Extract the glow from the emissive texture
  117652. */
  117653. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  117654. /**
  117655. * Remove a mesh from the highlight layer in order to make it stop glowing.
  117656. * @param mesh The mesh to highlight
  117657. */
  117658. removeMesh(mesh: Mesh): void;
  117659. /**
  117660. * Force the stencil to the normal expected value for none glowing parts
  117661. */
  117662. private _defaultStencilReference;
  117663. /**
  117664. * Free any resources and references associated to a mesh.
  117665. * Internal use
  117666. * @param mesh The mesh to free.
  117667. * @hidden
  117668. */
  117669. _disposeMesh(mesh: Mesh): void;
  117670. /**
  117671. * Dispose the highlight layer and free resources.
  117672. */
  117673. dispose(): void;
  117674. /**
  117675. * Gets the class name of the effect layer
  117676. * @returns the string with the class name of the effect layer
  117677. */
  117678. getClassName(): string;
  117679. /**
  117680. * Serializes this Highlight layer
  117681. * @returns a serialized Highlight layer object
  117682. */
  117683. serialize(): any;
  117684. /**
  117685. * Creates a Highlight layer from parsed Highlight layer data
  117686. * @param parsedHightlightLayer defines the Highlight layer data
  117687. * @param scene defines the current scene
  117688. * @param rootUrl defines the root URL containing the Highlight layer information
  117689. * @returns a parsed Highlight layer
  117690. */
  117691. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  117692. }
  117693. }
  117694. declare module BABYLON {
  117695. interface AbstractScene {
  117696. /**
  117697. * The list of layers (background and foreground) of the scene
  117698. */
  117699. layers: Array<Layer>;
  117700. }
  117701. /**
  117702. * Defines the layer scene component responsible to manage any layers
  117703. * in a given scene.
  117704. */
  117705. export class LayerSceneComponent implements ISceneComponent {
  117706. /**
  117707. * The component name helpfull to identify the component in the list of scene components.
  117708. */
  117709. readonly name: string;
  117710. /**
  117711. * The scene the component belongs to.
  117712. */
  117713. scene: Scene;
  117714. private _engine;
  117715. /**
  117716. * Creates a new instance of the component for the given scene
  117717. * @param scene Defines the scene to register the component in
  117718. */
  117719. constructor(scene: Scene);
  117720. /**
  117721. * Registers the component in a given scene
  117722. */
  117723. register(): void;
  117724. /**
  117725. * Rebuilds the elements related to this component in case of
  117726. * context lost for instance.
  117727. */
  117728. rebuild(): void;
  117729. /**
  117730. * Disposes the component and the associated ressources.
  117731. */
  117732. dispose(): void;
  117733. private _draw;
  117734. private _drawCameraPredicate;
  117735. private _drawCameraBackground;
  117736. private _drawCameraForeground;
  117737. private _drawRenderTargetPredicate;
  117738. private _drawRenderTargetBackground;
  117739. private _drawRenderTargetForeground;
  117740. /**
  117741. * Adds all the elements from the container to the scene
  117742. * @param container the container holding the elements
  117743. */
  117744. addFromContainer(container: AbstractScene): void;
  117745. /**
  117746. * Removes all the elements in the container from the scene
  117747. * @param container contains the elements to remove
  117748. * @param dispose if the removed element should be disposed (default: false)
  117749. */
  117750. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  117751. }
  117752. }
  117753. declare module BABYLON {
  117754. /** @hidden */
  117755. export var layerPixelShader: {
  117756. name: string;
  117757. shader: string;
  117758. };
  117759. }
  117760. declare module BABYLON {
  117761. /** @hidden */
  117762. export var layerVertexShader: {
  117763. name: string;
  117764. shader: string;
  117765. };
  117766. }
  117767. declare module BABYLON {
  117768. /**
  117769. * This represents a full screen 2d layer.
  117770. * This can be useful to display a picture in the background of your scene for instance.
  117771. * @see https://www.babylonjs-playground.com/#08A2BS#1
  117772. */
  117773. export class Layer {
  117774. /**
  117775. * Define the name of the layer.
  117776. */
  117777. name: string;
  117778. /**
  117779. * Define the texture the layer should display.
  117780. */
  117781. texture: Nullable<Texture>;
  117782. /**
  117783. * Is the layer in background or foreground.
  117784. */
  117785. isBackground: boolean;
  117786. /**
  117787. * Define the color of the layer (instead of texture).
  117788. */
  117789. color: Color4;
  117790. /**
  117791. * Define the scale of the layer in order to zoom in out of the texture.
  117792. */
  117793. scale: Vector2;
  117794. /**
  117795. * Define an offset for the layer in order to shift the texture.
  117796. */
  117797. offset: Vector2;
  117798. /**
  117799. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  117800. */
  117801. alphaBlendingMode: number;
  117802. /**
  117803. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  117804. * Alpha test will not mix with the background color in case of transparency.
  117805. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  117806. */
  117807. alphaTest: boolean;
  117808. /**
  117809. * Define a mask to restrict the layer to only some of the scene cameras.
  117810. */
  117811. layerMask: number;
  117812. /**
  117813. * Define the list of render target the layer is visible into.
  117814. */
  117815. renderTargetTextures: RenderTargetTexture[];
  117816. /**
  117817. * Define if the layer is only used in renderTarget or if it also
  117818. * renders in the main frame buffer of the canvas.
  117819. */
  117820. renderOnlyInRenderTargetTextures: boolean;
  117821. private _scene;
  117822. private _vertexBuffers;
  117823. private _indexBuffer;
  117824. private _effect;
  117825. private _alphaTestEffect;
  117826. /**
  117827. * An event triggered when the layer is disposed.
  117828. */
  117829. onDisposeObservable: Observable<Layer>;
  117830. private _onDisposeObserver;
  117831. /**
  117832. * Back compatibility with callback before the onDisposeObservable existed.
  117833. * The set callback will be triggered when the layer has been disposed.
  117834. */
  117835. onDispose: () => void;
  117836. /**
  117837. * An event triggered before rendering the scene
  117838. */
  117839. onBeforeRenderObservable: Observable<Layer>;
  117840. private _onBeforeRenderObserver;
  117841. /**
  117842. * Back compatibility with callback before the onBeforeRenderObservable existed.
  117843. * The set callback will be triggered just before rendering the layer.
  117844. */
  117845. onBeforeRender: () => void;
  117846. /**
  117847. * An event triggered after rendering the scene
  117848. */
  117849. onAfterRenderObservable: Observable<Layer>;
  117850. private _onAfterRenderObserver;
  117851. /**
  117852. * Back compatibility with callback before the onAfterRenderObservable existed.
  117853. * The set callback will be triggered just after rendering the layer.
  117854. */
  117855. onAfterRender: () => void;
  117856. /**
  117857. * Instantiates a new layer.
  117858. * This represents a full screen 2d layer.
  117859. * This can be useful to display a picture in the background of your scene for instance.
  117860. * @see https://www.babylonjs-playground.com/#08A2BS#1
  117861. * @param name Define the name of the layer in the scene
  117862. * @param imgUrl Define the url of the texture to display in the layer
  117863. * @param scene Define the scene the layer belongs to
  117864. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  117865. * @param color Defines a color for the layer
  117866. */
  117867. constructor(
  117868. /**
  117869. * Define the name of the layer.
  117870. */
  117871. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  117872. private _createIndexBuffer;
  117873. /** @hidden */
  117874. _rebuild(): void;
  117875. /**
  117876. * Renders the layer in the scene.
  117877. */
  117878. render(): void;
  117879. /**
  117880. * Disposes and releases the associated ressources.
  117881. */
  117882. dispose(): void;
  117883. }
  117884. }
  117885. declare module BABYLON {
  117886. /** @hidden */
  117887. export var lensFlarePixelShader: {
  117888. name: string;
  117889. shader: string;
  117890. };
  117891. }
  117892. declare module BABYLON {
  117893. /** @hidden */
  117894. export var lensFlareVertexShader: {
  117895. name: string;
  117896. shader: string;
  117897. };
  117898. }
  117899. declare module BABYLON {
  117900. /**
  117901. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  117902. * It is usually composed of several `lensFlare`.
  117903. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  117904. */
  117905. export class LensFlareSystem {
  117906. /**
  117907. * Define the name of the lens flare system
  117908. */
  117909. name: string;
  117910. /**
  117911. * List of lens flares used in this system.
  117912. */
  117913. lensFlares: LensFlare[];
  117914. /**
  117915. * Define a limit from the border the lens flare can be visible.
  117916. */
  117917. borderLimit: number;
  117918. /**
  117919. * Define a viewport border we do not want to see the lens flare in.
  117920. */
  117921. viewportBorder: number;
  117922. /**
  117923. * Define a predicate which could limit the list of meshes able to occlude the effect.
  117924. */
  117925. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  117926. /**
  117927. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  117928. */
  117929. layerMask: number;
  117930. /**
  117931. * Define the id of the lens flare system in the scene.
  117932. * (equal to name by default)
  117933. */
  117934. id: string;
  117935. private _scene;
  117936. private _emitter;
  117937. private _vertexBuffers;
  117938. private _indexBuffer;
  117939. private _effect;
  117940. private _positionX;
  117941. private _positionY;
  117942. private _isEnabled;
  117943. /** @hidden */
  117944. static _SceneComponentInitialization: (scene: Scene) => void;
  117945. /**
  117946. * Instantiates a lens flare system.
  117947. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  117948. * It is usually composed of several `lensFlare`.
  117949. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  117950. * @param name Define the name of the lens flare system in the scene
  117951. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  117952. * @param scene Define the scene the lens flare system belongs to
  117953. */
  117954. constructor(
  117955. /**
  117956. * Define the name of the lens flare system
  117957. */
  117958. name: string, emitter: any, scene: Scene);
  117959. /**
  117960. * Define if the lens flare system is enabled.
  117961. */
  117962. isEnabled: boolean;
  117963. /**
  117964. * Get the scene the effects belongs to.
  117965. * @returns the scene holding the lens flare system
  117966. */
  117967. getScene(): Scene;
  117968. /**
  117969. * Get the emitter of the lens flare system.
  117970. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  117971. * @returns the emitter of the lens flare system
  117972. */
  117973. getEmitter(): any;
  117974. /**
  117975. * Set the emitter of the lens flare system.
  117976. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  117977. * @param newEmitter Define the new emitter of the system
  117978. */
  117979. setEmitter(newEmitter: any): void;
  117980. /**
  117981. * Get the lens flare system emitter position.
  117982. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  117983. * @returns the position
  117984. */
  117985. getEmitterPosition(): Vector3;
  117986. /**
  117987. * @hidden
  117988. */
  117989. computeEffectivePosition(globalViewport: Viewport): boolean;
  117990. /** @hidden */
  117991. _isVisible(): boolean;
  117992. /**
  117993. * @hidden
  117994. */
  117995. render(): boolean;
  117996. /**
  117997. * Dispose and release the lens flare with its associated resources.
  117998. */
  117999. dispose(): void;
  118000. /**
  118001. * Parse a lens flare system from a JSON repressentation
  118002. * @param parsedLensFlareSystem Define the JSON to parse
  118003. * @param scene Define the scene the parsed system should be instantiated in
  118004. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  118005. * @returns the parsed system
  118006. */
  118007. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  118008. /**
  118009. * Serialize the current Lens Flare System into a JSON representation.
  118010. * @returns the serialized JSON
  118011. */
  118012. serialize(): any;
  118013. }
  118014. }
  118015. declare module BABYLON {
  118016. /**
  118017. * This represents one of the lens effect in a `lensFlareSystem`.
  118018. * It controls one of the indiviual texture used in the effect.
  118019. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118020. */
  118021. export class LensFlare {
  118022. /**
  118023. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  118024. */
  118025. size: number;
  118026. /**
  118027. * 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.
  118028. */
  118029. position: number;
  118030. /**
  118031. * Define the lens color.
  118032. */
  118033. color: Color3;
  118034. /**
  118035. * Define the lens texture.
  118036. */
  118037. texture: Nullable<Texture>;
  118038. /**
  118039. * Define the alpha mode to render this particular lens.
  118040. */
  118041. alphaMode: number;
  118042. private _system;
  118043. /**
  118044. * Creates a new Lens Flare.
  118045. * This represents one of the lens effect in a `lensFlareSystem`.
  118046. * It controls one of the indiviual texture used in the effect.
  118047. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118048. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  118049. * @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.
  118050. * @param color Define the lens color
  118051. * @param imgUrl Define the lens texture url
  118052. * @param system Define the `lensFlareSystem` this flare is part of
  118053. * @returns The newly created Lens Flare
  118054. */
  118055. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  118056. /**
  118057. * Instantiates a new Lens Flare.
  118058. * This represents one of the lens effect in a `lensFlareSystem`.
  118059. * It controls one of the indiviual texture used in the effect.
  118060. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118061. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  118062. * @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.
  118063. * @param color Define the lens color
  118064. * @param imgUrl Define the lens texture url
  118065. * @param system Define the `lensFlareSystem` this flare is part of
  118066. */
  118067. constructor(
  118068. /**
  118069. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  118070. */
  118071. size: number,
  118072. /**
  118073. * 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.
  118074. */
  118075. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  118076. /**
  118077. * Dispose and release the lens flare with its associated resources.
  118078. */
  118079. dispose(): void;
  118080. }
  118081. }
  118082. declare module BABYLON {
  118083. interface AbstractScene {
  118084. /**
  118085. * The list of lens flare system added to the scene
  118086. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118087. */
  118088. lensFlareSystems: Array<LensFlareSystem>;
  118089. /**
  118090. * Removes the given lens flare system from this scene.
  118091. * @param toRemove The lens flare system to remove
  118092. * @returns The index of the removed lens flare system
  118093. */
  118094. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  118095. /**
  118096. * Adds the given lens flare system to this scene
  118097. * @param newLensFlareSystem The lens flare system to add
  118098. */
  118099. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  118100. /**
  118101. * Gets a lens flare system using its name
  118102. * @param name defines the name to look for
  118103. * @returns the lens flare system or null if not found
  118104. */
  118105. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  118106. /**
  118107. * Gets a lens flare system using its id
  118108. * @param id defines the id to look for
  118109. * @returns the lens flare system or null if not found
  118110. */
  118111. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  118112. }
  118113. /**
  118114. * Defines the lens flare scene component responsible to manage any lens flares
  118115. * in a given scene.
  118116. */
  118117. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  118118. /**
  118119. * The component name helpfull to identify the component in the list of scene components.
  118120. */
  118121. readonly name: string;
  118122. /**
  118123. * The scene the component belongs to.
  118124. */
  118125. scene: Scene;
  118126. /**
  118127. * Creates a new instance of the component for the given scene
  118128. * @param scene Defines the scene to register the component in
  118129. */
  118130. constructor(scene: Scene);
  118131. /**
  118132. * Registers the component in a given scene
  118133. */
  118134. register(): void;
  118135. /**
  118136. * Rebuilds the elements related to this component in case of
  118137. * context lost for instance.
  118138. */
  118139. rebuild(): void;
  118140. /**
  118141. * Adds all the elements from the container to the scene
  118142. * @param container the container holding the elements
  118143. */
  118144. addFromContainer(container: AbstractScene): void;
  118145. /**
  118146. * Removes all the elements in the container from the scene
  118147. * @param container contains the elements to remove
  118148. * @param dispose if the removed element should be disposed (default: false)
  118149. */
  118150. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118151. /**
  118152. * Serializes the component data to the specified json object
  118153. * @param serializationObject The object to serialize to
  118154. */
  118155. serialize(serializationObject: any): void;
  118156. /**
  118157. * Disposes the component and the associated ressources.
  118158. */
  118159. dispose(): void;
  118160. private _draw;
  118161. }
  118162. }
  118163. declare module BABYLON {
  118164. /**
  118165. * Defines the shadow generator component responsible to manage any shadow generators
  118166. * in a given scene.
  118167. */
  118168. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  118169. /**
  118170. * The component name helpfull to identify the component in the list of scene components.
  118171. */
  118172. readonly name: string;
  118173. /**
  118174. * The scene the component belongs to.
  118175. */
  118176. scene: Scene;
  118177. /**
  118178. * Creates a new instance of the component for the given scene
  118179. * @param scene Defines the scene to register the component in
  118180. */
  118181. constructor(scene: Scene);
  118182. /**
  118183. * Registers the component in a given scene
  118184. */
  118185. register(): void;
  118186. /**
  118187. * Rebuilds the elements related to this component in case of
  118188. * context lost for instance.
  118189. */
  118190. rebuild(): void;
  118191. /**
  118192. * Serializes the component data to the specified json object
  118193. * @param serializationObject The object to serialize to
  118194. */
  118195. serialize(serializationObject: any): void;
  118196. /**
  118197. * Adds all the elements from the container to the scene
  118198. * @param container the container holding the elements
  118199. */
  118200. addFromContainer(container: AbstractScene): void;
  118201. /**
  118202. * Removes all the elements in the container from the scene
  118203. * @param container contains the elements to remove
  118204. * @param dispose if the removed element should be disposed (default: false)
  118205. */
  118206. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118207. /**
  118208. * Rebuilds the elements related to this component in case of
  118209. * context lost for instance.
  118210. */
  118211. dispose(): void;
  118212. private _gatherRenderTargets;
  118213. }
  118214. }
  118215. declare module BABYLON {
  118216. /**
  118217. * A point light is a light defined by an unique point in world space.
  118218. * The light is emitted in every direction from this point.
  118219. * A good example of a point light is a standard light bulb.
  118220. * Documentation: https://doc.babylonjs.com/babylon101/lights
  118221. */
  118222. export class PointLight extends ShadowLight {
  118223. private _shadowAngle;
  118224. /**
  118225. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118226. * This specifies what angle the shadow will use to be created.
  118227. *
  118228. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  118229. */
  118230. /**
  118231. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118232. * This specifies what angle the shadow will use to be created.
  118233. *
  118234. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  118235. */
  118236. shadowAngle: number;
  118237. /**
  118238. * Gets the direction if it has been set.
  118239. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118240. */
  118241. /**
  118242. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118243. */
  118244. direction: Vector3;
  118245. /**
  118246. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  118247. * A PointLight emits the light in every direction.
  118248. * It can cast shadows.
  118249. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  118250. * ```javascript
  118251. * var pointLight = new PointLight("pl", camera.position, scene);
  118252. * ```
  118253. * Documentation : https://doc.babylonjs.com/babylon101/lights
  118254. * @param name The light friendly name
  118255. * @param position The position of the point light in the scene
  118256. * @param scene The scene the lights belongs to
  118257. */
  118258. constructor(name: string, position: Vector3, scene: Scene);
  118259. /**
  118260. * Returns the string "PointLight"
  118261. * @returns the class name
  118262. */
  118263. getClassName(): string;
  118264. /**
  118265. * Returns the integer 0.
  118266. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  118267. */
  118268. getTypeID(): number;
  118269. /**
  118270. * Specifies wether or not the shadowmap should be a cube texture.
  118271. * @returns true if the shadowmap needs to be a cube texture.
  118272. */
  118273. needCube(): boolean;
  118274. /**
  118275. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  118276. * @param faceIndex The index of the face we are computed the direction to generate shadow
  118277. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  118278. */
  118279. getShadowDirection(faceIndex?: number): Vector3;
  118280. /**
  118281. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  118282. * - fov = PI / 2
  118283. * - aspect ratio : 1.0
  118284. * - z-near and far equal to the active camera minZ and maxZ.
  118285. * Returns the PointLight.
  118286. */
  118287. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  118288. protected _buildUniformLayout(): void;
  118289. /**
  118290. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  118291. * @param effect The effect to update
  118292. * @param lightIndex The index of the light in the effect to update
  118293. * @returns The point light
  118294. */
  118295. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  118296. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  118297. /**
  118298. * Prepares the list of defines specific to the light type.
  118299. * @param defines the list of defines
  118300. * @param lightIndex defines the index of the light for the effect
  118301. */
  118302. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  118303. }
  118304. }
  118305. declare module BABYLON {
  118306. /**
  118307. * Header information of HDR texture files.
  118308. */
  118309. export interface HDRInfo {
  118310. /**
  118311. * The height of the texture in pixels.
  118312. */
  118313. height: number;
  118314. /**
  118315. * The width of the texture in pixels.
  118316. */
  118317. width: number;
  118318. /**
  118319. * The index of the beginning of the data in the binary file.
  118320. */
  118321. dataPosition: number;
  118322. }
  118323. /**
  118324. * This groups tools to convert HDR texture to native colors array.
  118325. */
  118326. export class HDRTools {
  118327. private static Ldexp;
  118328. private static Rgbe2float;
  118329. private static readStringLine;
  118330. /**
  118331. * Reads header information from an RGBE texture stored in a native array.
  118332. * More information on this format are available here:
  118333. * https://en.wikipedia.org/wiki/RGBE_image_format
  118334. *
  118335. * @param uint8array The binary file stored in native array.
  118336. * @return The header information.
  118337. */
  118338. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  118339. /**
  118340. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  118341. * This RGBE texture needs to store the information as a panorama.
  118342. *
  118343. * More information on this format are available here:
  118344. * https://en.wikipedia.org/wiki/RGBE_image_format
  118345. *
  118346. * @param buffer The binary file stored in an array buffer.
  118347. * @param size The expected size of the extracted cubemap.
  118348. * @return The Cube Map information.
  118349. */
  118350. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  118351. /**
  118352. * Returns the pixels data extracted from an RGBE texture.
  118353. * This pixels will be stored left to right up to down in the R G B order in one array.
  118354. *
  118355. * More information on this format are available here:
  118356. * https://en.wikipedia.org/wiki/RGBE_image_format
  118357. *
  118358. * @param uint8array The binary file stored in an array buffer.
  118359. * @param hdrInfo The header information of the file.
  118360. * @return The pixels data in RGB right to left up to down order.
  118361. */
  118362. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  118363. private static RGBE_ReadPixels_RLE;
  118364. }
  118365. }
  118366. declare module BABYLON {
  118367. /**
  118368. * This represents a texture coming from an HDR input.
  118369. *
  118370. * The only supported format is currently panorama picture stored in RGBE format.
  118371. * Example of such files can be found on HDRLib: http://hdrlib.com/
  118372. */
  118373. export class HDRCubeTexture extends BaseTexture {
  118374. private static _facesMapping;
  118375. private _generateHarmonics;
  118376. private _noMipmap;
  118377. private _textureMatrix;
  118378. private _size;
  118379. private _onLoad;
  118380. private _onError;
  118381. /**
  118382. * The texture URL.
  118383. */
  118384. url: string;
  118385. /**
  118386. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  118387. */
  118388. coordinatesMode: number;
  118389. protected _isBlocking: boolean;
  118390. /**
  118391. * Sets wether or not the texture is blocking during loading.
  118392. */
  118393. /**
  118394. * Gets wether or not the texture is blocking during loading.
  118395. */
  118396. isBlocking: boolean;
  118397. protected _rotationY: number;
  118398. /**
  118399. * Sets texture matrix rotation angle around Y axis in radians.
  118400. */
  118401. /**
  118402. * Gets texture matrix rotation angle around Y axis radians.
  118403. */
  118404. rotationY: number;
  118405. /**
  118406. * Gets or sets the center of the bounding box associated with the cube texture
  118407. * It must define where the camera used to render the texture was set
  118408. */
  118409. boundingBoxPosition: Vector3;
  118410. private _boundingBoxSize;
  118411. /**
  118412. * Gets or sets the size of the bounding box associated with the cube texture
  118413. * When defined, the cubemap will switch to local mode
  118414. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  118415. * @example https://www.babylonjs-playground.com/#RNASML
  118416. */
  118417. boundingBoxSize: Vector3;
  118418. /**
  118419. * Instantiates an HDRTexture from the following parameters.
  118420. *
  118421. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  118422. * @param scene The scene the texture will be used in
  118423. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  118424. * @param noMipmap Forces to not generate the mipmap if true
  118425. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  118426. * @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)
  118427. * @param reserved Reserved flag for internal use.
  118428. */
  118429. 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>);
  118430. /**
  118431. * Get the current class name of the texture useful for serialization or dynamic coding.
  118432. * @returns "HDRCubeTexture"
  118433. */
  118434. getClassName(): string;
  118435. /**
  118436. * Occurs when the file is raw .hdr file.
  118437. */
  118438. private loadTexture;
  118439. clone(): HDRCubeTexture;
  118440. delayLoad(): void;
  118441. /**
  118442. * Get the texture reflection matrix used to rotate/transform the reflection.
  118443. * @returns the reflection matrix
  118444. */
  118445. getReflectionTextureMatrix(): Matrix;
  118446. /**
  118447. * Set the texture reflection matrix used to rotate/transform the reflection.
  118448. * @param value Define the reflection matrix to set
  118449. */
  118450. setReflectionTextureMatrix(value: Matrix): void;
  118451. /**
  118452. * Parses a JSON representation of an HDR Texture in order to create the texture
  118453. * @param parsedTexture Define the JSON representation
  118454. * @param scene Define the scene the texture should be created in
  118455. * @param rootUrl Define the root url in case we need to load relative dependencies
  118456. * @returns the newly created texture after parsing
  118457. */
  118458. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  118459. serialize(): any;
  118460. }
  118461. }
  118462. declare module BABYLON {
  118463. /**
  118464. * Class used to control physics engine
  118465. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  118466. */
  118467. export class PhysicsEngine implements IPhysicsEngine {
  118468. private _physicsPlugin;
  118469. /**
  118470. * Global value used to control the smallest number supported by the simulation
  118471. */
  118472. static Epsilon: number;
  118473. private _impostors;
  118474. private _joints;
  118475. /**
  118476. * Gets the gravity vector used by the simulation
  118477. */
  118478. gravity: Vector3;
  118479. /**
  118480. * Factory used to create the default physics plugin.
  118481. * @returns The default physics plugin
  118482. */
  118483. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  118484. /**
  118485. * Creates a new Physics Engine
  118486. * @param gravity defines the gravity vector used by the simulation
  118487. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  118488. */
  118489. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  118490. /**
  118491. * Sets the gravity vector used by the simulation
  118492. * @param gravity defines the gravity vector to use
  118493. */
  118494. setGravity(gravity: Vector3): void;
  118495. /**
  118496. * Set the time step of the physics engine.
  118497. * Default is 1/60.
  118498. * To slow it down, enter 1/600 for example.
  118499. * To speed it up, 1/30
  118500. * @param newTimeStep defines the new timestep to apply to this world.
  118501. */
  118502. setTimeStep(newTimeStep?: number): void;
  118503. /**
  118504. * Get the time step of the physics engine.
  118505. * @returns the current time step
  118506. */
  118507. getTimeStep(): number;
  118508. /**
  118509. * Release all resources
  118510. */
  118511. dispose(): void;
  118512. /**
  118513. * Gets the name of the current physics plugin
  118514. * @returns the name of the plugin
  118515. */
  118516. getPhysicsPluginName(): string;
  118517. /**
  118518. * Adding a new impostor for the impostor tracking.
  118519. * This will be done by the impostor itself.
  118520. * @param impostor the impostor to add
  118521. */
  118522. addImpostor(impostor: PhysicsImpostor): void;
  118523. /**
  118524. * Remove an impostor from the engine.
  118525. * This impostor and its mesh will not longer be updated by the physics engine.
  118526. * @param impostor the impostor to remove
  118527. */
  118528. removeImpostor(impostor: PhysicsImpostor): void;
  118529. /**
  118530. * Add a joint to the physics engine
  118531. * @param mainImpostor defines the main impostor to which the joint is added.
  118532. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  118533. * @param joint defines the joint that will connect both impostors.
  118534. */
  118535. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  118536. /**
  118537. * Removes a joint from the simulation
  118538. * @param mainImpostor defines the impostor used with the joint
  118539. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  118540. * @param joint defines the joint to remove
  118541. */
  118542. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  118543. /**
  118544. * Called by the scene. No need to call it.
  118545. * @param delta defines the timespam between frames
  118546. */
  118547. _step(delta: number): void;
  118548. /**
  118549. * Gets the current plugin used to run the simulation
  118550. * @returns current plugin
  118551. */
  118552. getPhysicsPlugin(): IPhysicsEnginePlugin;
  118553. /**
  118554. * Gets the list of physic impostors
  118555. * @returns an array of PhysicsImpostor
  118556. */
  118557. getImpostors(): Array<PhysicsImpostor>;
  118558. /**
  118559. * Gets the impostor for a physics enabled object
  118560. * @param object defines the object impersonated by the impostor
  118561. * @returns the PhysicsImpostor or null if not found
  118562. */
  118563. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  118564. /**
  118565. * Gets the impostor for a physics body object
  118566. * @param body defines physics body used by the impostor
  118567. * @returns the PhysicsImpostor or null if not found
  118568. */
  118569. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  118570. /**
  118571. * Does a raycast in the physics world
  118572. * @param from when should the ray start?
  118573. * @param to when should the ray end?
  118574. * @returns PhysicsRaycastResult
  118575. */
  118576. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  118577. }
  118578. }
  118579. declare module BABYLON {
  118580. /** @hidden */
  118581. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  118582. private _useDeltaForWorldStep;
  118583. world: any;
  118584. name: string;
  118585. private _physicsMaterials;
  118586. private _fixedTimeStep;
  118587. private _cannonRaycastResult;
  118588. private _raycastResult;
  118589. private _physicsBodysToRemoveAfterStep;
  118590. BJSCANNON: any;
  118591. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  118592. setGravity(gravity: Vector3): void;
  118593. setTimeStep(timeStep: number): void;
  118594. getTimeStep(): number;
  118595. executeStep(delta: number): void;
  118596. private _removeMarkedPhysicsBodiesFromWorld;
  118597. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118598. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118599. generatePhysicsBody(impostor: PhysicsImpostor): void;
  118600. private _processChildMeshes;
  118601. removePhysicsBody(impostor: PhysicsImpostor): void;
  118602. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  118603. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  118604. private _addMaterial;
  118605. private _checkWithEpsilon;
  118606. private _createShape;
  118607. private _createHeightmap;
  118608. private _minus90X;
  118609. private _plus90X;
  118610. private _tmpPosition;
  118611. private _tmpDeltaPosition;
  118612. private _tmpUnityRotation;
  118613. private _updatePhysicsBodyTransformation;
  118614. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  118615. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  118616. isSupported(): boolean;
  118617. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  118618. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  118619. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  118620. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  118621. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  118622. getBodyMass(impostor: PhysicsImpostor): number;
  118623. getBodyFriction(impostor: PhysicsImpostor): number;
  118624. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  118625. getBodyRestitution(impostor: PhysicsImpostor): number;
  118626. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  118627. sleepBody(impostor: PhysicsImpostor): void;
  118628. wakeUpBody(impostor: PhysicsImpostor): void;
  118629. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  118630. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  118631. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  118632. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  118633. getRadius(impostor: PhysicsImpostor): number;
  118634. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  118635. dispose(): void;
  118636. private _extendNamespace;
  118637. /**
  118638. * Does a raycast in the physics world
  118639. * @param from when should the ray start?
  118640. * @param to when should the ray end?
  118641. * @returns PhysicsRaycastResult
  118642. */
  118643. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  118644. }
  118645. }
  118646. declare module BABYLON {
  118647. /** @hidden */
  118648. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  118649. world: any;
  118650. name: string;
  118651. BJSOIMO: any;
  118652. private _raycastResult;
  118653. constructor(iterations?: number, oimoInjection?: any);
  118654. setGravity(gravity: Vector3): void;
  118655. setTimeStep(timeStep: number): void;
  118656. getTimeStep(): number;
  118657. private _tmpImpostorsArray;
  118658. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  118659. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118660. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118661. generatePhysicsBody(impostor: PhysicsImpostor): void;
  118662. private _tmpPositionVector;
  118663. removePhysicsBody(impostor: PhysicsImpostor): void;
  118664. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  118665. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  118666. isSupported(): boolean;
  118667. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  118668. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  118669. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  118670. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  118671. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  118672. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  118673. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  118674. getBodyMass(impostor: PhysicsImpostor): number;
  118675. getBodyFriction(impostor: PhysicsImpostor): number;
  118676. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  118677. getBodyRestitution(impostor: PhysicsImpostor): number;
  118678. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  118679. sleepBody(impostor: PhysicsImpostor): void;
  118680. wakeUpBody(impostor: PhysicsImpostor): void;
  118681. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  118682. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  118683. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  118684. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  118685. getRadius(impostor: PhysicsImpostor): number;
  118686. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  118687. dispose(): void;
  118688. /**
  118689. * Does a raycast in the physics world
  118690. * @param from when should the ray start?
  118691. * @param to when should the ray end?
  118692. * @returns PhysicsRaycastResult
  118693. */
  118694. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  118695. }
  118696. }
  118697. declare module BABYLON {
  118698. /**
  118699. * Class containing static functions to help procedurally build meshes
  118700. */
  118701. export class RibbonBuilder {
  118702. /**
  118703. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118704. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  118705. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  118706. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  118707. * * 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
  118708. * * 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
  118709. * * 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
  118710. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118711. * * 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
  118712. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118713. * * 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
  118714. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  118715. * * 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
  118716. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  118717. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118718. * @param name defines the name of the mesh
  118719. * @param options defines the options used to create the mesh
  118720. * @param scene defines the hosting scene
  118721. * @returns the ribbon mesh
  118722. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  118723. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118724. */
  118725. static CreateRibbon(name: string, options: {
  118726. pathArray: Vector3[][];
  118727. closeArray?: boolean;
  118728. closePath?: boolean;
  118729. offset?: number;
  118730. updatable?: boolean;
  118731. sideOrientation?: number;
  118732. frontUVs?: Vector4;
  118733. backUVs?: Vector4;
  118734. instance?: Mesh;
  118735. invertUV?: boolean;
  118736. uvs?: Vector2[];
  118737. colors?: Color4[];
  118738. }, scene?: Nullable<Scene>): Mesh;
  118739. }
  118740. }
  118741. declare module BABYLON {
  118742. /**
  118743. * Class containing static functions to help procedurally build meshes
  118744. */
  118745. export class ShapeBuilder {
  118746. /**
  118747. * 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.
  118748. * * 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.
  118749. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118750. * * 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.
  118751. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  118752. * * 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
  118753. * * 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
  118754. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  118755. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118756. * * 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
  118757. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  118758. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118759. * @param name defines the name of the mesh
  118760. * @param options defines the options used to create the mesh
  118761. * @param scene defines the hosting scene
  118762. * @returns the extruded shape mesh
  118763. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118764. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118765. */
  118766. static ExtrudeShape(name: string, options: {
  118767. shape: Vector3[];
  118768. path: Vector3[];
  118769. scale?: number;
  118770. rotation?: number;
  118771. cap?: number;
  118772. updatable?: boolean;
  118773. sideOrientation?: number;
  118774. frontUVs?: Vector4;
  118775. backUVs?: Vector4;
  118776. instance?: Mesh;
  118777. invertUV?: boolean;
  118778. }, scene?: Nullable<Scene>): Mesh;
  118779. /**
  118780. * Creates an custom extruded shape mesh.
  118781. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  118782. * * 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.
  118783. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118784. * * 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
  118785. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  118786. * * 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
  118787. * * It must returns a float value that will be the scale value applied to the shape on each path point
  118788. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  118789. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  118790. * * 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
  118791. * * 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
  118792. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  118793. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118794. * * 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
  118795. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118796. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118797. * @param name defines the name of the mesh
  118798. * @param options defines the options used to create the mesh
  118799. * @param scene defines the hosting scene
  118800. * @returns the custom extruded shape mesh
  118801. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  118802. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118803. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118804. */
  118805. static ExtrudeShapeCustom(name: string, options: {
  118806. shape: Vector3[];
  118807. path: Vector3[];
  118808. scaleFunction?: any;
  118809. rotationFunction?: any;
  118810. ribbonCloseArray?: boolean;
  118811. ribbonClosePath?: boolean;
  118812. cap?: number;
  118813. updatable?: boolean;
  118814. sideOrientation?: number;
  118815. frontUVs?: Vector4;
  118816. backUVs?: Vector4;
  118817. instance?: Mesh;
  118818. invertUV?: boolean;
  118819. }, scene?: Nullable<Scene>): Mesh;
  118820. private static _ExtrudeShapeGeneric;
  118821. }
  118822. }
  118823. declare module BABYLON {
  118824. /**
  118825. * AmmoJS Physics plugin
  118826. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  118827. * @see https://github.com/kripken/ammo.js/
  118828. */
  118829. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  118830. private _useDeltaForWorldStep;
  118831. /**
  118832. * Reference to the Ammo library
  118833. */
  118834. bjsAMMO: any;
  118835. /**
  118836. * Created ammoJS world which physics bodies are added to
  118837. */
  118838. world: any;
  118839. /**
  118840. * Name of the plugin
  118841. */
  118842. name: string;
  118843. private _timeStep;
  118844. private _fixedTimeStep;
  118845. private _maxSteps;
  118846. private _tmpQuaternion;
  118847. private _tmpAmmoTransform;
  118848. private _tmpAmmoQuaternion;
  118849. private _tmpAmmoConcreteContactResultCallback;
  118850. private _collisionConfiguration;
  118851. private _dispatcher;
  118852. private _overlappingPairCache;
  118853. private _solver;
  118854. private _softBodySolver;
  118855. private _tmpAmmoVectorA;
  118856. private _tmpAmmoVectorB;
  118857. private _tmpAmmoVectorC;
  118858. private _tmpAmmoVectorD;
  118859. private _tmpContactCallbackResult;
  118860. private _tmpAmmoVectorRCA;
  118861. private _tmpAmmoVectorRCB;
  118862. private _raycastResult;
  118863. private static readonly DISABLE_COLLISION_FLAG;
  118864. private static readonly KINEMATIC_FLAG;
  118865. private static readonly DISABLE_DEACTIVATION_FLAG;
  118866. /**
  118867. * Initializes the ammoJS plugin
  118868. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  118869. * @param ammoInjection can be used to inject your own ammo reference
  118870. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  118871. */
  118872. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  118873. /**
  118874. * Sets the gravity of the physics world (m/(s^2))
  118875. * @param gravity Gravity to set
  118876. */
  118877. setGravity(gravity: Vector3): void;
  118878. /**
  118879. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  118880. * @param timeStep timestep to use in seconds
  118881. */
  118882. setTimeStep(timeStep: number): void;
  118883. /**
  118884. * 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)
  118885. * @param fixedTimeStep fixedTimeStep to use in seconds
  118886. */
  118887. setFixedTimeStep(fixedTimeStep: number): void;
  118888. /**
  118889. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  118890. * @param maxSteps the maximum number of steps by the physics engine per frame
  118891. */
  118892. setMaxSteps(maxSteps: number): void;
  118893. /**
  118894. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  118895. * @returns the current timestep in seconds
  118896. */
  118897. getTimeStep(): number;
  118898. private _isImpostorInContact;
  118899. private _isImpostorPairInContact;
  118900. private _stepSimulation;
  118901. /**
  118902. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  118903. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  118904. * After the step the babylon meshes are set to the position of the physics imposters
  118905. * @param delta amount of time to step forward
  118906. * @param impostors array of imposters to update before/after the step
  118907. */
  118908. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  118909. /**
  118910. * Update babylon mesh to match physics world object
  118911. * @param impostor imposter to match
  118912. */
  118913. private _afterSoftStep;
  118914. /**
  118915. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  118916. * @param impostor imposter to match
  118917. */
  118918. private _ropeStep;
  118919. /**
  118920. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  118921. * @param impostor imposter to match
  118922. */
  118923. private _softbodyOrClothStep;
  118924. private _tmpVector;
  118925. private _tmpMatrix;
  118926. /**
  118927. * Applies an impulse on the imposter
  118928. * @param impostor imposter to apply impulse to
  118929. * @param force amount of force to be applied to the imposter
  118930. * @param contactPoint the location to apply the impulse on the imposter
  118931. */
  118932. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118933. /**
  118934. * Applies a force on the imposter
  118935. * @param impostor imposter to apply force
  118936. * @param force amount of force to be applied to the imposter
  118937. * @param contactPoint the location to apply the force on the imposter
  118938. */
  118939. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118940. /**
  118941. * Creates a physics body using the plugin
  118942. * @param impostor the imposter to create the physics body on
  118943. */
  118944. generatePhysicsBody(impostor: PhysicsImpostor): void;
  118945. /**
  118946. * Removes the physics body from the imposter and disposes of the body's memory
  118947. * @param impostor imposter to remove the physics body from
  118948. */
  118949. removePhysicsBody(impostor: PhysicsImpostor): void;
  118950. /**
  118951. * Generates a joint
  118952. * @param impostorJoint the imposter joint to create the joint with
  118953. */
  118954. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  118955. /**
  118956. * Removes a joint
  118957. * @param impostorJoint the imposter joint to remove the joint from
  118958. */
  118959. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  118960. private _addMeshVerts;
  118961. /**
  118962. * Initialise the soft body vertices to match its object's (mesh) vertices
  118963. * Softbody vertices (nodes) are in world space and to match this
  118964. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  118965. * @param impostor to create the softbody for
  118966. */
  118967. private _softVertexData;
  118968. /**
  118969. * Create an impostor's soft body
  118970. * @param impostor to create the softbody for
  118971. */
  118972. private _createSoftbody;
  118973. /**
  118974. * Create cloth for an impostor
  118975. * @param impostor to create the softbody for
  118976. */
  118977. private _createCloth;
  118978. /**
  118979. * Create rope for an impostor
  118980. * @param impostor to create the softbody for
  118981. */
  118982. private _createRope;
  118983. private _addHullVerts;
  118984. private _createShape;
  118985. /**
  118986. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  118987. * @param impostor imposter containing the physics body and babylon object
  118988. */
  118989. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  118990. /**
  118991. * Sets the babylon object's position/rotation from the physics body's position/rotation
  118992. * @param impostor imposter containing the physics body and babylon object
  118993. * @param newPosition new position
  118994. * @param newRotation new rotation
  118995. */
  118996. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  118997. /**
  118998. * If this plugin is supported
  118999. * @returns true if its supported
  119000. */
  119001. isSupported(): boolean;
  119002. /**
  119003. * Sets the linear velocity of the physics body
  119004. * @param impostor imposter to set the velocity on
  119005. * @param velocity velocity to set
  119006. */
  119007. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119008. /**
  119009. * Sets the angular velocity of the physics body
  119010. * @param impostor imposter to set the velocity on
  119011. * @param velocity velocity to set
  119012. */
  119013. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119014. /**
  119015. * gets the linear velocity
  119016. * @param impostor imposter to get linear velocity from
  119017. * @returns linear velocity
  119018. */
  119019. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119020. /**
  119021. * gets the angular velocity
  119022. * @param impostor imposter to get angular velocity from
  119023. * @returns angular velocity
  119024. */
  119025. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119026. /**
  119027. * Sets the mass of physics body
  119028. * @param impostor imposter to set the mass on
  119029. * @param mass mass to set
  119030. */
  119031. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119032. /**
  119033. * Gets the mass of the physics body
  119034. * @param impostor imposter to get the mass from
  119035. * @returns mass
  119036. */
  119037. getBodyMass(impostor: PhysicsImpostor): number;
  119038. /**
  119039. * Gets friction of the impostor
  119040. * @param impostor impostor to get friction from
  119041. * @returns friction value
  119042. */
  119043. getBodyFriction(impostor: PhysicsImpostor): number;
  119044. /**
  119045. * Sets friction of the impostor
  119046. * @param impostor impostor to set friction on
  119047. * @param friction friction value
  119048. */
  119049. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119050. /**
  119051. * Gets restitution of the impostor
  119052. * @param impostor impostor to get restitution from
  119053. * @returns restitution value
  119054. */
  119055. getBodyRestitution(impostor: PhysicsImpostor): number;
  119056. /**
  119057. * Sets resitution of the impostor
  119058. * @param impostor impostor to set resitution on
  119059. * @param restitution resitution value
  119060. */
  119061. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119062. /**
  119063. * Gets pressure inside the impostor
  119064. * @param impostor impostor to get pressure from
  119065. * @returns pressure value
  119066. */
  119067. getBodyPressure(impostor: PhysicsImpostor): number;
  119068. /**
  119069. * Sets pressure inside a soft body impostor
  119070. * Cloth and rope must remain 0 pressure
  119071. * @param impostor impostor to set pressure on
  119072. * @param pressure pressure value
  119073. */
  119074. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  119075. /**
  119076. * Gets stiffness of the impostor
  119077. * @param impostor impostor to get stiffness from
  119078. * @returns pressure value
  119079. */
  119080. getBodyStiffness(impostor: PhysicsImpostor): number;
  119081. /**
  119082. * Sets stiffness of the impostor
  119083. * @param impostor impostor to set stiffness on
  119084. * @param stiffness stiffness value from 0 to 1
  119085. */
  119086. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  119087. /**
  119088. * Gets velocityIterations of the impostor
  119089. * @param impostor impostor to get velocity iterations from
  119090. * @returns velocityIterations value
  119091. */
  119092. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  119093. /**
  119094. * Sets velocityIterations of the impostor
  119095. * @param impostor impostor to set velocity iterations on
  119096. * @param velocityIterations velocityIterations value
  119097. */
  119098. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  119099. /**
  119100. * Gets positionIterations of the impostor
  119101. * @param impostor impostor to get position iterations from
  119102. * @returns positionIterations value
  119103. */
  119104. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  119105. /**
  119106. * Sets positionIterations of the impostor
  119107. * @param impostor impostor to set position on
  119108. * @param positionIterations positionIterations value
  119109. */
  119110. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  119111. /**
  119112. * Append an anchor to a cloth object
  119113. * @param impostor is the cloth impostor to add anchor to
  119114. * @param otherImpostor is the rigid impostor to anchor to
  119115. * @param width ratio across width from 0 to 1
  119116. * @param height ratio up height from 0 to 1
  119117. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  119118. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  119119. */
  119120. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  119121. /**
  119122. * Append an hook to a rope object
  119123. * @param impostor is the rope impostor to add hook to
  119124. * @param otherImpostor is the rigid impostor to hook to
  119125. * @param length ratio along the rope from 0 to 1
  119126. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  119127. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  119128. */
  119129. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  119130. /**
  119131. * Sleeps the physics body and stops it from being active
  119132. * @param impostor impostor to sleep
  119133. */
  119134. sleepBody(impostor: PhysicsImpostor): void;
  119135. /**
  119136. * Activates the physics body
  119137. * @param impostor impostor to activate
  119138. */
  119139. wakeUpBody(impostor: PhysicsImpostor): void;
  119140. /**
  119141. * Updates the distance parameters of the joint
  119142. * @param joint joint to update
  119143. * @param maxDistance maximum distance of the joint
  119144. * @param minDistance minimum distance of the joint
  119145. */
  119146. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  119147. /**
  119148. * Sets a motor on the joint
  119149. * @param joint joint to set motor on
  119150. * @param speed speed of the motor
  119151. * @param maxForce maximum force of the motor
  119152. * @param motorIndex index of the motor
  119153. */
  119154. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  119155. /**
  119156. * Sets the motors limit
  119157. * @param joint joint to set limit on
  119158. * @param upperLimit upper limit
  119159. * @param lowerLimit lower limit
  119160. */
  119161. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  119162. /**
  119163. * Syncs the position and rotation of a mesh with the impostor
  119164. * @param mesh mesh to sync
  119165. * @param impostor impostor to update the mesh with
  119166. */
  119167. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119168. /**
  119169. * Gets the radius of the impostor
  119170. * @param impostor impostor to get radius from
  119171. * @returns the radius
  119172. */
  119173. getRadius(impostor: PhysicsImpostor): number;
  119174. /**
  119175. * Gets the box size of the impostor
  119176. * @param impostor impostor to get box size from
  119177. * @param result the resulting box size
  119178. */
  119179. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119180. /**
  119181. * Disposes of the impostor
  119182. */
  119183. dispose(): void;
  119184. /**
  119185. * Does a raycast in the physics world
  119186. * @param from when should the ray start?
  119187. * @param to when should the ray end?
  119188. * @returns PhysicsRaycastResult
  119189. */
  119190. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119191. }
  119192. }
  119193. declare module BABYLON {
  119194. interface AbstractScene {
  119195. /**
  119196. * The list of reflection probes added to the scene
  119197. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  119198. */
  119199. reflectionProbes: Array<ReflectionProbe>;
  119200. /**
  119201. * Removes the given reflection probe from this scene.
  119202. * @param toRemove The reflection probe to remove
  119203. * @returns The index of the removed reflection probe
  119204. */
  119205. removeReflectionProbe(toRemove: ReflectionProbe): number;
  119206. /**
  119207. * Adds the given reflection probe to this scene.
  119208. * @param newReflectionProbe The reflection probe to add
  119209. */
  119210. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  119211. }
  119212. /**
  119213. * Class used to generate realtime reflection / refraction cube textures
  119214. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  119215. */
  119216. export class ReflectionProbe {
  119217. /** defines the name of the probe */
  119218. name: string;
  119219. private _scene;
  119220. private _renderTargetTexture;
  119221. private _projectionMatrix;
  119222. private _viewMatrix;
  119223. private _target;
  119224. private _add;
  119225. private _attachedMesh;
  119226. private _invertYAxis;
  119227. /** Gets or sets probe position (center of the cube map) */
  119228. position: Vector3;
  119229. /**
  119230. * Creates a new reflection probe
  119231. * @param name defines the name of the probe
  119232. * @param size defines the texture resolution (for each face)
  119233. * @param scene defines the hosting scene
  119234. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  119235. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  119236. */
  119237. constructor(
  119238. /** defines the name of the probe */
  119239. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  119240. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  119241. samples: number;
  119242. /** Gets or sets the refresh rate to use (on every frame by default) */
  119243. refreshRate: number;
  119244. /**
  119245. * Gets the hosting scene
  119246. * @returns a Scene
  119247. */
  119248. getScene(): Scene;
  119249. /** Gets the internal CubeTexture used to render to */
  119250. readonly cubeTexture: RenderTargetTexture;
  119251. /** Gets the list of meshes to render */
  119252. readonly renderList: Nullable<AbstractMesh[]>;
  119253. /**
  119254. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  119255. * @param mesh defines the mesh to attach to
  119256. */
  119257. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  119258. /**
  119259. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  119260. * @param renderingGroupId The rendering group id corresponding to its index
  119261. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  119262. */
  119263. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  119264. /**
  119265. * Clean all associated resources
  119266. */
  119267. dispose(): void;
  119268. /**
  119269. * Converts the reflection probe information to a readable string for debug purpose.
  119270. * @param fullDetails Supports for multiple levels of logging within scene loading
  119271. * @returns the human readable reflection probe info
  119272. */
  119273. toString(fullDetails?: boolean): string;
  119274. /**
  119275. * Get the class name of the relfection probe.
  119276. * @returns "ReflectionProbe"
  119277. */
  119278. getClassName(): string;
  119279. /**
  119280. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  119281. * @returns The JSON representation of the texture
  119282. */
  119283. serialize(): any;
  119284. /**
  119285. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  119286. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  119287. * @param scene Define the scene the parsed reflection probe should be instantiated in
  119288. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  119289. * @returns The parsed reflection probe if successful
  119290. */
  119291. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  119292. }
  119293. }
  119294. declare module BABYLON {
  119295. /** @hidden */
  119296. export var _BabylonLoaderRegistered: boolean;
  119297. }
  119298. declare module BABYLON {
  119299. /**
  119300. * The Physically based simple base material of BJS.
  119301. *
  119302. * This enables better naming and convention enforcements on top of the pbrMaterial.
  119303. * It is used as the base class for both the specGloss and metalRough conventions.
  119304. */
  119305. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  119306. /**
  119307. * Number of Simultaneous lights allowed on the material.
  119308. */
  119309. maxSimultaneousLights: number;
  119310. /**
  119311. * If sets to true, disables all the lights affecting the material.
  119312. */
  119313. disableLighting: boolean;
  119314. /**
  119315. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  119316. */
  119317. environmentTexture: BaseTexture;
  119318. /**
  119319. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  119320. */
  119321. invertNormalMapX: boolean;
  119322. /**
  119323. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  119324. */
  119325. invertNormalMapY: boolean;
  119326. /**
  119327. * Normal map used in the model.
  119328. */
  119329. normalTexture: BaseTexture;
  119330. /**
  119331. * Emissivie color used to self-illuminate the model.
  119332. */
  119333. emissiveColor: Color3;
  119334. /**
  119335. * Emissivie texture used to self-illuminate the model.
  119336. */
  119337. emissiveTexture: BaseTexture;
  119338. /**
  119339. * Occlusion Channel Strenght.
  119340. */
  119341. occlusionStrength: number;
  119342. /**
  119343. * Occlusion Texture of the material (adding extra occlusion effects).
  119344. */
  119345. occlusionTexture: BaseTexture;
  119346. /**
  119347. * Defines the alpha limits in alpha test mode.
  119348. */
  119349. alphaCutOff: number;
  119350. /**
  119351. * Gets the current double sided mode.
  119352. */
  119353. /**
  119354. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  119355. */
  119356. doubleSided: boolean;
  119357. /**
  119358. * Stores the pre-calculated light information of a mesh in a texture.
  119359. */
  119360. lightmapTexture: BaseTexture;
  119361. /**
  119362. * If true, the light map contains occlusion information instead of lighting info.
  119363. */
  119364. useLightmapAsShadowmap: boolean;
  119365. /**
  119366. * Instantiates a new PBRMaterial instance.
  119367. *
  119368. * @param name The material name
  119369. * @param scene The scene the material will be use in.
  119370. */
  119371. constructor(name: string, scene: Scene);
  119372. getClassName(): string;
  119373. }
  119374. }
  119375. declare module BABYLON {
  119376. /**
  119377. * The PBR material of BJS following the metal roughness convention.
  119378. *
  119379. * This fits to the PBR convention in the GLTF definition:
  119380. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  119381. */
  119382. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  119383. /**
  119384. * The base color has two different interpretations depending on the value of metalness.
  119385. * When the material is a metal, the base color is the specific measured reflectance value
  119386. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  119387. * of the material.
  119388. */
  119389. baseColor: Color3;
  119390. /**
  119391. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  119392. * well as opacity information in the alpha channel.
  119393. */
  119394. baseTexture: BaseTexture;
  119395. /**
  119396. * Specifies the metallic scalar value of the material.
  119397. * Can also be used to scale the metalness values of the metallic texture.
  119398. */
  119399. metallic: number;
  119400. /**
  119401. * Specifies the roughness scalar value of the material.
  119402. * Can also be used to scale the roughness values of the metallic texture.
  119403. */
  119404. roughness: number;
  119405. /**
  119406. * Texture containing both the metallic value in the B channel and the
  119407. * roughness value in the G channel to keep better precision.
  119408. */
  119409. metallicRoughnessTexture: BaseTexture;
  119410. /**
  119411. * Instantiates a new PBRMetalRoughnessMaterial instance.
  119412. *
  119413. * @param name The material name
  119414. * @param scene The scene the material will be use in.
  119415. */
  119416. constructor(name: string, scene: Scene);
  119417. /**
  119418. * Return the currrent class name of the material.
  119419. */
  119420. getClassName(): string;
  119421. /**
  119422. * Makes a duplicate of the current material.
  119423. * @param name - name to use for the new material.
  119424. */
  119425. clone(name: string): PBRMetallicRoughnessMaterial;
  119426. /**
  119427. * Serialize the material to a parsable JSON object.
  119428. */
  119429. serialize(): any;
  119430. /**
  119431. * Parses a JSON object correponding to the serialize function.
  119432. */
  119433. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  119434. }
  119435. }
  119436. declare module BABYLON {
  119437. /**
  119438. * The PBR material of BJS following the specular glossiness convention.
  119439. *
  119440. * This fits to the PBR convention in the GLTF definition:
  119441. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  119442. */
  119443. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  119444. /**
  119445. * Specifies the diffuse color of the material.
  119446. */
  119447. diffuseColor: Color3;
  119448. /**
  119449. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  119450. * channel.
  119451. */
  119452. diffuseTexture: BaseTexture;
  119453. /**
  119454. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  119455. */
  119456. specularColor: Color3;
  119457. /**
  119458. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  119459. */
  119460. glossiness: number;
  119461. /**
  119462. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  119463. */
  119464. specularGlossinessTexture: BaseTexture;
  119465. /**
  119466. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  119467. *
  119468. * @param name The material name
  119469. * @param scene The scene the material will be use in.
  119470. */
  119471. constructor(name: string, scene: Scene);
  119472. /**
  119473. * Return the currrent class name of the material.
  119474. */
  119475. getClassName(): string;
  119476. /**
  119477. * Makes a duplicate of the current material.
  119478. * @param name - name to use for the new material.
  119479. */
  119480. clone(name: string): PBRSpecularGlossinessMaterial;
  119481. /**
  119482. * Serialize the material to a parsable JSON object.
  119483. */
  119484. serialize(): any;
  119485. /**
  119486. * Parses a JSON object correponding to the serialize function.
  119487. */
  119488. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  119489. }
  119490. }
  119491. declare module BABYLON {
  119492. /**
  119493. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  119494. * It can help converting any input color in a desired output one. This can then be used to create effects
  119495. * from sepia, black and white to sixties or futuristic rendering...
  119496. *
  119497. * The only supported format is currently 3dl.
  119498. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  119499. */
  119500. export class ColorGradingTexture extends BaseTexture {
  119501. /**
  119502. * The current texture matrix. (will always be identity in color grading texture)
  119503. */
  119504. private _textureMatrix;
  119505. /**
  119506. * The texture URL.
  119507. */
  119508. url: string;
  119509. /**
  119510. * Empty line regex stored for GC.
  119511. */
  119512. private static _noneEmptyLineRegex;
  119513. private _engine;
  119514. /**
  119515. * Instantiates a ColorGradingTexture from the following parameters.
  119516. *
  119517. * @param url The location of the color gradind data (currently only supporting 3dl)
  119518. * @param scene The scene the texture will be used in
  119519. */
  119520. constructor(url: string, scene: Scene);
  119521. /**
  119522. * Returns the texture matrix used in most of the material.
  119523. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  119524. */
  119525. getTextureMatrix(): Matrix;
  119526. /**
  119527. * Occurs when the file being loaded is a .3dl LUT file.
  119528. */
  119529. private load3dlTexture;
  119530. /**
  119531. * Starts the loading process of the texture.
  119532. */
  119533. private loadTexture;
  119534. /**
  119535. * Clones the color gradind texture.
  119536. */
  119537. clone(): ColorGradingTexture;
  119538. /**
  119539. * Called during delayed load for textures.
  119540. */
  119541. delayLoad(): void;
  119542. /**
  119543. * Parses a color grading texture serialized by Babylon.
  119544. * @param parsedTexture The texture information being parsedTexture
  119545. * @param scene The scene to load the texture in
  119546. * @param rootUrl The root url of the data assets to load
  119547. * @return A color gradind texture
  119548. */
  119549. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  119550. /**
  119551. * Serializes the LUT texture to json format.
  119552. */
  119553. serialize(): any;
  119554. }
  119555. }
  119556. declare module BABYLON {
  119557. /**
  119558. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  119559. */
  119560. export class EquiRectangularCubeTexture extends BaseTexture {
  119561. /** The six faces of the cube. */
  119562. private static _FacesMapping;
  119563. private _noMipmap;
  119564. private _onLoad;
  119565. private _onError;
  119566. /** The size of the cubemap. */
  119567. private _size;
  119568. /** The buffer of the image. */
  119569. private _buffer;
  119570. /** The width of the input image. */
  119571. private _width;
  119572. /** The height of the input image. */
  119573. private _height;
  119574. /** The URL to the image. */
  119575. url: string;
  119576. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  119577. coordinatesMode: number;
  119578. /**
  119579. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  119580. * @param url The location of the image
  119581. * @param scene The scene the texture will be used in
  119582. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  119583. * @param noMipmap Forces to not generate the mipmap if true
  119584. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  119585. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  119586. * @param onLoad — defines a callback called when texture is loaded
  119587. * @param onError — defines a callback called if there is an error
  119588. */
  119589. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  119590. /**
  119591. * Load the image data, by putting the image on a canvas and extracting its buffer.
  119592. */
  119593. private loadImage;
  119594. /**
  119595. * Convert the image buffer into a cubemap and create a CubeTexture.
  119596. */
  119597. private loadTexture;
  119598. /**
  119599. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  119600. * @param buffer The ArrayBuffer that should be converted.
  119601. * @returns The buffer as Float32Array.
  119602. */
  119603. private getFloat32ArrayFromArrayBuffer;
  119604. /**
  119605. * Get the current class name of the texture useful for serialization or dynamic coding.
  119606. * @returns "EquiRectangularCubeTexture"
  119607. */
  119608. getClassName(): string;
  119609. /**
  119610. * Create a clone of the current EquiRectangularCubeTexture and return it.
  119611. * @returns A clone of the current EquiRectangularCubeTexture.
  119612. */
  119613. clone(): EquiRectangularCubeTexture;
  119614. }
  119615. }
  119616. declare module BABYLON {
  119617. /**
  119618. * Based on jsTGALoader - Javascript loader for TGA file
  119619. * By Vincent Thibault
  119620. * @see http://blog.robrowser.com/javascript-tga-loader.html
  119621. */
  119622. export class TGATools {
  119623. private static _TYPE_INDEXED;
  119624. private static _TYPE_RGB;
  119625. private static _TYPE_GREY;
  119626. private static _TYPE_RLE_INDEXED;
  119627. private static _TYPE_RLE_RGB;
  119628. private static _TYPE_RLE_GREY;
  119629. private static _ORIGIN_MASK;
  119630. private static _ORIGIN_SHIFT;
  119631. private static _ORIGIN_BL;
  119632. private static _ORIGIN_BR;
  119633. private static _ORIGIN_UL;
  119634. private static _ORIGIN_UR;
  119635. /**
  119636. * Gets the header of a TGA file
  119637. * @param data defines the TGA data
  119638. * @returns the header
  119639. */
  119640. static GetTGAHeader(data: Uint8Array): any;
  119641. /**
  119642. * Uploads TGA content to a Babylon Texture
  119643. * @hidden
  119644. */
  119645. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  119646. /** @hidden */
  119647. 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;
  119648. /** @hidden */
  119649. 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;
  119650. /** @hidden */
  119651. 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;
  119652. /** @hidden */
  119653. 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;
  119654. /** @hidden */
  119655. 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;
  119656. /** @hidden */
  119657. 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;
  119658. }
  119659. }
  119660. declare module BABYLON {
  119661. /**
  119662. * Implementation of the TGA Texture Loader.
  119663. * @hidden
  119664. */
  119665. export class _TGATextureLoader implements IInternalTextureLoader {
  119666. /**
  119667. * Defines wether the loader supports cascade loading the different faces.
  119668. */
  119669. readonly supportCascades: boolean;
  119670. /**
  119671. * This returns if the loader support the current file information.
  119672. * @param extension defines the file extension of the file being loaded
  119673. * @param textureFormatInUse defines the current compressed format in use iun the engine
  119674. * @param fallback defines the fallback internal texture if any
  119675. * @param isBase64 defines whether the texture is encoded as a base64
  119676. * @param isBuffer defines whether the texture data are stored as a buffer
  119677. * @returns true if the loader can load the specified file
  119678. */
  119679. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  119680. /**
  119681. * Transform the url before loading if required.
  119682. * @param rootUrl the url of the texture
  119683. * @param textureFormatInUse defines the current compressed format in use iun the engine
  119684. * @returns the transformed texture
  119685. */
  119686. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  119687. /**
  119688. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  119689. * @param rootUrl the url of the texture
  119690. * @param textureFormatInUse defines the current compressed format in use iun the engine
  119691. * @returns the fallback texture
  119692. */
  119693. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  119694. /**
  119695. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  119696. * @param data contains the texture data
  119697. * @param texture defines the BabylonJS internal texture
  119698. * @param createPolynomials will be true if polynomials have been requested
  119699. * @param onLoad defines the callback to trigger once the texture is ready
  119700. * @param onError defines the callback to trigger in case of error
  119701. */
  119702. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  119703. /**
  119704. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  119705. * @param data contains the texture data
  119706. * @param texture defines the BabylonJS internal texture
  119707. * @param callback defines the method to call once ready to upload
  119708. */
  119709. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  119710. }
  119711. }
  119712. declare module BABYLON {
  119713. /**
  119714. * Info about the .basis files
  119715. */
  119716. class BasisFileInfo {
  119717. /**
  119718. * If the file has alpha
  119719. */
  119720. hasAlpha: boolean;
  119721. /**
  119722. * Info about each image of the basis file
  119723. */
  119724. images: Array<{
  119725. levels: Array<{
  119726. width: number;
  119727. height: number;
  119728. transcodedPixels: ArrayBufferView;
  119729. }>;
  119730. }>;
  119731. }
  119732. /**
  119733. * Result of transcoding a basis file
  119734. */
  119735. class TranscodeResult {
  119736. /**
  119737. * Info about the .basis file
  119738. */
  119739. fileInfo: BasisFileInfo;
  119740. /**
  119741. * Format to use when loading the file
  119742. */
  119743. format: number;
  119744. }
  119745. /**
  119746. * Configuration options for the Basis transcoder
  119747. */
  119748. export class BasisTranscodeConfiguration {
  119749. /**
  119750. * Supported compression formats used to determine the supported output format of the transcoder
  119751. */
  119752. supportedCompressionFormats?: {
  119753. /**
  119754. * etc1 compression format
  119755. */
  119756. etc1?: boolean;
  119757. /**
  119758. * s3tc compression format
  119759. */
  119760. s3tc?: boolean;
  119761. /**
  119762. * pvrtc compression format
  119763. */
  119764. pvrtc?: boolean;
  119765. /**
  119766. * etc2 compression format
  119767. */
  119768. etc2?: boolean;
  119769. };
  119770. /**
  119771. * If mipmap levels should be loaded for transcoded images (Default: true)
  119772. */
  119773. loadMipmapLevels?: boolean;
  119774. /**
  119775. * Index of a single image to load (Default: all images)
  119776. */
  119777. loadSingleImage?: number;
  119778. }
  119779. /**
  119780. * Used to load .Basis files
  119781. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  119782. */
  119783. export class BasisTools {
  119784. private static _IgnoreSupportedFormats;
  119785. /**
  119786. * URL to use when loading the basis transcoder
  119787. */
  119788. static JSModuleURL: string;
  119789. /**
  119790. * URL to use when loading the wasm module for the transcoder
  119791. */
  119792. static WasmModuleURL: string;
  119793. /**
  119794. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  119795. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  119796. * @returns internal format corresponding to the Basis format
  119797. */
  119798. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  119799. private static _WorkerPromise;
  119800. private static _Worker;
  119801. private static _actionId;
  119802. private static _CreateWorkerAsync;
  119803. /**
  119804. * Transcodes a loaded image file to compressed pixel data
  119805. * @param imageData image data to transcode
  119806. * @param config configuration options for the transcoding
  119807. * @returns a promise resulting in the transcoded image
  119808. */
  119809. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  119810. /**
  119811. * Loads a texture from the transcode result
  119812. * @param texture texture load to
  119813. * @param transcodeResult the result of transcoding the basis file to load from
  119814. */
  119815. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  119816. }
  119817. }
  119818. declare module BABYLON {
  119819. /**
  119820. * Loader for .basis file format
  119821. */
  119822. export class _BasisTextureLoader implements IInternalTextureLoader {
  119823. /**
  119824. * Defines whether the loader supports cascade loading the different faces.
  119825. */
  119826. readonly supportCascades: boolean;
  119827. /**
  119828. * This returns if the loader support the current file information.
  119829. * @param extension defines the file extension of the file being loaded
  119830. * @param textureFormatInUse defines the current compressed format in use iun the engine
  119831. * @param fallback defines the fallback internal texture if any
  119832. * @param isBase64 defines whether the texture is encoded as a base64
  119833. * @param isBuffer defines whether the texture data are stored as a buffer
  119834. * @returns true if the loader can load the specified file
  119835. */
  119836. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  119837. /**
  119838. * Transform the url before loading if required.
  119839. * @param rootUrl the url of the texture
  119840. * @param textureFormatInUse defines the current compressed format in use iun the engine
  119841. * @returns the transformed texture
  119842. */
  119843. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  119844. /**
  119845. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  119846. * @param rootUrl the url of the texture
  119847. * @param textureFormatInUse defines the current compressed format in use iun the engine
  119848. * @returns the fallback texture
  119849. */
  119850. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  119851. /**
  119852. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  119853. * @param data contains the texture data
  119854. * @param texture defines the BabylonJS internal texture
  119855. * @param createPolynomials will be true if polynomials have been requested
  119856. * @param onLoad defines the callback to trigger once the texture is ready
  119857. * @param onError defines the callback to trigger in case of error
  119858. */
  119859. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  119860. /**
  119861. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  119862. * @param data contains the texture data
  119863. * @param texture defines the BabylonJS internal texture
  119864. * @param callback defines the method to call once ready to upload
  119865. */
  119866. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  119867. }
  119868. }
  119869. declare module BABYLON {
  119870. /**
  119871. * 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.
  119872. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  119873. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  119874. */
  119875. export class CustomProceduralTexture extends ProceduralTexture {
  119876. private _animate;
  119877. private _time;
  119878. private _config;
  119879. private _texturePath;
  119880. /**
  119881. * Instantiates a new Custom Procedural Texture.
  119882. * 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.
  119883. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  119884. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  119885. * @param name Define the name of the texture
  119886. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  119887. * @param size Define the size of the texture to create
  119888. * @param scene Define the scene the texture belongs to
  119889. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  119890. * @param generateMipMaps Define if the texture should creates mip maps or not
  119891. */
  119892. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  119893. private _loadJson;
  119894. /**
  119895. * Is the texture ready to be used ? (rendered at least once)
  119896. * @returns true if ready, otherwise, false.
  119897. */
  119898. isReady(): boolean;
  119899. /**
  119900. * Render the texture to its associated render target.
  119901. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  119902. */
  119903. render(useCameraPostProcess?: boolean): void;
  119904. /**
  119905. * Update the list of dependant textures samplers in the shader.
  119906. */
  119907. updateTextures(): void;
  119908. /**
  119909. * Update the uniform values of the procedural texture in the shader.
  119910. */
  119911. updateShaderUniforms(): void;
  119912. /**
  119913. * Define if the texture animates or not.
  119914. */
  119915. animate: boolean;
  119916. }
  119917. }
  119918. declare module BABYLON {
  119919. /** @hidden */
  119920. export var noisePixelShader: {
  119921. name: string;
  119922. shader: string;
  119923. };
  119924. }
  119925. declare module BABYLON {
  119926. /**
  119927. * Class used to generate noise procedural textures
  119928. */
  119929. export class NoiseProceduralTexture extends ProceduralTexture {
  119930. private _time;
  119931. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  119932. brightness: number;
  119933. /** Defines the number of octaves to process */
  119934. octaves: number;
  119935. /** Defines the level of persistence (0.8 by default) */
  119936. persistence: number;
  119937. /** Gets or sets animation speed factor (default is 1) */
  119938. animationSpeedFactor: number;
  119939. /**
  119940. * Creates a new NoiseProceduralTexture
  119941. * @param name defines the name fo the texture
  119942. * @param size defines the size of the texture (default is 256)
  119943. * @param scene defines the hosting scene
  119944. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  119945. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  119946. */
  119947. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  119948. private _updateShaderUniforms;
  119949. protected _getDefines(): string;
  119950. /** Generate the current state of the procedural texture */
  119951. render(useCameraPostProcess?: boolean): void;
  119952. /**
  119953. * Serializes this noise procedural texture
  119954. * @returns a serialized noise procedural texture object
  119955. */
  119956. serialize(): any;
  119957. /**
  119958. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  119959. * @param parsedTexture defines parsed texture data
  119960. * @param scene defines the current scene
  119961. * @param rootUrl defines the root URL containing noise procedural texture information
  119962. * @returns a parsed NoiseProceduralTexture
  119963. */
  119964. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  119965. }
  119966. }
  119967. declare module BABYLON {
  119968. /**
  119969. * Raw cube texture where the raw buffers are passed in
  119970. */
  119971. export class RawCubeTexture extends CubeTexture {
  119972. /**
  119973. * Creates a cube texture where the raw buffers are passed in.
  119974. * @param scene defines the scene the texture is attached to
  119975. * @param data defines the array of data to use to create each face
  119976. * @param size defines the size of the textures
  119977. * @param format defines the format of the data
  119978. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  119979. * @param generateMipMaps defines if the engine should generate the mip levels
  119980. * @param invertY defines if data must be stored with Y axis inverted
  119981. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  119982. * @param compression defines the compression used (null by default)
  119983. */
  119984. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  119985. /**
  119986. * Updates the raw cube texture.
  119987. * @param data defines the data to store
  119988. * @param format defines the data format
  119989. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  119990. * @param invertY defines if data must be stored with Y axis inverted
  119991. * @param compression defines the compression used (null by default)
  119992. * @param level defines which level of the texture to update
  119993. */
  119994. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  119995. /**
  119996. * Updates a raw cube texture with RGBD encoded data.
  119997. * @param data defines the array of data [mipmap][face] to use to create each face
  119998. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  119999. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  120000. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  120001. * @returns a promsie that resolves when the operation is complete
  120002. */
  120003. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  120004. /**
  120005. * Clones the raw cube texture.
  120006. * @return a new cube texture
  120007. */
  120008. clone(): CubeTexture;
  120009. /** @hidden */
  120010. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  120011. }
  120012. }
  120013. declare module BABYLON {
  120014. /**
  120015. * Class used to store 3D textures containing user data
  120016. */
  120017. export class RawTexture3D extends Texture {
  120018. /** Gets or sets the texture format to use */
  120019. format: number;
  120020. private _engine;
  120021. /**
  120022. * Create a new RawTexture3D
  120023. * @param data defines the data of the texture
  120024. * @param width defines the width of the texture
  120025. * @param height defines the height of the texture
  120026. * @param depth defines the depth of the texture
  120027. * @param format defines the texture format to use
  120028. * @param scene defines the hosting scene
  120029. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  120030. * @param invertY defines if texture must be stored with Y axis inverted
  120031. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  120032. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  120033. */
  120034. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  120035. /** Gets or sets the texture format to use */
  120036. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  120037. /**
  120038. * Update the texture with new data
  120039. * @param data defines the data to store in the texture
  120040. */
  120041. update(data: ArrayBufferView): void;
  120042. }
  120043. }
  120044. declare module BABYLON {
  120045. /**
  120046. * Creates a refraction texture used by refraction channel of the standard material.
  120047. * It is like a mirror but to see through a material.
  120048. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120049. */
  120050. export class RefractionTexture extends RenderTargetTexture {
  120051. /**
  120052. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  120053. * 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.
  120054. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120055. */
  120056. refractionPlane: Plane;
  120057. /**
  120058. * Define how deep under the surface we should see.
  120059. */
  120060. depth: number;
  120061. /**
  120062. * Creates a refraction texture used by refraction channel of the standard material.
  120063. * It is like a mirror but to see through a material.
  120064. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120065. * @param name Define the texture name
  120066. * @param size Define the size of the underlying texture
  120067. * @param scene Define the scene the refraction belongs to
  120068. * @param generateMipMaps Define if we need to generate mips level for the refraction
  120069. */
  120070. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  120071. /**
  120072. * Clone the refraction texture.
  120073. * @returns the cloned texture
  120074. */
  120075. clone(): RefractionTexture;
  120076. /**
  120077. * Serialize the texture to a JSON representation you could use in Parse later on
  120078. * @returns the serialized JSON representation
  120079. */
  120080. serialize(): any;
  120081. }
  120082. }
  120083. declare module BABYLON {
  120084. /**
  120085. * Defines the options related to the creation of an HtmlElementTexture
  120086. */
  120087. export interface IHtmlElementTextureOptions {
  120088. /**
  120089. * Defines wether mip maps should be created or not.
  120090. */
  120091. generateMipMaps?: boolean;
  120092. /**
  120093. * Defines the sampling mode of the texture.
  120094. */
  120095. samplingMode?: number;
  120096. /**
  120097. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  120098. */
  120099. engine: Nullable<ThinEngine>;
  120100. /**
  120101. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  120102. */
  120103. scene: Nullable<Scene>;
  120104. }
  120105. /**
  120106. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  120107. * To be as efficient as possible depending on your constraints nothing aside the first upload
  120108. * is automatically managed.
  120109. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  120110. * in your application.
  120111. *
  120112. * As the update is not automatic, you need to call them manually.
  120113. */
  120114. export class HtmlElementTexture extends BaseTexture {
  120115. /**
  120116. * The texture URL.
  120117. */
  120118. element: HTMLVideoElement | HTMLCanvasElement;
  120119. private static readonly DefaultOptions;
  120120. private _textureMatrix;
  120121. private _engine;
  120122. private _isVideo;
  120123. private _generateMipMaps;
  120124. private _samplingMode;
  120125. /**
  120126. * Instantiates a HtmlElementTexture from the following parameters.
  120127. *
  120128. * @param name Defines the name of the texture
  120129. * @param element Defines the video or canvas the texture is filled with
  120130. * @param options Defines the other none mandatory texture creation options
  120131. */
  120132. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  120133. private _createInternalTexture;
  120134. /**
  120135. * Returns the texture matrix used in most of the material.
  120136. */
  120137. getTextureMatrix(): Matrix;
  120138. /**
  120139. * Updates the content of the texture.
  120140. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  120141. */
  120142. update(invertY?: Nullable<boolean>): void;
  120143. }
  120144. }
  120145. declare module BABYLON {
  120146. /**
  120147. * Enum used to define the target of a block
  120148. */
  120149. export enum NodeMaterialBlockTargets {
  120150. /** Vertex shader */
  120151. Vertex = 1,
  120152. /** Fragment shader */
  120153. Fragment = 2,
  120154. /** Neutral */
  120155. Neutral = 4,
  120156. /** Vertex and Fragment */
  120157. VertexAndFragment = 3
  120158. }
  120159. }
  120160. declare module BABYLON {
  120161. /**
  120162. * Defines the kind of connection point for node based material
  120163. */
  120164. export enum NodeMaterialBlockConnectionPointTypes {
  120165. /** Float */
  120166. Float = 1,
  120167. /** Int */
  120168. Int = 2,
  120169. /** Vector2 */
  120170. Vector2 = 4,
  120171. /** Vector3 */
  120172. Vector3 = 8,
  120173. /** Vector4 */
  120174. Vector4 = 16,
  120175. /** Color3 */
  120176. Color3 = 32,
  120177. /** Color4 */
  120178. Color4 = 64,
  120179. /** Matrix */
  120180. Matrix = 128,
  120181. /** Detect type based on connection */
  120182. AutoDetect = 1024,
  120183. /** Output type that will be defined by input type */
  120184. BasedOnInput = 2048
  120185. }
  120186. }
  120187. declare module BABYLON {
  120188. /**
  120189. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  120190. */
  120191. export enum NodeMaterialBlockConnectionPointMode {
  120192. /** Value is an uniform */
  120193. Uniform = 0,
  120194. /** Value is a mesh attribute */
  120195. Attribute = 1,
  120196. /** Value is a varying between vertex and fragment shaders */
  120197. Varying = 2,
  120198. /** Mode is undefined */
  120199. Undefined = 3
  120200. }
  120201. }
  120202. declare module BABYLON {
  120203. /**
  120204. * Enum used to define system values e.g. values automatically provided by the system
  120205. */
  120206. export enum NodeMaterialSystemValues {
  120207. /** World */
  120208. World = 1,
  120209. /** View */
  120210. View = 2,
  120211. /** Projection */
  120212. Projection = 3,
  120213. /** ViewProjection */
  120214. ViewProjection = 4,
  120215. /** WorldView */
  120216. WorldView = 5,
  120217. /** WorldViewProjection */
  120218. WorldViewProjection = 6,
  120219. /** CameraPosition */
  120220. CameraPosition = 7,
  120221. /** Fog Color */
  120222. FogColor = 8,
  120223. /** Delta time */
  120224. DeltaTime = 9
  120225. }
  120226. }
  120227. declare module BABYLON {
  120228. /**
  120229. * Root class for all node material optimizers
  120230. */
  120231. export class NodeMaterialOptimizer {
  120232. /**
  120233. * Function used to optimize a NodeMaterial graph
  120234. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  120235. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  120236. */
  120237. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  120238. }
  120239. }
  120240. declare module BABYLON {
  120241. /**
  120242. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  120243. */
  120244. export class TransformBlock extends NodeMaterialBlock {
  120245. /**
  120246. * Defines the value to use to complement W value to transform it to a Vector4
  120247. */
  120248. complementW: number;
  120249. /**
  120250. * Defines the value to use to complement z value to transform it to a Vector4
  120251. */
  120252. complementZ: number;
  120253. /**
  120254. * Creates a new TransformBlock
  120255. * @param name defines the block name
  120256. */
  120257. constructor(name: string);
  120258. /**
  120259. * Gets the current class name
  120260. * @returns the class name
  120261. */
  120262. getClassName(): string;
  120263. /**
  120264. * Gets the vector input
  120265. */
  120266. readonly vector: NodeMaterialConnectionPoint;
  120267. /**
  120268. * Gets the output component
  120269. */
  120270. readonly output: NodeMaterialConnectionPoint;
  120271. /**
  120272. * Gets the matrix transform input
  120273. */
  120274. readonly transform: NodeMaterialConnectionPoint;
  120275. protected _buildBlock(state: NodeMaterialBuildState): this;
  120276. serialize(): any;
  120277. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120278. protected _dumpPropertiesCode(): string;
  120279. }
  120280. }
  120281. declare module BABYLON {
  120282. /**
  120283. * Block used to output the vertex position
  120284. */
  120285. export class VertexOutputBlock extends NodeMaterialBlock {
  120286. /**
  120287. * Creates a new VertexOutputBlock
  120288. * @param name defines the block name
  120289. */
  120290. constructor(name: string);
  120291. /**
  120292. * Gets the current class name
  120293. * @returns the class name
  120294. */
  120295. getClassName(): string;
  120296. /**
  120297. * Gets the vector input component
  120298. */
  120299. readonly vector: NodeMaterialConnectionPoint;
  120300. protected _buildBlock(state: NodeMaterialBuildState): this;
  120301. }
  120302. }
  120303. declare module BABYLON {
  120304. /**
  120305. * Block used to output the final color
  120306. */
  120307. export class FragmentOutputBlock extends NodeMaterialBlock {
  120308. /**
  120309. * Create a new FragmentOutputBlock
  120310. * @param name defines the block name
  120311. */
  120312. constructor(name: string);
  120313. /**
  120314. * Gets the current class name
  120315. * @returns the class name
  120316. */
  120317. getClassName(): string;
  120318. /**
  120319. * Gets the rgba input component
  120320. */
  120321. readonly rgba: NodeMaterialConnectionPoint;
  120322. /**
  120323. * Gets the rgb input component
  120324. */
  120325. readonly rgb: NodeMaterialConnectionPoint;
  120326. /**
  120327. * Gets the a input component
  120328. */
  120329. readonly a: NodeMaterialConnectionPoint;
  120330. protected _buildBlock(state: NodeMaterialBuildState): this;
  120331. }
  120332. }
  120333. declare module BABYLON {
  120334. /**
  120335. * Block used to read a reflection texture from a sampler
  120336. */
  120337. export class ReflectionTextureBlock extends NodeMaterialBlock {
  120338. private _define3DName;
  120339. private _defineCubicName;
  120340. private _defineExplicitName;
  120341. private _defineProjectionName;
  120342. private _defineLocalCubicName;
  120343. private _defineSphericalName;
  120344. private _definePlanarName;
  120345. private _defineEquirectangularName;
  120346. private _defineMirroredEquirectangularFixedName;
  120347. private _defineEquirectangularFixedName;
  120348. private _defineSkyboxName;
  120349. private _cubeSamplerName;
  120350. private _2DSamplerName;
  120351. private _positionUVWName;
  120352. private _directionWName;
  120353. private _reflectionCoordsName;
  120354. private _reflection2DCoordsName;
  120355. private _reflectionColorName;
  120356. private _reflectionMatrixName;
  120357. /**
  120358. * Gets or sets the texture associated with the node
  120359. */
  120360. texture: Nullable<BaseTexture>;
  120361. /**
  120362. * Create a new TextureBlock
  120363. * @param name defines the block name
  120364. */
  120365. constructor(name: string);
  120366. /**
  120367. * Gets the current class name
  120368. * @returns the class name
  120369. */
  120370. getClassName(): string;
  120371. /**
  120372. * Gets the world position input component
  120373. */
  120374. readonly position: NodeMaterialConnectionPoint;
  120375. /**
  120376. * Gets the world position input component
  120377. */
  120378. readonly worldPosition: NodeMaterialConnectionPoint;
  120379. /**
  120380. * Gets the world normal input component
  120381. */
  120382. readonly worldNormal: NodeMaterialConnectionPoint;
  120383. /**
  120384. * Gets the world input component
  120385. */
  120386. readonly world: NodeMaterialConnectionPoint;
  120387. /**
  120388. * Gets the camera (or eye) position component
  120389. */
  120390. readonly cameraPosition: NodeMaterialConnectionPoint;
  120391. /**
  120392. * Gets the view input component
  120393. */
  120394. readonly view: NodeMaterialConnectionPoint;
  120395. /**
  120396. * Gets the rgb output component
  120397. */
  120398. readonly rgb: NodeMaterialConnectionPoint;
  120399. /**
  120400. * Gets the r output component
  120401. */
  120402. readonly r: NodeMaterialConnectionPoint;
  120403. /**
  120404. * Gets the g output component
  120405. */
  120406. readonly g: NodeMaterialConnectionPoint;
  120407. /**
  120408. * Gets the b output component
  120409. */
  120410. readonly b: NodeMaterialConnectionPoint;
  120411. autoConfigure(material: NodeMaterial): void;
  120412. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  120413. isReady(): boolean;
  120414. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  120415. private _injectVertexCode;
  120416. private _writeOutput;
  120417. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  120418. serialize(): any;
  120419. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120420. }
  120421. }
  120422. declare module BABYLON {
  120423. /**
  120424. * Interface used to configure the node material editor
  120425. */
  120426. export interface INodeMaterialEditorOptions {
  120427. /** Define the URl to load node editor script */
  120428. editorURL?: string;
  120429. }
  120430. /** @hidden */
  120431. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  120432. /** BONES */
  120433. NUM_BONE_INFLUENCERS: number;
  120434. BonesPerMesh: number;
  120435. BONETEXTURE: boolean;
  120436. /** MORPH TARGETS */
  120437. MORPHTARGETS: boolean;
  120438. MORPHTARGETS_NORMAL: boolean;
  120439. MORPHTARGETS_TANGENT: boolean;
  120440. MORPHTARGETS_UV: boolean;
  120441. NUM_MORPH_INFLUENCERS: number;
  120442. /** IMAGE PROCESSING */
  120443. IMAGEPROCESSING: boolean;
  120444. VIGNETTE: boolean;
  120445. VIGNETTEBLENDMODEMULTIPLY: boolean;
  120446. VIGNETTEBLENDMODEOPAQUE: boolean;
  120447. TONEMAPPING: boolean;
  120448. TONEMAPPING_ACES: boolean;
  120449. CONTRAST: boolean;
  120450. EXPOSURE: boolean;
  120451. COLORCURVES: boolean;
  120452. COLORGRADING: boolean;
  120453. COLORGRADING3D: boolean;
  120454. SAMPLER3DGREENDEPTH: boolean;
  120455. SAMPLER3DBGRMAP: boolean;
  120456. IMAGEPROCESSINGPOSTPROCESS: boolean;
  120457. /** MISC. */
  120458. BUMPDIRECTUV: number;
  120459. constructor();
  120460. setValue(name: string, value: boolean): void;
  120461. }
  120462. /**
  120463. * Class used to configure NodeMaterial
  120464. */
  120465. export interface INodeMaterialOptions {
  120466. /**
  120467. * Defines if blocks should emit comments
  120468. */
  120469. emitComments: boolean;
  120470. }
  120471. /**
  120472. * Class used to create a node based material built by assembling shader blocks
  120473. */
  120474. export class NodeMaterial extends PushMaterial {
  120475. private static _BuildIdGenerator;
  120476. private _options;
  120477. private _vertexCompilationState;
  120478. private _fragmentCompilationState;
  120479. private _sharedData;
  120480. private _buildId;
  120481. private _buildWasSuccessful;
  120482. private _cachedWorldViewMatrix;
  120483. private _cachedWorldViewProjectionMatrix;
  120484. private _optimizers;
  120485. private _animationFrame;
  120486. /** Define the URl to load node editor script */
  120487. static EditorURL: string;
  120488. private BJSNODEMATERIALEDITOR;
  120489. /** Get the inspector from bundle or global */
  120490. private _getGlobalNodeMaterialEditor;
  120491. /**
  120492. * 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)
  120493. */
  120494. ignoreAlpha: boolean;
  120495. /**
  120496. * Defines the maximum number of lights that can be used in the material
  120497. */
  120498. maxSimultaneousLights: number;
  120499. /**
  120500. * Observable raised when the material is built
  120501. */
  120502. onBuildObservable: Observable<NodeMaterial>;
  120503. /**
  120504. * Gets or sets the root nodes of the material vertex shader
  120505. */
  120506. _vertexOutputNodes: NodeMaterialBlock[];
  120507. /**
  120508. * Gets or sets the root nodes of the material fragment (pixel) shader
  120509. */
  120510. _fragmentOutputNodes: NodeMaterialBlock[];
  120511. /** Gets or sets options to control the node material overall behavior */
  120512. options: INodeMaterialOptions;
  120513. /**
  120514. * Default configuration related to image processing available in the standard Material.
  120515. */
  120516. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  120517. /**
  120518. * Gets the image processing configuration used either in this material.
  120519. */
  120520. /**
  120521. * Sets the Default image processing configuration used either in the this material.
  120522. *
  120523. * If sets to null, the scene one is in use.
  120524. */
  120525. imageProcessingConfiguration: ImageProcessingConfiguration;
  120526. /**
  120527. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  120528. */
  120529. attachedBlocks: NodeMaterialBlock[];
  120530. /**
  120531. * Create a new node based material
  120532. * @param name defines the material name
  120533. * @param scene defines the hosting scene
  120534. * @param options defines creation option
  120535. */
  120536. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  120537. /**
  120538. * Gets the current class name of the material e.g. "NodeMaterial"
  120539. * @returns the class name
  120540. */
  120541. getClassName(): string;
  120542. /**
  120543. * Keep track of the image processing observer to allow dispose and replace.
  120544. */
  120545. private _imageProcessingObserver;
  120546. /**
  120547. * Attaches a new image processing configuration to the Standard Material.
  120548. * @param configuration
  120549. */
  120550. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  120551. /**
  120552. * Get a block by its name
  120553. * @param name defines the name of the block to retrieve
  120554. * @returns the required block or null if not found
  120555. */
  120556. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  120557. /**
  120558. * Get a block by its name
  120559. * @param predicate defines the predicate used to find the good candidate
  120560. * @returns the required block or null if not found
  120561. */
  120562. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  120563. /**
  120564. * Get an input block by its name
  120565. * @param predicate defines the predicate used to find the good candidate
  120566. * @returns the required input block or null if not found
  120567. */
  120568. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  120569. /**
  120570. * Gets the list of input blocks attached to this material
  120571. * @returns an array of InputBlocks
  120572. */
  120573. getInputBlocks(): InputBlock[];
  120574. /**
  120575. * Adds a new optimizer to the list of optimizers
  120576. * @param optimizer defines the optimizers to add
  120577. * @returns the current material
  120578. */
  120579. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  120580. /**
  120581. * Remove an optimizer from the list of optimizers
  120582. * @param optimizer defines the optimizers to remove
  120583. * @returns the current material
  120584. */
  120585. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  120586. /**
  120587. * Add a new block to the list of output nodes
  120588. * @param node defines the node to add
  120589. * @returns the current material
  120590. */
  120591. addOutputNode(node: NodeMaterialBlock): this;
  120592. /**
  120593. * Remove a block from the list of root nodes
  120594. * @param node defines the node to remove
  120595. * @returns the current material
  120596. */
  120597. removeOutputNode(node: NodeMaterialBlock): this;
  120598. private _addVertexOutputNode;
  120599. private _removeVertexOutputNode;
  120600. private _addFragmentOutputNode;
  120601. private _removeFragmentOutputNode;
  120602. /**
  120603. * Specifies if the material will require alpha blending
  120604. * @returns a boolean specifying if alpha blending is needed
  120605. */
  120606. needAlphaBlending(): boolean;
  120607. /**
  120608. * Specifies if this material should be rendered in alpha test mode
  120609. * @returns a boolean specifying if an alpha test is needed.
  120610. */
  120611. needAlphaTesting(): boolean;
  120612. private _initializeBlock;
  120613. private _resetDualBlocks;
  120614. /**
  120615. * Build the material and generates the inner effect
  120616. * @param verbose defines if the build should log activity
  120617. */
  120618. build(verbose?: boolean): void;
  120619. /**
  120620. * Runs an otpimization phase to try to improve the shader code
  120621. */
  120622. optimize(): void;
  120623. private _prepareDefinesForAttributes;
  120624. /**
  120625. * Get if the submesh is ready to be used and all its information available.
  120626. * Child classes can use it to update shaders
  120627. * @param mesh defines the mesh to check
  120628. * @param subMesh defines which submesh to check
  120629. * @param useInstances specifies that instances should be used
  120630. * @returns a boolean indicating that the submesh is ready or not
  120631. */
  120632. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  120633. /**
  120634. * Get a string representing the shaders built by the current node graph
  120635. */
  120636. readonly compiledShaders: string;
  120637. /**
  120638. * Binds the world matrix to the material
  120639. * @param world defines the world transformation matrix
  120640. */
  120641. bindOnlyWorldMatrix(world: Matrix): void;
  120642. /**
  120643. * Binds the submesh to this material by preparing the effect and shader to draw
  120644. * @param world defines the world transformation matrix
  120645. * @param mesh defines the mesh containing the submesh
  120646. * @param subMesh defines the submesh to bind the material to
  120647. */
  120648. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  120649. /**
  120650. * Gets the active textures from the material
  120651. * @returns an array of textures
  120652. */
  120653. getActiveTextures(): BaseTexture[];
  120654. /**
  120655. * Gets the list of texture blocks
  120656. * @returns an array of texture blocks
  120657. */
  120658. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  120659. /**
  120660. * Specifies if the material uses a texture
  120661. * @param texture defines the texture to check against the material
  120662. * @returns a boolean specifying if the material uses the texture
  120663. */
  120664. hasTexture(texture: BaseTexture): boolean;
  120665. /**
  120666. * Disposes the material
  120667. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  120668. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  120669. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  120670. */
  120671. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  120672. /** Creates the node editor window. */
  120673. private _createNodeEditor;
  120674. /**
  120675. * Launch the node material editor
  120676. * @param config Define the configuration of the editor
  120677. * @return a promise fulfilled when the node editor is visible
  120678. */
  120679. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  120680. /**
  120681. * Clear the current material
  120682. */
  120683. clear(): void;
  120684. /**
  120685. * Clear the current material and set it to a default state
  120686. */
  120687. setToDefault(): void;
  120688. /**
  120689. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  120690. * @param url defines the url to load from
  120691. * @returns a promise that will fullfil when the material is fully loaded
  120692. */
  120693. loadAsync(url: string): Promise<void>;
  120694. private _gatherBlocks;
  120695. /**
  120696. * Generate a string containing the code declaration required to create an equivalent of this material
  120697. * @returns a string
  120698. */
  120699. generateCode(): string;
  120700. /**
  120701. * Serializes this material in a JSON representation
  120702. * @returns the serialized material object
  120703. */
  120704. serialize(): any;
  120705. private _restoreConnections;
  120706. /**
  120707. * Clear the current graph and load a new one from a serialization object
  120708. * @param source defines the JSON representation of the material
  120709. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  120710. */
  120711. loadFromSerialization(source: any, rootUrl?: string): void;
  120712. /**
  120713. * Creates a node material from parsed material data
  120714. * @param source defines the JSON representation of the material
  120715. * @param scene defines the hosting scene
  120716. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  120717. * @returns a new node material
  120718. */
  120719. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  120720. /**
  120721. * Creates a new node material set to default basic configuration
  120722. * @param name defines the name of the material
  120723. * @param scene defines the hosting scene
  120724. * @returns a new NodeMaterial
  120725. */
  120726. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  120727. }
  120728. }
  120729. declare module BABYLON {
  120730. /**
  120731. * Block used to read a texture from a sampler
  120732. */
  120733. export class TextureBlock extends NodeMaterialBlock {
  120734. private _defineName;
  120735. private _linearDefineName;
  120736. private _samplerName;
  120737. private _transformedUVName;
  120738. private _textureTransformName;
  120739. private _textureInfoName;
  120740. private _mainUVName;
  120741. private _mainUVDefineName;
  120742. /**
  120743. * Gets or sets the texture associated with the node
  120744. */
  120745. texture: Nullable<Texture>;
  120746. /**
  120747. * Create a new TextureBlock
  120748. * @param name defines the block name
  120749. */
  120750. constructor(name: string);
  120751. /**
  120752. * Gets the current class name
  120753. * @returns the class name
  120754. */
  120755. getClassName(): string;
  120756. /**
  120757. * Gets the uv input component
  120758. */
  120759. readonly uv: NodeMaterialConnectionPoint;
  120760. /**
  120761. * Gets the rgba output component
  120762. */
  120763. readonly rgba: NodeMaterialConnectionPoint;
  120764. /**
  120765. * Gets the rgb output component
  120766. */
  120767. readonly rgb: NodeMaterialConnectionPoint;
  120768. /**
  120769. * Gets the r output component
  120770. */
  120771. readonly r: NodeMaterialConnectionPoint;
  120772. /**
  120773. * Gets the g output component
  120774. */
  120775. readonly g: NodeMaterialConnectionPoint;
  120776. /**
  120777. * Gets the b output component
  120778. */
  120779. readonly b: NodeMaterialConnectionPoint;
  120780. /**
  120781. * Gets the a output component
  120782. */
  120783. readonly a: NodeMaterialConnectionPoint;
  120784. readonly target: NodeMaterialBlockTargets;
  120785. autoConfigure(material: NodeMaterial): void;
  120786. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  120787. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  120788. isReady(): boolean;
  120789. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  120790. private readonly _isMixed;
  120791. private _injectVertexCode;
  120792. private _writeOutput;
  120793. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  120794. protected _dumpPropertiesCode(): string;
  120795. serialize(): any;
  120796. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120797. }
  120798. }
  120799. declare module BABYLON {
  120800. /**
  120801. * Class used to store shared data between 2 NodeMaterialBuildState
  120802. */
  120803. export class NodeMaterialBuildStateSharedData {
  120804. /**
  120805. * Gets the list of emitted varyings
  120806. */
  120807. temps: string[];
  120808. /**
  120809. * Gets the list of emitted varyings
  120810. */
  120811. varyings: string[];
  120812. /**
  120813. * Gets the varying declaration string
  120814. */
  120815. varyingDeclaration: string;
  120816. /**
  120817. * Input blocks
  120818. */
  120819. inputBlocks: InputBlock[];
  120820. /**
  120821. * Input blocks
  120822. */
  120823. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  120824. /**
  120825. * Bindable blocks (Blocks that need to set data to the effect)
  120826. */
  120827. bindableBlocks: NodeMaterialBlock[];
  120828. /**
  120829. * List of blocks that can provide a compilation fallback
  120830. */
  120831. blocksWithFallbacks: NodeMaterialBlock[];
  120832. /**
  120833. * List of blocks that can provide a define update
  120834. */
  120835. blocksWithDefines: NodeMaterialBlock[];
  120836. /**
  120837. * List of blocks that can provide a repeatable content
  120838. */
  120839. repeatableContentBlocks: NodeMaterialBlock[];
  120840. /**
  120841. * List of blocks that can provide a dynamic list of uniforms
  120842. */
  120843. dynamicUniformBlocks: NodeMaterialBlock[];
  120844. /**
  120845. * List of blocks that can block the isReady function for the material
  120846. */
  120847. blockingBlocks: NodeMaterialBlock[];
  120848. /**
  120849. * Gets the list of animated inputs
  120850. */
  120851. animatedInputs: InputBlock[];
  120852. /**
  120853. * Build Id used to avoid multiple recompilations
  120854. */
  120855. buildId: number;
  120856. /** List of emitted variables */
  120857. variableNames: {
  120858. [key: string]: number;
  120859. };
  120860. /** List of emitted defines */
  120861. defineNames: {
  120862. [key: string]: number;
  120863. };
  120864. /** Should emit comments? */
  120865. emitComments: boolean;
  120866. /** Emit build activity */
  120867. verbose: boolean;
  120868. /** Gets or sets the hosting scene */
  120869. scene: Scene;
  120870. /**
  120871. * Gets the compilation hints emitted at compilation time
  120872. */
  120873. hints: {
  120874. needWorldViewMatrix: boolean;
  120875. needWorldViewProjectionMatrix: boolean;
  120876. needAlphaBlending: boolean;
  120877. needAlphaTesting: boolean;
  120878. };
  120879. /**
  120880. * List of compilation checks
  120881. */
  120882. checks: {
  120883. emitVertex: boolean;
  120884. emitFragment: boolean;
  120885. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  120886. };
  120887. /** Creates a new shared data */
  120888. constructor();
  120889. /**
  120890. * Emits console errors and exceptions if there is a failing check
  120891. */
  120892. emitErrors(): void;
  120893. }
  120894. }
  120895. declare module BABYLON {
  120896. /**
  120897. * Class used to store node based material build state
  120898. */
  120899. export class NodeMaterialBuildState {
  120900. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  120901. supportUniformBuffers: boolean;
  120902. /**
  120903. * Gets the list of emitted attributes
  120904. */
  120905. attributes: string[];
  120906. /**
  120907. * Gets the list of emitted uniforms
  120908. */
  120909. uniforms: string[];
  120910. /**
  120911. * Gets the list of emitted constants
  120912. */
  120913. constants: string[];
  120914. /**
  120915. * Gets the list of emitted samplers
  120916. */
  120917. samplers: string[];
  120918. /**
  120919. * Gets the list of emitted functions
  120920. */
  120921. functions: {
  120922. [key: string]: string;
  120923. };
  120924. /**
  120925. * Gets the list of emitted extensions
  120926. */
  120927. extensions: {
  120928. [key: string]: string;
  120929. };
  120930. /**
  120931. * Gets the target of the compilation state
  120932. */
  120933. target: NodeMaterialBlockTargets;
  120934. /**
  120935. * Gets the list of emitted counters
  120936. */
  120937. counters: {
  120938. [key: string]: number;
  120939. };
  120940. /**
  120941. * Shared data between multiple NodeMaterialBuildState instances
  120942. */
  120943. sharedData: NodeMaterialBuildStateSharedData;
  120944. /** @hidden */
  120945. _vertexState: NodeMaterialBuildState;
  120946. /** @hidden */
  120947. _attributeDeclaration: string;
  120948. /** @hidden */
  120949. _uniformDeclaration: string;
  120950. /** @hidden */
  120951. _constantDeclaration: string;
  120952. /** @hidden */
  120953. _samplerDeclaration: string;
  120954. /** @hidden */
  120955. _varyingTransfer: string;
  120956. private _repeatableContentAnchorIndex;
  120957. /** @hidden */
  120958. _builtCompilationString: string;
  120959. /**
  120960. * Gets the emitted compilation strings
  120961. */
  120962. compilationString: string;
  120963. /**
  120964. * Finalize the compilation strings
  120965. * @param state defines the current compilation state
  120966. */
  120967. finalize(state: NodeMaterialBuildState): void;
  120968. /** @hidden */
  120969. readonly _repeatableContentAnchor: string;
  120970. /** @hidden */
  120971. _getFreeVariableName(prefix: string): string;
  120972. /** @hidden */
  120973. _getFreeDefineName(prefix: string): string;
  120974. /** @hidden */
  120975. _excludeVariableName(name: string): void;
  120976. /** @hidden */
  120977. _emit2DSampler(name: string): void;
  120978. /** @hidden */
  120979. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  120980. /** @hidden */
  120981. _emitExtension(name: string, extension: string): void;
  120982. /** @hidden */
  120983. _emitFunction(name: string, code: string, comments: string): void;
  120984. /** @hidden */
  120985. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  120986. replaceStrings?: {
  120987. search: RegExp;
  120988. replace: string;
  120989. }[];
  120990. repeatKey?: string;
  120991. }): string;
  120992. /** @hidden */
  120993. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  120994. repeatKey?: string;
  120995. removeAttributes?: boolean;
  120996. removeUniforms?: boolean;
  120997. removeVaryings?: boolean;
  120998. removeIfDef?: boolean;
  120999. replaceStrings?: {
  121000. search: RegExp;
  121001. replace: string;
  121002. }[];
  121003. }, storeKey?: string): void;
  121004. /** @hidden */
  121005. _registerTempVariable(name: string): boolean;
  121006. /** @hidden */
  121007. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  121008. /** @hidden */
  121009. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  121010. /** @hidden */
  121011. _emitFloat(value: number): string;
  121012. }
  121013. }
  121014. declare module BABYLON {
  121015. /**
  121016. * Defines a block that can be used inside a node based material
  121017. */
  121018. export class NodeMaterialBlock {
  121019. private _buildId;
  121020. private _buildTarget;
  121021. private _target;
  121022. private _isFinalMerger;
  121023. private _isInput;
  121024. /** @hidden */
  121025. _codeVariableName: string;
  121026. /** @hidden */
  121027. _inputs: NodeMaterialConnectionPoint[];
  121028. /** @hidden */
  121029. _outputs: NodeMaterialConnectionPoint[];
  121030. /** @hidden */
  121031. _preparationId: number;
  121032. /**
  121033. * Gets or sets the name of the block
  121034. */
  121035. name: string;
  121036. /**
  121037. * Gets or sets the unique id of the node
  121038. */
  121039. uniqueId: number;
  121040. /**
  121041. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  121042. */
  121043. readonly isFinalMerger: boolean;
  121044. /**
  121045. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  121046. */
  121047. readonly isInput: boolean;
  121048. /**
  121049. * Gets or sets the build Id
  121050. */
  121051. buildId: number;
  121052. /**
  121053. * Gets or sets the target of the block
  121054. */
  121055. target: NodeMaterialBlockTargets;
  121056. /**
  121057. * Gets the list of input points
  121058. */
  121059. readonly inputs: NodeMaterialConnectionPoint[];
  121060. /** Gets the list of output points */
  121061. readonly outputs: NodeMaterialConnectionPoint[];
  121062. /**
  121063. * Find an input by its name
  121064. * @param name defines the name of the input to look for
  121065. * @returns the input or null if not found
  121066. */
  121067. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  121068. /**
  121069. * Find an output by its name
  121070. * @param name defines the name of the outputto look for
  121071. * @returns the output or null if not found
  121072. */
  121073. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  121074. /**
  121075. * Creates a new NodeMaterialBlock
  121076. * @param name defines the block name
  121077. * @param target defines the target of that block (Vertex by default)
  121078. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  121079. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  121080. */
  121081. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  121082. /**
  121083. * Initialize the block and prepare the context for build
  121084. * @param state defines the state that will be used for the build
  121085. */
  121086. initialize(state: NodeMaterialBuildState): void;
  121087. /**
  121088. * Bind data to effect. Will only be called for blocks with isBindable === true
  121089. * @param effect defines the effect to bind data to
  121090. * @param nodeMaterial defines the hosting NodeMaterial
  121091. * @param mesh defines the mesh that will be rendered
  121092. */
  121093. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121094. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  121095. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  121096. protected _writeFloat(value: number): string;
  121097. /**
  121098. * Gets the current class name e.g. "NodeMaterialBlock"
  121099. * @returns the class name
  121100. */
  121101. getClassName(): string;
  121102. /**
  121103. * Register a new input. Must be called inside a block constructor
  121104. * @param name defines the connection point name
  121105. * @param type defines the connection point type
  121106. * @param isOptional defines a boolean indicating that this input can be omitted
  121107. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  121108. * @returns the current block
  121109. */
  121110. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  121111. /**
  121112. * Register a new output. Must be called inside a block constructor
  121113. * @param name defines the connection point name
  121114. * @param type defines the connection point type
  121115. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  121116. * @returns the current block
  121117. */
  121118. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  121119. /**
  121120. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  121121. * @param forOutput defines an optional connection point to check compatibility with
  121122. * @returns the first available input or null
  121123. */
  121124. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  121125. /**
  121126. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  121127. * @param forBlock defines an optional block to check compatibility with
  121128. * @returns the first available input or null
  121129. */
  121130. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  121131. /**
  121132. * Gets the sibling of the given output
  121133. * @param current defines the current output
  121134. * @returns the next output in the list or null
  121135. */
  121136. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  121137. /**
  121138. * Connect current block with another block
  121139. * @param other defines the block to connect with
  121140. * @param options define the various options to help pick the right connections
  121141. * @returns the current block
  121142. */
  121143. connectTo(other: NodeMaterialBlock, options?: {
  121144. input?: string;
  121145. output?: string;
  121146. outputSwizzle?: string;
  121147. }): this | undefined;
  121148. protected _buildBlock(state: NodeMaterialBuildState): void;
  121149. /**
  121150. * Add uniforms, samplers and uniform buffers at compilation time
  121151. * @param state defines the state to update
  121152. * @param nodeMaterial defines the node material requesting the update
  121153. * @param defines defines the material defines to update
  121154. * @param uniformBuffers defines the list of uniform buffer names
  121155. */
  121156. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  121157. /**
  121158. * Add potential fallbacks if shader compilation fails
  121159. * @param mesh defines the mesh to be rendered
  121160. * @param fallbacks defines the current prioritized list of fallbacks
  121161. */
  121162. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  121163. /**
  121164. * Initialize defines for shader compilation
  121165. * @param mesh defines the mesh to be rendered
  121166. * @param nodeMaterial defines the node material requesting the update
  121167. * @param defines defines the material defines to update
  121168. * @param useInstances specifies that instances should be used
  121169. */
  121170. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121171. /**
  121172. * Update defines for shader compilation
  121173. * @param mesh defines the mesh to be rendered
  121174. * @param nodeMaterial defines the node material requesting the update
  121175. * @param defines defines the material defines to update
  121176. * @param useInstances specifies that instances should be used
  121177. */
  121178. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121179. /**
  121180. * Lets the block try to connect some inputs automatically
  121181. * @param material defines the hosting NodeMaterial
  121182. */
  121183. autoConfigure(material: NodeMaterial): void;
  121184. /**
  121185. * Function called when a block is declared as repeatable content generator
  121186. * @param vertexShaderState defines the current compilation state for the vertex shader
  121187. * @param fragmentShaderState defines the current compilation state for the fragment shader
  121188. * @param mesh defines the mesh to be rendered
  121189. * @param defines defines the material defines to update
  121190. */
  121191. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  121192. /**
  121193. * Checks if the block is ready
  121194. * @param mesh defines the mesh to be rendered
  121195. * @param nodeMaterial defines the node material requesting the update
  121196. * @param defines defines the material defines to update
  121197. * @param useInstances specifies that instances should be used
  121198. * @returns true if the block is ready
  121199. */
  121200. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  121201. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  121202. private _processBuild;
  121203. /**
  121204. * Compile the current node and generate the shader code
  121205. * @param state defines the current compilation state (uniforms, samplers, current string)
  121206. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  121207. * @returns true if already built
  121208. */
  121209. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  121210. protected _inputRename(name: string): string;
  121211. protected _outputRename(name: string): string;
  121212. protected _dumpPropertiesCode(): string;
  121213. /** @hidden */
  121214. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  121215. /**
  121216. * Clone the current block to a new identical block
  121217. * @param scene defines the hosting scene
  121218. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121219. * @returns a copy of the current block
  121220. */
  121221. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  121222. /**
  121223. * Serializes this block in a JSON representation
  121224. * @returns the serialized block object
  121225. */
  121226. serialize(): any;
  121227. /** @hidden */
  121228. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121229. }
  121230. }
  121231. declare module BABYLON {
  121232. /**
  121233. * Enum defining the type of animations supported by InputBlock
  121234. */
  121235. export enum AnimatedInputBlockTypes {
  121236. /** No animation */
  121237. None = 0,
  121238. /** Time based animation. Will only work for floats */
  121239. Time = 1
  121240. }
  121241. }
  121242. declare module BABYLON {
  121243. /**
  121244. * Block used to expose an input value
  121245. */
  121246. export class InputBlock extends NodeMaterialBlock {
  121247. private _mode;
  121248. private _associatedVariableName;
  121249. private _storedValue;
  121250. private _valueCallback;
  121251. private _type;
  121252. private _animationType;
  121253. /** Gets or set a value used to limit the range of float values */
  121254. min: number;
  121255. /** Gets or set a value used to limit the range of float values */
  121256. max: number;
  121257. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  121258. matrixMode: number;
  121259. /** @hidden */
  121260. _systemValue: Nullable<NodeMaterialSystemValues>;
  121261. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  121262. visibleInInspector: boolean;
  121263. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  121264. isConstant: boolean;
  121265. /**
  121266. * Gets or sets the connection point type (default is float)
  121267. */
  121268. readonly type: NodeMaterialBlockConnectionPointTypes;
  121269. /**
  121270. * Creates a new InputBlock
  121271. * @param name defines the block name
  121272. * @param target defines the target of that block (Vertex by default)
  121273. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  121274. */
  121275. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  121276. /**
  121277. * Gets the output component
  121278. */
  121279. readonly output: NodeMaterialConnectionPoint;
  121280. /**
  121281. * Set the source of this connection point to a vertex attribute
  121282. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  121283. * @returns the current connection point
  121284. */
  121285. setAsAttribute(attributeName?: string): InputBlock;
  121286. /**
  121287. * Set the source of this connection point to a system value
  121288. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  121289. * @returns the current connection point
  121290. */
  121291. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  121292. /**
  121293. * Gets or sets the value of that point.
  121294. * Please note that this value will be ignored if valueCallback is defined
  121295. */
  121296. value: any;
  121297. /**
  121298. * Gets or sets a callback used to get the value of that point.
  121299. * Please note that setting this value will force the connection point to ignore the value property
  121300. */
  121301. valueCallback: () => any;
  121302. /**
  121303. * Gets or sets the associated variable name in the shader
  121304. */
  121305. associatedVariableName: string;
  121306. /** Gets or sets the type of animation applied to the input */
  121307. animationType: AnimatedInputBlockTypes;
  121308. /**
  121309. * Gets a boolean indicating that this connection point not defined yet
  121310. */
  121311. readonly isUndefined: boolean;
  121312. /**
  121313. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  121314. * In this case the connection point name must be the name of the uniform to use.
  121315. * Can only be set on inputs
  121316. */
  121317. isUniform: boolean;
  121318. /**
  121319. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  121320. * In this case the connection point name must be the name of the attribute to use
  121321. * Can only be set on inputs
  121322. */
  121323. isAttribute: boolean;
  121324. /**
  121325. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  121326. * Can only be set on exit points
  121327. */
  121328. isVarying: boolean;
  121329. /**
  121330. * Gets a boolean indicating that the current connection point is a system value
  121331. */
  121332. readonly isSystemValue: boolean;
  121333. /**
  121334. * Gets or sets the current well known value or null if not defined as a system value
  121335. */
  121336. systemValue: Nullable<NodeMaterialSystemValues>;
  121337. /**
  121338. * Gets the current class name
  121339. * @returns the class name
  121340. */
  121341. getClassName(): string;
  121342. /**
  121343. * Animate the input if animationType !== None
  121344. * @param scene defines the rendering scene
  121345. */
  121346. animate(scene: Scene): void;
  121347. private _emitDefine;
  121348. initialize(state: NodeMaterialBuildState): void;
  121349. /**
  121350. * Set the input block to its default value (based on its type)
  121351. */
  121352. setDefaultValue(): void;
  121353. private _emitConstant;
  121354. private _emit;
  121355. /** @hidden */
  121356. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  121357. /** @hidden */
  121358. _transmit(effect: Effect, scene: Scene): void;
  121359. protected _buildBlock(state: NodeMaterialBuildState): void;
  121360. protected _dumpPropertiesCode(): string;
  121361. serialize(): any;
  121362. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121363. }
  121364. }
  121365. declare module BABYLON {
  121366. /**
  121367. * Defines a connection point for a block
  121368. */
  121369. export class NodeMaterialConnectionPoint {
  121370. /** @hidden */
  121371. _ownerBlock: NodeMaterialBlock;
  121372. /** @hidden */
  121373. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  121374. private _endpoints;
  121375. private _associatedVariableName;
  121376. /** @hidden */
  121377. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  121378. /** @hidden */
  121379. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  121380. private _type;
  121381. /** @hidden */
  121382. _enforceAssociatedVariableName: boolean;
  121383. /**
  121384. * Gets or sets the additional types supported by this connection point
  121385. */
  121386. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  121387. /**
  121388. * Gets or sets the additional types excluded by this connection point
  121389. */
  121390. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  121391. /**
  121392. * Gets or sets the associated variable name in the shader
  121393. */
  121394. associatedVariableName: string;
  121395. /**
  121396. * Gets or sets the connection point type (default is float)
  121397. */
  121398. type: NodeMaterialBlockConnectionPointTypes;
  121399. /**
  121400. * Gets or sets the connection point name
  121401. */
  121402. name: string;
  121403. /**
  121404. * Gets or sets a boolean indicating that this connection point can be omitted
  121405. */
  121406. isOptional: boolean;
  121407. /**
  121408. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  121409. */
  121410. define: string;
  121411. /** @hidden */
  121412. _prioritizeVertex: boolean;
  121413. private _target;
  121414. /** Gets or sets the target of that connection point */
  121415. target: NodeMaterialBlockTargets;
  121416. /**
  121417. * Gets a boolean indicating that the current point is connected
  121418. */
  121419. readonly isConnected: boolean;
  121420. /**
  121421. * Gets a boolean indicating that the current point is connected to an input block
  121422. */
  121423. readonly isConnectedToInputBlock: boolean;
  121424. /**
  121425. * Gets a the connected input block (if any)
  121426. */
  121427. readonly connectInputBlock: Nullable<InputBlock>;
  121428. /** Get the other side of the connection (if any) */
  121429. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  121430. /** Get the block that owns this connection point */
  121431. readonly ownerBlock: NodeMaterialBlock;
  121432. /** Get the block connected on the other side of this connection (if any) */
  121433. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  121434. /** Get the block connected on the endpoints of this connection (if any) */
  121435. readonly connectedBlocks: Array<NodeMaterialBlock>;
  121436. /** Gets the list of connected endpoints */
  121437. readonly endpoints: NodeMaterialConnectionPoint[];
  121438. /** Gets a boolean indicating if that output point is connected to at least one input */
  121439. readonly hasEndpoints: boolean;
  121440. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  121441. readonly isConnectedInVertexShader: boolean;
  121442. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  121443. readonly isConnectedInFragmentShader: boolean;
  121444. /**
  121445. * Creates a new connection point
  121446. * @param name defines the connection point name
  121447. * @param ownerBlock defines the block hosting this connection point
  121448. */
  121449. constructor(name: string, ownerBlock: NodeMaterialBlock);
  121450. /**
  121451. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  121452. * @returns the class name
  121453. */
  121454. getClassName(): string;
  121455. /**
  121456. * Gets an boolean indicating if the current point can be connected to another point
  121457. * @param connectionPoint defines the other connection point
  121458. * @returns true if the connection is possible
  121459. */
  121460. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  121461. /**
  121462. * Connect this point to another connection point
  121463. * @param connectionPoint defines the other connection point
  121464. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  121465. * @returns the current connection point
  121466. */
  121467. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  121468. /**
  121469. * Disconnect this point from one of his endpoint
  121470. * @param endpoint defines the other connection point
  121471. * @returns the current connection point
  121472. */
  121473. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  121474. /**
  121475. * Serializes this point in a JSON representation
  121476. * @returns the serialized point object
  121477. */
  121478. serialize(): any;
  121479. }
  121480. }
  121481. declare module BABYLON {
  121482. /**
  121483. * Block used to add support for vertex skinning (bones)
  121484. */
  121485. export class BonesBlock extends NodeMaterialBlock {
  121486. /**
  121487. * Creates a new BonesBlock
  121488. * @param name defines the block name
  121489. */
  121490. constructor(name: string);
  121491. /**
  121492. * Initialize the block and prepare the context for build
  121493. * @param state defines the state that will be used for the build
  121494. */
  121495. initialize(state: NodeMaterialBuildState): void;
  121496. /**
  121497. * Gets the current class name
  121498. * @returns the class name
  121499. */
  121500. getClassName(): string;
  121501. /**
  121502. * Gets the matrix indices input component
  121503. */
  121504. readonly matricesIndices: NodeMaterialConnectionPoint;
  121505. /**
  121506. * Gets the matrix weights input component
  121507. */
  121508. readonly matricesWeights: NodeMaterialConnectionPoint;
  121509. /**
  121510. * Gets the extra matrix indices input component
  121511. */
  121512. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  121513. /**
  121514. * Gets the extra matrix weights input component
  121515. */
  121516. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  121517. /**
  121518. * Gets the world input component
  121519. */
  121520. readonly world: NodeMaterialConnectionPoint;
  121521. /**
  121522. * Gets the output component
  121523. */
  121524. readonly output: NodeMaterialConnectionPoint;
  121525. autoConfigure(material: NodeMaterial): void;
  121526. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  121527. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121528. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121529. protected _buildBlock(state: NodeMaterialBuildState): this;
  121530. }
  121531. }
  121532. declare module BABYLON {
  121533. /**
  121534. * Block used to add support for instances
  121535. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  121536. */
  121537. export class InstancesBlock extends NodeMaterialBlock {
  121538. /**
  121539. * Creates a new InstancesBlock
  121540. * @param name defines the block name
  121541. */
  121542. constructor(name: string);
  121543. /**
  121544. * Gets the current class name
  121545. * @returns the class name
  121546. */
  121547. getClassName(): string;
  121548. /**
  121549. * Gets the first world row input component
  121550. */
  121551. readonly world0: NodeMaterialConnectionPoint;
  121552. /**
  121553. * Gets the second world row input component
  121554. */
  121555. readonly world1: NodeMaterialConnectionPoint;
  121556. /**
  121557. * Gets the third world row input component
  121558. */
  121559. readonly world2: NodeMaterialConnectionPoint;
  121560. /**
  121561. * Gets the forth world row input component
  121562. */
  121563. readonly world3: NodeMaterialConnectionPoint;
  121564. /**
  121565. * Gets the world input component
  121566. */
  121567. readonly world: NodeMaterialConnectionPoint;
  121568. /**
  121569. * Gets the output component
  121570. */
  121571. readonly output: NodeMaterialConnectionPoint;
  121572. autoConfigure(material: NodeMaterial): void;
  121573. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121574. protected _buildBlock(state: NodeMaterialBuildState): this;
  121575. }
  121576. }
  121577. declare module BABYLON {
  121578. /**
  121579. * Block used to add morph targets support to vertex shader
  121580. */
  121581. export class MorphTargetsBlock extends NodeMaterialBlock {
  121582. private _repeatableContentAnchor;
  121583. private _repeatebleContentGenerated;
  121584. /**
  121585. * Create a new MorphTargetsBlock
  121586. * @param name defines the block name
  121587. */
  121588. constructor(name: string);
  121589. /**
  121590. * Gets the current class name
  121591. * @returns the class name
  121592. */
  121593. getClassName(): string;
  121594. /**
  121595. * Gets the position input component
  121596. */
  121597. readonly position: NodeMaterialConnectionPoint;
  121598. /**
  121599. * Gets the normal input component
  121600. */
  121601. readonly normal: NodeMaterialConnectionPoint;
  121602. /**
  121603. * Gets the tangent input component
  121604. */
  121605. readonly tangent: NodeMaterialConnectionPoint;
  121606. /**
  121607. * Gets the tangent input component
  121608. */
  121609. readonly uv: NodeMaterialConnectionPoint;
  121610. /**
  121611. * Gets the position output component
  121612. */
  121613. readonly positionOutput: NodeMaterialConnectionPoint;
  121614. /**
  121615. * Gets the normal output component
  121616. */
  121617. readonly normalOutput: NodeMaterialConnectionPoint;
  121618. /**
  121619. * Gets the tangent output component
  121620. */
  121621. readonly tangentOutput: NodeMaterialConnectionPoint;
  121622. /**
  121623. * Gets the tangent output component
  121624. */
  121625. readonly uvOutput: NodeMaterialConnectionPoint;
  121626. initialize(state: NodeMaterialBuildState): void;
  121627. autoConfigure(material: NodeMaterial): void;
  121628. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121629. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121630. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  121631. protected _buildBlock(state: NodeMaterialBuildState): this;
  121632. }
  121633. }
  121634. declare module BABYLON {
  121635. /**
  121636. * Block used to get data information from a light
  121637. */
  121638. export class LightInformationBlock extends NodeMaterialBlock {
  121639. private _lightDataUniformName;
  121640. private _lightColorUniformName;
  121641. private _lightTypeDefineName;
  121642. /**
  121643. * Gets or sets the light associated with this block
  121644. */
  121645. light: Nullable<Light>;
  121646. /**
  121647. * Creates a new LightInformationBlock
  121648. * @param name defines the block name
  121649. */
  121650. constructor(name: string);
  121651. /**
  121652. * Gets the current class name
  121653. * @returns the class name
  121654. */
  121655. getClassName(): string;
  121656. /**
  121657. * Gets the world position input component
  121658. */
  121659. readonly worldPosition: NodeMaterialConnectionPoint;
  121660. /**
  121661. * Gets the direction output component
  121662. */
  121663. readonly direction: NodeMaterialConnectionPoint;
  121664. /**
  121665. * Gets the direction output component
  121666. */
  121667. readonly color: NodeMaterialConnectionPoint;
  121668. /**
  121669. * Gets the direction output component
  121670. */
  121671. readonly intensity: NodeMaterialConnectionPoint;
  121672. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121673. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121674. protected _buildBlock(state: NodeMaterialBuildState): this;
  121675. serialize(): any;
  121676. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121677. }
  121678. }
  121679. declare module BABYLON {
  121680. /**
  121681. * Block used to add image processing support to fragment shader
  121682. */
  121683. export class ImageProcessingBlock extends NodeMaterialBlock {
  121684. /**
  121685. * Create a new ImageProcessingBlock
  121686. * @param name defines the block name
  121687. */
  121688. constructor(name: string);
  121689. /**
  121690. * Gets the current class name
  121691. * @returns the class name
  121692. */
  121693. getClassName(): string;
  121694. /**
  121695. * Gets the color input component
  121696. */
  121697. readonly color: NodeMaterialConnectionPoint;
  121698. /**
  121699. * Gets the output component
  121700. */
  121701. readonly output: NodeMaterialConnectionPoint;
  121702. /**
  121703. * Initialize the block and prepare the context for build
  121704. * @param state defines the state that will be used for the build
  121705. */
  121706. initialize(state: NodeMaterialBuildState): void;
  121707. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  121708. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121709. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121710. protected _buildBlock(state: NodeMaterialBuildState): this;
  121711. }
  121712. }
  121713. declare module BABYLON {
  121714. /**
  121715. * Block used to pertub normals based on a normal map
  121716. */
  121717. export class PerturbNormalBlock extends NodeMaterialBlock {
  121718. private _tangentSpaceParameterName;
  121719. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  121720. invertX: boolean;
  121721. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  121722. invertY: boolean;
  121723. /**
  121724. * Create a new PerturbNormalBlock
  121725. * @param name defines the block name
  121726. */
  121727. constructor(name: string);
  121728. /**
  121729. * Gets the current class name
  121730. * @returns the class name
  121731. */
  121732. getClassName(): string;
  121733. /**
  121734. * Gets the world position input component
  121735. */
  121736. readonly worldPosition: NodeMaterialConnectionPoint;
  121737. /**
  121738. * Gets the world normal input component
  121739. */
  121740. readonly worldNormal: NodeMaterialConnectionPoint;
  121741. /**
  121742. * Gets the uv input component
  121743. */
  121744. readonly uv: NodeMaterialConnectionPoint;
  121745. /**
  121746. * Gets the normal map color input component
  121747. */
  121748. readonly normalMapColor: NodeMaterialConnectionPoint;
  121749. /**
  121750. * Gets the strength input component
  121751. */
  121752. readonly strength: NodeMaterialConnectionPoint;
  121753. /**
  121754. * Gets the output component
  121755. */
  121756. readonly output: NodeMaterialConnectionPoint;
  121757. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121758. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121759. autoConfigure(material: NodeMaterial): void;
  121760. protected _buildBlock(state: NodeMaterialBuildState): this;
  121761. protected _dumpPropertiesCode(): string;
  121762. serialize(): any;
  121763. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121764. }
  121765. }
  121766. declare module BABYLON {
  121767. /**
  121768. * Block used to discard a pixel if a value is smaller than a cutoff
  121769. */
  121770. export class DiscardBlock extends NodeMaterialBlock {
  121771. /**
  121772. * Create a new DiscardBlock
  121773. * @param name defines the block name
  121774. */
  121775. constructor(name: string);
  121776. /**
  121777. * Gets the current class name
  121778. * @returns the class name
  121779. */
  121780. getClassName(): string;
  121781. /**
  121782. * Gets the color input component
  121783. */
  121784. readonly value: NodeMaterialConnectionPoint;
  121785. /**
  121786. * Gets the cutoff input component
  121787. */
  121788. readonly cutoff: NodeMaterialConnectionPoint;
  121789. protected _buildBlock(state: NodeMaterialBuildState): this;
  121790. }
  121791. }
  121792. declare module BABYLON {
  121793. /**
  121794. * Block used to add support for scene fog
  121795. */
  121796. export class FogBlock extends NodeMaterialBlock {
  121797. private _fogDistanceName;
  121798. private _fogParameters;
  121799. /**
  121800. * Create a new FogBlock
  121801. * @param name defines the block name
  121802. */
  121803. constructor(name: string);
  121804. /**
  121805. * Gets the current class name
  121806. * @returns the class name
  121807. */
  121808. getClassName(): string;
  121809. /**
  121810. * Gets the world position input component
  121811. */
  121812. readonly worldPosition: NodeMaterialConnectionPoint;
  121813. /**
  121814. * Gets the view input component
  121815. */
  121816. readonly view: NodeMaterialConnectionPoint;
  121817. /**
  121818. * Gets the color input component
  121819. */
  121820. readonly input: NodeMaterialConnectionPoint;
  121821. /**
  121822. * Gets the fog color input component
  121823. */
  121824. readonly fogColor: NodeMaterialConnectionPoint;
  121825. /**
  121826. * Gets the output component
  121827. */
  121828. readonly output: NodeMaterialConnectionPoint;
  121829. autoConfigure(material: NodeMaterial): void;
  121830. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121831. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121832. protected _buildBlock(state: NodeMaterialBuildState): this;
  121833. }
  121834. }
  121835. declare module BABYLON {
  121836. /**
  121837. * Block used to add light in the fragment shader
  121838. */
  121839. export class LightBlock extends NodeMaterialBlock {
  121840. private _lightId;
  121841. /**
  121842. * Gets or sets the light associated with this block
  121843. */
  121844. light: Nullable<Light>;
  121845. /**
  121846. * Create a new LightBlock
  121847. * @param name defines the block name
  121848. */
  121849. constructor(name: string);
  121850. /**
  121851. * Gets the current class name
  121852. * @returns the class name
  121853. */
  121854. getClassName(): string;
  121855. /**
  121856. * Gets the world position input component
  121857. */
  121858. readonly worldPosition: NodeMaterialConnectionPoint;
  121859. /**
  121860. * Gets the world normal input component
  121861. */
  121862. readonly worldNormal: NodeMaterialConnectionPoint;
  121863. /**
  121864. * Gets the camera (or eye) position component
  121865. */
  121866. readonly cameraPosition: NodeMaterialConnectionPoint;
  121867. /**
  121868. * Gets the glossiness component
  121869. */
  121870. readonly glossiness: NodeMaterialConnectionPoint;
  121871. /**
  121872. * Gets the glossinness power component
  121873. */
  121874. readonly glossPower: NodeMaterialConnectionPoint;
  121875. /**
  121876. * Gets the diffuse color component
  121877. */
  121878. readonly diffuseColor: NodeMaterialConnectionPoint;
  121879. /**
  121880. * Gets the specular color component
  121881. */
  121882. readonly specularColor: NodeMaterialConnectionPoint;
  121883. /**
  121884. * Gets the diffuse output component
  121885. */
  121886. readonly diffuseOutput: NodeMaterialConnectionPoint;
  121887. /**
  121888. * Gets the specular output component
  121889. */
  121890. readonly specularOutput: NodeMaterialConnectionPoint;
  121891. autoConfigure(material: NodeMaterial): void;
  121892. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121893. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  121894. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121895. private _injectVertexCode;
  121896. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121897. serialize(): any;
  121898. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121899. }
  121900. }
  121901. declare module BABYLON {
  121902. /**
  121903. * Block used to multiply 2 values
  121904. */
  121905. export class MultiplyBlock extends NodeMaterialBlock {
  121906. /**
  121907. * Creates a new MultiplyBlock
  121908. * @param name defines the block name
  121909. */
  121910. constructor(name: string);
  121911. /**
  121912. * Gets the current class name
  121913. * @returns the class name
  121914. */
  121915. getClassName(): string;
  121916. /**
  121917. * Gets the left operand input component
  121918. */
  121919. readonly left: NodeMaterialConnectionPoint;
  121920. /**
  121921. * Gets the right operand input component
  121922. */
  121923. readonly right: NodeMaterialConnectionPoint;
  121924. /**
  121925. * Gets the output component
  121926. */
  121927. readonly output: NodeMaterialConnectionPoint;
  121928. protected _buildBlock(state: NodeMaterialBuildState): this;
  121929. }
  121930. }
  121931. declare module BABYLON {
  121932. /**
  121933. * Block used to add 2 vectors
  121934. */
  121935. export class AddBlock extends NodeMaterialBlock {
  121936. /**
  121937. * Creates a new AddBlock
  121938. * @param name defines the block name
  121939. */
  121940. constructor(name: string);
  121941. /**
  121942. * Gets the current class name
  121943. * @returns the class name
  121944. */
  121945. getClassName(): string;
  121946. /**
  121947. * Gets the left operand input component
  121948. */
  121949. readonly left: NodeMaterialConnectionPoint;
  121950. /**
  121951. * Gets the right operand input component
  121952. */
  121953. readonly right: NodeMaterialConnectionPoint;
  121954. /**
  121955. * Gets the output component
  121956. */
  121957. readonly output: NodeMaterialConnectionPoint;
  121958. protected _buildBlock(state: NodeMaterialBuildState): this;
  121959. }
  121960. }
  121961. declare module BABYLON {
  121962. /**
  121963. * Block used to scale a vector by a float
  121964. */
  121965. export class ScaleBlock extends NodeMaterialBlock {
  121966. /**
  121967. * Creates a new ScaleBlock
  121968. * @param name defines the block name
  121969. */
  121970. constructor(name: string);
  121971. /**
  121972. * Gets the current class name
  121973. * @returns the class name
  121974. */
  121975. getClassName(): string;
  121976. /**
  121977. * Gets the input component
  121978. */
  121979. readonly input: NodeMaterialConnectionPoint;
  121980. /**
  121981. * Gets the factor input component
  121982. */
  121983. readonly factor: NodeMaterialConnectionPoint;
  121984. /**
  121985. * Gets the output component
  121986. */
  121987. readonly output: NodeMaterialConnectionPoint;
  121988. protected _buildBlock(state: NodeMaterialBuildState): this;
  121989. }
  121990. }
  121991. declare module BABYLON {
  121992. /**
  121993. * Block used to clamp a float
  121994. */
  121995. export class ClampBlock extends NodeMaterialBlock {
  121996. /** Gets or sets the minimum range */
  121997. minimum: number;
  121998. /** Gets or sets the maximum range */
  121999. maximum: number;
  122000. /**
  122001. * Creates a new ClampBlock
  122002. * @param name defines the block name
  122003. */
  122004. constructor(name: string);
  122005. /**
  122006. * Gets the current class name
  122007. * @returns the class name
  122008. */
  122009. getClassName(): string;
  122010. /**
  122011. * Gets the value input component
  122012. */
  122013. readonly value: NodeMaterialConnectionPoint;
  122014. /**
  122015. * Gets the output component
  122016. */
  122017. readonly output: NodeMaterialConnectionPoint;
  122018. protected _buildBlock(state: NodeMaterialBuildState): this;
  122019. protected _dumpPropertiesCode(): string;
  122020. serialize(): any;
  122021. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122022. }
  122023. }
  122024. declare module BABYLON {
  122025. /**
  122026. * Block used to apply a cross product between 2 vectors
  122027. */
  122028. export class CrossBlock extends NodeMaterialBlock {
  122029. /**
  122030. * Creates a new CrossBlock
  122031. * @param name defines the block name
  122032. */
  122033. constructor(name: string);
  122034. /**
  122035. * Gets the current class name
  122036. * @returns the class name
  122037. */
  122038. getClassName(): string;
  122039. /**
  122040. * Gets the left operand input component
  122041. */
  122042. readonly left: NodeMaterialConnectionPoint;
  122043. /**
  122044. * Gets the right operand input component
  122045. */
  122046. readonly right: NodeMaterialConnectionPoint;
  122047. /**
  122048. * Gets the output component
  122049. */
  122050. readonly output: NodeMaterialConnectionPoint;
  122051. protected _buildBlock(state: NodeMaterialBuildState): this;
  122052. }
  122053. }
  122054. declare module BABYLON {
  122055. /**
  122056. * Block used to apply a dot product between 2 vectors
  122057. */
  122058. export class DotBlock extends NodeMaterialBlock {
  122059. /**
  122060. * Creates a new DotBlock
  122061. * @param name defines the block name
  122062. */
  122063. constructor(name: string);
  122064. /**
  122065. * Gets the current class name
  122066. * @returns the class name
  122067. */
  122068. getClassName(): string;
  122069. /**
  122070. * Gets the left operand input component
  122071. */
  122072. readonly left: NodeMaterialConnectionPoint;
  122073. /**
  122074. * Gets the right operand input component
  122075. */
  122076. readonly right: NodeMaterialConnectionPoint;
  122077. /**
  122078. * Gets the output component
  122079. */
  122080. readonly output: NodeMaterialConnectionPoint;
  122081. protected _buildBlock(state: NodeMaterialBuildState): this;
  122082. }
  122083. }
  122084. declare module BABYLON {
  122085. /**
  122086. * Block used to remap a float from a range to a new one
  122087. */
  122088. export class RemapBlock extends NodeMaterialBlock {
  122089. /**
  122090. * Gets or sets the source range
  122091. */
  122092. sourceRange: Vector2;
  122093. /**
  122094. * Gets or sets the target range
  122095. */
  122096. targetRange: Vector2;
  122097. /**
  122098. * Creates a new RemapBlock
  122099. * @param name defines the block name
  122100. */
  122101. constructor(name: string);
  122102. /**
  122103. * Gets the current class name
  122104. * @returns the class name
  122105. */
  122106. getClassName(): string;
  122107. /**
  122108. * Gets the input component
  122109. */
  122110. readonly input: NodeMaterialConnectionPoint;
  122111. /**
  122112. * Gets the source min input component
  122113. */
  122114. readonly sourceMin: NodeMaterialConnectionPoint;
  122115. /**
  122116. * Gets the source max input component
  122117. */
  122118. readonly sourceMax: NodeMaterialConnectionPoint;
  122119. /**
  122120. * Gets the target min input component
  122121. */
  122122. readonly targetMin: NodeMaterialConnectionPoint;
  122123. /**
  122124. * Gets the target max input component
  122125. */
  122126. readonly targetMax: NodeMaterialConnectionPoint;
  122127. /**
  122128. * Gets the output component
  122129. */
  122130. readonly output: NodeMaterialConnectionPoint;
  122131. protected _buildBlock(state: NodeMaterialBuildState): this;
  122132. protected _dumpPropertiesCode(): string;
  122133. serialize(): any;
  122134. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122135. }
  122136. }
  122137. declare module BABYLON {
  122138. /**
  122139. * Block used to normalize a vector
  122140. */
  122141. export class NormalizeBlock extends NodeMaterialBlock {
  122142. /**
  122143. * Creates a new NormalizeBlock
  122144. * @param name defines the block name
  122145. */
  122146. constructor(name: string);
  122147. /**
  122148. * Gets the current class name
  122149. * @returns the class name
  122150. */
  122151. getClassName(): string;
  122152. /**
  122153. * Gets the input component
  122154. */
  122155. readonly input: NodeMaterialConnectionPoint;
  122156. /**
  122157. * Gets the output component
  122158. */
  122159. readonly output: NodeMaterialConnectionPoint;
  122160. protected _buildBlock(state: NodeMaterialBuildState): this;
  122161. }
  122162. }
  122163. declare module BABYLON {
  122164. /**
  122165. * Operations supported by the Trigonometry block
  122166. */
  122167. export enum TrigonometryBlockOperations {
  122168. /** Cos */
  122169. Cos = 0,
  122170. /** Sin */
  122171. Sin = 1,
  122172. /** Abs */
  122173. Abs = 2,
  122174. /** Exp */
  122175. Exp = 3,
  122176. /** Exp2 */
  122177. Exp2 = 4,
  122178. /** Round */
  122179. Round = 5,
  122180. /** Floor */
  122181. Floor = 6,
  122182. /** Ceiling */
  122183. Ceiling = 7,
  122184. /** Square root */
  122185. Sqrt = 8,
  122186. /** Log */
  122187. Log = 9,
  122188. /** Tangent */
  122189. Tan = 10,
  122190. /** Arc tangent */
  122191. ArcTan = 11,
  122192. /** Arc cosinus */
  122193. ArcCos = 12,
  122194. /** Arc sinus */
  122195. ArcSin = 13,
  122196. /** Fraction */
  122197. Fract = 14,
  122198. /** Sign */
  122199. Sign = 15,
  122200. /** To radians (from degrees) */
  122201. Radians = 16,
  122202. /** To degrees (from radians) */
  122203. Degrees = 17
  122204. }
  122205. /**
  122206. * Block used to apply trigonometry operation to floats
  122207. */
  122208. export class TrigonometryBlock extends NodeMaterialBlock {
  122209. /**
  122210. * Gets or sets the operation applied by the block
  122211. */
  122212. operation: TrigonometryBlockOperations;
  122213. /**
  122214. * Creates a new TrigonometryBlock
  122215. * @param name defines the block name
  122216. */
  122217. constructor(name: string);
  122218. /**
  122219. * Gets the current class name
  122220. * @returns the class name
  122221. */
  122222. getClassName(): string;
  122223. /**
  122224. * Gets the input component
  122225. */
  122226. readonly input: NodeMaterialConnectionPoint;
  122227. /**
  122228. * Gets the output component
  122229. */
  122230. readonly output: NodeMaterialConnectionPoint;
  122231. protected _buildBlock(state: NodeMaterialBuildState): this;
  122232. serialize(): any;
  122233. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122234. }
  122235. }
  122236. declare module BABYLON {
  122237. /**
  122238. * Block used to create a Color3/4 out of individual inputs (one for each component)
  122239. */
  122240. export class ColorMergerBlock extends NodeMaterialBlock {
  122241. /**
  122242. * Create a new ColorMergerBlock
  122243. * @param name defines the block name
  122244. */
  122245. constructor(name: string);
  122246. /**
  122247. * Gets the current class name
  122248. * @returns the class name
  122249. */
  122250. getClassName(): string;
  122251. /**
  122252. * Gets the r component (input)
  122253. */
  122254. readonly r: NodeMaterialConnectionPoint;
  122255. /**
  122256. * Gets the g component (input)
  122257. */
  122258. readonly g: NodeMaterialConnectionPoint;
  122259. /**
  122260. * Gets the b component (input)
  122261. */
  122262. readonly b: NodeMaterialConnectionPoint;
  122263. /**
  122264. * Gets the a component (input)
  122265. */
  122266. readonly a: NodeMaterialConnectionPoint;
  122267. /**
  122268. * Gets the rgba component (output)
  122269. */
  122270. readonly rgba: NodeMaterialConnectionPoint;
  122271. /**
  122272. * Gets the rgb component (output)
  122273. */
  122274. readonly rgb: NodeMaterialConnectionPoint;
  122275. protected _buildBlock(state: NodeMaterialBuildState): this;
  122276. }
  122277. }
  122278. declare module BABYLON {
  122279. /**
  122280. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  122281. */
  122282. export class VectorMergerBlock extends NodeMaterialBlock {
  122283. /**
  122284. * Create a new VectorMergerBlock
  122285. * @param name defines the block name
  122286. */
  122287. constructor(name: string);
  122288. /**
  122289. * Gets the current class name
  122290. * @returns the class name
  122291. */
  122292. getClassName(): string;
  122293. /**
  122294. * Gets the x component (input)
  122295. */
  122296. readonly x: NodeMaterialConnectionPoint;
  122297. /**
  122298. * Gets the y component (input)
  122299. */
  122300. readonly y: NodeMaterialConnectionPoint;
  122301. /**
  122302. * Gets the z component (input)
  122303. */
  122304. readonly z: NodeMaterialConnectionPoint;
  122305. /**
  122306. * Gets the w component (input)
  122307. */
  122308. readonly w: NodeMaterialConnectionPoint;
  122309. /**
  122310. * Gets the xyzw component (output)
  122311. */
  122312. readonly xyzw: NodeMaterialConnectionPoint;
  122313. /**
  122314. * Gets the xyz component (output)
  122315. */
  122316. readonly xyz: NodeMaterialConnectionPoint;
  122317. /**
  122318. * Gets the xy component (output)
  122319. */
  122320. readonly xy: NodeMaterialConnectionPoint;
  122321. protected _buildBlock(state: NodeMaterialBuildState): this;
  122322. }
  122323. }
  122324. declare module BABYLON {
  122325. /**
  122326. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  122327. */
  122328. export class ColorSplitterBlock extends NodeMaterialBlock {
  122329. /**
  122330. * Create a new ColorSplitterBlock
  122331. * @param name defines the block name
  122332. */
  122333. constructor(name: string);
  122334. /**
  122335. * Gets the current class name
  122336. * @returns the class name
  122337. */
  122338. getClassName(): string;
  122339. /**
  122340. * Gets the rgba component (input)
  122341. */
  122342. readonly rgba: NodeMaterialConnectionPoint;
  122343. /**
  122344. * Gets the rgb component (input)
  122345. */
  122346. readonly rgbIn: NodeMaterialConnectionPoint;
  122347. /**
  122348. * Gets the rgb component (output)
  122349. */
  122350. readonly rgbOut: NodeMaterialConnectionPoint;
  122351. /**
  122352. * Gets the r component (output)
  122353. */
  122354. readonly r: NodeMaterialConnectionPoint;
  122355. /**
  122356. * Gets the g component (output)
  122357. */
  122358. readonly g: NodeMaterialConnectionPoint;
  122359. /**
  122360. * Gets the b component (output)
  122361. */
  122362. readonly b: NodeMaterialConnectionPoint;
  122363. /**
  122364. * Gets the a component (output)
  122365. */
  122366. readonly a: NodeMaterialConnectionPoint;
  122367. protected _inputRename(name: string): string;
  122368. protected _outputRename(name: string): string;
  122369. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122370. }
  122371. }
  122372. declare module BABYLON {
  122373. /**
  122374. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  122375. */
  122376. export class VectorSplitterBlock extends NodeMaterialBlock {
  122377. /**
  122378. * Create a new VectorSplitterBlock
  122379. * @param name defines the block name
  122380. */
  122381. constructor(name: string);
  122382. /**
  122383. * Gets the current class name
  122384. * @returns the class name
  122385. */
  122386. getClassName(): string;
  122387. /**
  122388. * Gets the xyzw component (input)
  122389. */
  122390. readonly xyzw: NodeMaterialConnectionPoint;
  122391. /**
  122392. * Gets the xyz component (input)
  122393. */
  122394. readonly xyzIn: NodeMaterialConnectionPoint;
  122395. /**
  122396. * Gets the xy component (input)
  122397. */
  122398. readonly xyIn: NodeMaterialConnectionPoint;
  122399. /**
  122400. * Gets the xyz component (output)
  122401. */
  122402. readonly xyzOut: NodeMaterialConnectionPoint;
  122403. /**
  122404. * Gets the xy component (output)
  122405. */
  122406. readonly xyOut: NodeMaterialConnectionPoint;
  122407. /**
  122408. * Gets the x component (output)
  122409. */
  122410. readonly x: NodeMaterialConnectionPoint;
  122411. /**
  122412. * Gets the y component (output)
  122413. */
  122414. readonly y: NodeMaterialConnectionPoint;
  122415. /**
  122416. * Gets the z component (output)
  122417. */
  122418. readonly z: NodeMaterialConnectionPoint;
  122419. /**
  122420. * Gets the w component (output)
  122421. */
  122422. readonly w: NodeMaterialConnectionPoint;
  122423. protected _inputRename(name: string): string;
  122424. protected _outputRename(name: string): string;
  122425. protected _buildBlock(state: NodeMaterialBuildState): this;
  122426. }
  122427. }
  122428. declare module BABYLON {
  122429. /**
  122430. * Block used to lerp between 2 values
  122431. */
  122432. export class LerpBlock extends NodeMaterialBlock {
  122433. /**
  122434. * Creates a new LerpBlock
  122435. * @param name defines the block name
  122436. */
  122437. constructor(name: string);
  122438. /**
  122439. * Gets the current class name
  122440. * @returns the class name
  122441. */
  122442. getClassName(): string;
  122443. /**
  122444. * Gets the left operand input component
  122445. */
  122446. readonly left: NodeMaterialConnectionPoint;
  122447. /**
  122448. * Gets the right operand input component
  122449. */
  122450. readonly right: NodeMaterialConnectionPoint;
  122451. /**
  122452. * Gets the gradient operand input component
  122453. */
  122454. readonly gradient: NodeMaterialConnectionPoint;
  122455. /**
  122456. * Gets the output component
  122457. */
  122458. readonly output: NodeMaterialConnectionPoint;
  122459. protected _buildBlock(state: NodeMaterialBuildState): this;
  122460. }
  122461. }
  122462. declare module BABYLON {
  122463. /**
  122464. * Block used to divide 2 vectors
  122465. */
  122466. export class DivideBlock extends NodeMaterialBlock {
  122467. /**
  122468. * Creates a new DivideBlock
  122469. * @param name defines the block name
  122470. */
  122471. constructor(name: string);
  122472. /**
  122473. * Gets the current class name
  122474. * @returns the class name
  122475. */
  122476. getClassName(): string;
  122477. /**
  122478. * Gets the left operand input component
  122479. */
  122480. readonly left: NodeMaterialConnectionPoint;
  122481. /**
  122482. * Gets the right operand input component
  122483. */
  122484. readonly right: NodeMaterialConnectionPoint;
  122485. /**
  122486. * Gets the output component
  122487. */
  122488. readonly output: NodeMaterialConnectionPoint;
  122489. protected _buildBlock(state: NodeMaterialBuildState): this;
  122490. }
  122491. }
  122492. declare module BABYLON {
  122493. /**
  122494. * Block used to subtract 2 vectors
  122495. */
  122496. export class SubtractBlock extends NodeMaterialBlock {
  122497. /**
  122498. * Creates a new SubtractBlock
  122499. * @param name defines the block name
  122500. */
  122501. constructor(name: string);
  122502. /**
  122503. * Gets the current class name
  122504. * @returns the class name
  122505. */
  122506. getClassName(): string;
  122507. /**
  122508. * Gets the left operand input component
  122509. */
  122510. readonly left: NodeMaterialConnectionPoint;
  122511. /**
  122512. * Gets the right operand input component
  122513. */
  122514. readonly right: NodeMaterialConnectionPoint;
  122515. /**
  122516. * Gets the output component
  122517. */
  122518. readonly output: NodeMaterialConnectionPoint;
  122519. protected _buildBlock(state: NodeMaterialBuildState): this;
  122520. }
  122521. }
  122522. declare module BABYLON {
  122523. /**
  122524. * Block used to step a value
  122525. */
  122526. export class StepBlock extends NodeMaterialBlock {
  122527. /**
  122528. * Creates a new StepBlock
  122529. * @param name defines the block name
  122530. */
  122531. constructor(name: string);
  122532. /**
  122533. * Gets the current class name
  122534. * @returns the class name
  122535. */
  122536. getClassName(): string;
  122537. /**
  122538. * Gets the value operand input component
  122539. */
  122540. readonly value: NodeMaterialConnectionPoint;
  122541. /**
  122542. * Gets the edge operand input component
  122543. */
  122544. readonly edge: NodeMaterialConnectionPoint;
  122545. /**
  122546. * Gets the output component
  122547. */
  122548. readonly output: NodeMaterialConnectionPoint;
  122549. protected _buildBlock(state: NodeMaterialBuildState): this;
  122550. }
  122551. }
  122552. declare module BABYLON {
  122553. /**
  122554. * Block used to get the opposite (1 - x) of a value
  122555. */
  122556. export class OneMinusBlock extends NodeMaterialBlock {
  122557. /**
  122558. * Creates a new OneMinusBlock
  122559. * @param name defines the block name
  122560. */
  122561. constructor(name: string);
  122562. /**
  122563. * Gets the current class name
  122564. * @returns the class name
  122565. */
  122566. getClassName(): string;
  122567. /**
  122568. * Gets the input component
  122569. */
  122570. readonly input: NodeMaterialConnectionPoint;
  122571. /**
  122572. * Gets the output component
  122573. */
  122574. readonly output: NodeMaterialConnectionPoint;
  122575. protected _buildBlock(state: NodeMaterialBuildState): this;
  122576. }
  122577. }
  122578. declare module BABYLON {
  122579. /**
  122580. * Block used to get the view direction
  122581. */
  122582. export class ViewDirectionBlock extends NodeMaterialBlock {
  122583. /**
  122584. * Creates a new ViewDirectionBlock
  122585. * @param name defines the block name
  122586. */
  122587. constructor(name: string);
  122588. /**
  122589. * Gets the current class name
  122590. * @returns the class name
  122591. */
  122592. getClassName(): string;
  122593. /**
  122594. * Gets the world position component
  122595. */
  122596. readonly worldPosition: NodeMaterialConnectionPoint;
  122597. /**
  122598. * Gets the camera position component
  122599. */
  122600. readonly cameraPosition: NodeMaterialConnectionPoint;
  122601. /**
  122602. * Gets the output component
  122603. */
  122604. readonly output: NodeMaterialConnectionPoint;
  122605. autoConfigure(material: NodeMaterial): void;
  122606. protected _buildBlock(state: NodeMaterialBuildState): this;
  122607. }
  122608. }
  122609. declare module BABYLON {
  122610. /**
  122611. * Block used to compute fresnel value
  122612. */
  122613. export class FresnelBlock extends NodeMaterialBlock {
  122614. /**
  122615. * Create a new FresnelBlock
  122616. * @param name defines the block name
  122617. */
  122618. constructor(name: string);
  122619. /**
  122620. * Gets the current class name
  122621. * @returns the class name
  122622. */
  122623. getClassName(): string;
  122624. /**
  122625. * Gets the world normal input component
  122626. */
  122627. readonly worldNormal: NodeMaterialConnectionPoint;
  122628. /**
  122629. * Gets the view direction input component
  122630. */
  122631. readonly viewDirection: NodeMaterialConnectionPoint;
  122632. /**
  122633. * Gets the bias input component
  122634. */
  122635. readonly bias: NodeMaterialConnectionPoint;
  122636. /**
  122637. * Gets the camera (or eye) position component
  122638. */
  122639. readonly power: NodeMaterialConnectionPoint;
  122640. /**
  122641. * Gets the fresnel output component
  122642. */
  122643. readonly fresnel: NodeMaterialConnectionPoint;
  122644. autoConfigure(material: NodeMaterial): void;
  122645. protected _buildBlock(state: NodeMaterialBuildState): this;
  122646. }
  122647. }
  122648. declare module BABYLON {
  122649. /**
  122650. * Block used to get the max of 2 values
  122651. */
  122652. export class MaxBlock extends NodeMaterialBlock {
  122653. /**
  122654. * Creates a new MaxBlock
  122655. * @param name defines the block name
  122656. */
  122657. constructor(name: string);
  122658. /**
  122659. * Gets the current class name
  122660. * @returns the class name
  122661. */
  122662. getClassName(): string;
  122663. /**
  122664. * Gets the left operand input component
  122665. */
  122666. readonly left: NodeMaterialConnectionPoint;
  122667. /**
  122668. * Gets the right operand input component
  122669. */
  122670. readonly right: NodeMaterialConnectionPoint;
  122671. /**
  122672. * Gets the output component
  122673. */
  122674. readonly output: NodeMaterialConnectionPoint;
  122675. protected _buildBlock(state: NodeMaterialBuildState): this;
  122676. }
  122677. }
  122678. declare module BABYLON {
  122679. /**
  122680. * Block used to get the min of 2 values
  122681. */
  122682. export class MinBlock extends NodeMaterialBlock {
  122683. /**
  122684. * Creates a new MinBlock
  122685. * @param name defines the block name
  122686. */
  122687. constructor(name: string);
  122688. /**
  122689. * Gets the current class name
  122690. * @returns the class name
  122691. */
  122692. getClassName(): string;
  122693. /**
  122694. * Gets the left operand input component
  122695. */
  122696. readonly left: NodeMaterialConnectionPoint;
  122697. /**
  122698. * Gets the right operand input component
  122699. */
  122700. readonly right: NodeMaterialConnectionPoint;
  122701. /**
  122702. * Gets the output component
  122703. */
  122704. readonly output: NodeMaterialConnectionPoint;
  122705. protected _buildBlock(state: NodeMaterialBuildState): this;
  122706. }
  122707. }
  122708. declare module BABYLON {
  122709. /**
  122710. * Block used to get the distance between 2 values
  122711. */
  122712. export class DistanceBlock extends NodeMaterialBlock {
  122713. /**
  122714. * Creates a new DistanceBlock
  122715. * @param name defines the block name
  122716. */
  122717. constructor(name: string);
  122718. /**
  122719. * Gets the current class name
  122720. * @returns the class name
  122721. */
  122722. getClassName(): string;
  122723. /**
  122724. * Gets the left operand input component
  122725. */
  122726. readonly left: NodeMaterialConnectionPoint;
  122727. /**
  122728. * Gets the right operand input component
  122729. */
  122730. readonly right: NodeMaterialConnectionPoint;
  122731. /**
  122732. * Gets the output component
  122733. */
  122734. readonly output: NodeMaterialConnectionPoint;
  122735. protected _buildBlock(state: NodeMaterialBuildState): this;
  122736. }
  122737. }
  122738. declare module BABYLON {
  122739. /**
  122740. * Block used to get the length of a vector
  122741. */
  122742. export class LengthBlock extends NodeMaterialBlock {
  122743. /**
  122744. * Creates a new LengthBlock
  122745. * @param name defines the block name
  122746. */
  122747. constructor(name: string);
  122748. /**
  122749. * Gets the current class name
  122750. * @returns the class name
  122751. */
  122752. getClassName(): string;
  122753. /**
  122754. * Gets the value input component
  122755. */
  122756. readonly value: NodeMaterialConnectionPoint;
  122757. /**
  122758. * Gets the output component
  122759. */
  122760. readonly output: NodeMaterialConnectionPoint;
  122761. protected _buildBlock(state: NodeMaterialBuildState): this;
  122762. }
  122763. }
  122764. declare module BABYLON {
  122765. /**
  122766. * Block used to get negative version of a value (i.e. x * -1)
  122767. */
  122768. export class NegateBlock extends NodeMaterialBlock {
  122769. /**
  122770. * Creates a new NegateBlock
  122771. * @param name defines the block name
  122772. */
  122773. constructor(name: string);
  122774. /**
  122775. * Gets the current class name
  122776. * @returns the class name
  122777. */
  122778. getClassName(): string;
  122779. /**
  122780. * Gets the value input component
  122781. */
  122782. readonly value: NodeMaterialConnectionPoint;
  122783. /**
  122784. * Gets the output component
  122785. */
  122786. readonly output: NodeMaterialConnectionPoint;
  122787. protected _buildBlock(state: NodeMaterialBuildState): this;
  122788. }
  122789. }
  122790. declare module BABYLON {
  122791. /**
  122792. * Block used to get the value of the first parameter raised to the power of the second
  122793. */
  122794. export class PowBlock extends NodeMaterialBlock {
  122795. /**
  122796. * Creates a new PowBlock
  122797. * @param name defines the block name
  122798. */
  122799. constructor(name: string);
  122800. /**
  122801. * Gets the current class name
  122802. * @returns the class name
  122803. */
  122804. getClassName(): string;
  122805. /**
  122806. * Gets the value operand input component
  122807. */
  122808. readonly value: NodeMaterialConnectionPoint;
  122809. /**
  122810. * Gets the power operand input component
  122811. */
  122812. readonly power: NodeMaterialConnectionPoint;
  122813. /**
  122814. * Gets the output component
  122815. */
  122816. readonly output: NodeMaterialConnectionPoint;
  122817. protected _buildBlock(state: NodeMaterialBuildState): this;
  122818. }
  122819. }
  122820. declare module BABYLON {
  122821. /**
  122822. * Block used to get a random number
  122823. */
  122824. export class RandomNumberBlock extends NodeMaterialBlock {
  122825. /**
  122826. * Creates a new RandomNumberBlock
  122827. * @param name defines the block name
  122828. */
  122829. constructor(name: string);
  122830. /**
  122831. * Gets the current class name
  122832. * @returns the class name
  122833. */
  122834. getClassName(): string;
  122835. /**
  122836. * Gets the seed input component
  122837. */
  122838. readonly seed: NodeMaterialConnectionPoint;
  122839. /**
  122840. * Gets the output component
  122841. */
  122842. readonly output: NodeMaterialConnectionPoint;
  122843. protected _buildBlock(state: NodeMaterialBuildState): this;
  122844. }
  122845. }
  122846. declare module BABYLON {
  122847. /**
  122848. * Block used to compute arc tangent of 2 values
  122849. */
  122850. export class ArcTan2Block extends NodeMaterialBlock {
  122851. /**
  122852. * Creates a new ArcTan2Block
  122853. * @param name defines the block name
  122854. */
  122855. constructor(name: string);
  122856. /**
  122857. * Gets the current class name
  122858. * @returns the class name
  122859. */
  122860. getClassName(): string;
  122861. /**
  122862. * Gets the x operand input component
  122863. */
  122864. readonly x: NodeMaterialConnectionPoint;
  122865. /**
  122866. * Gets the y operand input component
  122867. */
  122868. readonly y: NodeMaterialConnectionPoint;
  122869. /**
  122870. * Gets the output component
  122871. */
  122872. readonly output: NodeMaterialConnectionPoint;
  122873. protected _buildBlock(state: NodeMaterialBuildState): this;
  122874. }
  122875. }
  122876. declare module BABYLON {
  122877. /**
  122878. * Block used to smooth step a value
  122879. */
  122880. export class SmoothStepBlock extends NodeMaterialBlock {
  122881. /**
  122882. * Creates a new SmoothStepBlock
  122883. * @param name defines the block name
  122884. */
  122885. constructor(name: string);
  122886. /**
  122887. * Gets the current class name
  122888. * @returns the class name
  122889. */
  122890. getClassName(): string;
  122891. /**
  122892. * Gets the value operand input component
  122893. */
  122894. readonly value: NodeMaterialConnectionPoint;
  122895. /**
  122896. * Gets the first edge operand input component
  122897. */
  122898. readonly edge0: NodeMaterialConnectionPoint;
  122899. /**
  122900. * Gets the second edge operand input component
  122901. */
  122902. readonly edge1: NodeMaterialConnectionPoint;
  122903. /**
  122904. * Gets the output component
  122905. */
  122906. readonly output: NodeMaterialConnectionPoint;
  122907. protected _buildBlock(state: NodeMaterialBuildState): this;
  122908. }
  122909. }
  122910. declare module BABYLON {
  122911. /**
  122912. * Block used to get the reciprocal (1 / x) of a value
  122913. */
  122914. export class ReciprocalBlock extends NodeMaterialBlock {
  122915. /**
  122916. * Creates a new ReciprocalBlock
  122917. * @param name defines the block name
  122918. */
  122919. constructor(name: string);
  122920. /**
  122921. * Gets the current class name
  122922. * @returns the class name
  122923. */
  122924. getClassName(): string;
  122925. /**
  122926. * Gets the input component
  122927. */
  122928. readonly input: NodeMaterialConnectionPoint;
  122929. /**
  122930. * Gets the output component
  122931. */
  122932. readonly output: NodeMaterialConnectionPoint;
  122933. protected _buildBlock(state: NodeMaterialBuildState): this;
  122934. }
  122935. }
  122936. declare module BABYLON {
  122937. /**
  122938. * Block used to replace a color by another one
  122939. */
  122940. export class ReplaceColorBlock extends NodeMaterialBlock {
  122941. /**
  122942. * Creates a new ReplaceColorBlock
  122943. * @param name defines the block name
  122944. */
  122945. constructor(name: string);
  122946. /**
  122947. * Gets the current class name
  122948. * @returns the class name
  122949. */
  122950. getClassName(): string;
  122951. /**
  122952. * Gets the value input component
  122953. */
  122954. readonly value: NodeMaterialConnectionPoint;
  122955. /**
  122956. * Gets the reference input component
  122957. */
  122958. readonly reference: NodeMaterialConnectionPoint;
  122959. /**
  122960. * Gets the distance input component
  122961. */
  122962. readonly distance: NodeMaterialConnectionPoint;
  122963. /**
  122964. * Gets the replacement input component
  122965. */
  122966. readonly replacement: NodeMaterialConnectionPoint;
  122967. /**
  122968. * Gets the output component
  122969. */
  122970. readonly output: NodeMaterialConnectionPoint;
  122971. protected _buildBlock(state: NodeMaterialBuildState): this;
  122972. }
  122973. }
  122974. declare module BABYLON {
  122975. /**
  122976. * Block used to posterize a value
  122977. * @see https://en.wikipedia.org/wiki/Posterization
  122978. */
  122979. export class PosterizeBlock extends NodeMaterialBlock {
  122980. /**
  122981. * Creates a new PosterizeBlock
  122982. * @param name defines the block name
  122983. */
  122984. constructor(name: string);
  122985. /**
  122986. * Gets the current class name
  122987. * @returns the class name
  122988. */
  122989. getClassName(): string;
  122990. /**
  122991. * Gets the value input component
  122992. */
  122993. readonly value: NodeMaterialConnectionPoint;
  122994. /**
  122995. * Gets the steps input component
  122996. */
  122997. readonly steps: NodeMaterialConnectionPoint;
  122998. /**
  122999. * Gets the output component
  123000. */
  123001. readonly output: NodeMaterialConnectionPoint;
  123002. protected _buildBlock(state: NodeMaterialBuildState): this;
  123003. }
  123004. }
  123005. declare module BABYLON {
  123006. /**
  123007. * Operations supported by the Wave block
  123008. */
  123009. export enum WaveBlockKind {
  123010. /** SawTooth */
  123011. SawTooth = 0,
  123012. /** Square */
  123013. Square = 1,
  123014. /** Triangle */
  123015. Triangle = 2
  123016. }
  123017. /**
  123018. * Block used to apply wave operation to floats
  123019. */
  123020. export class WaveBlock extends NodeMaterialBlock {
  123021. /**
  123022. * Gets or sets the kibnd of wave to be applied by the block
  123023. */
  123024. kind: WaveBlockKind;
  123025. /**
  123026. * Creates a new WaveBlock
  123027. * @param name defines the block name
  123028. */
  123029. constructor(name: string);
  123030. /**
  123031. * Gets the current class name
  123032. * @returns the class name
  123033. */
  123034. getClassName(): string;
  123035. /**
  123036. * Gets the input component
  123037. */
  123038. readonly input: NodeMaterialConnectionPoint;
  123039. /**
  123040. * Gets the output component
  123041. */
  123042. readonly output: NodeMaterialConnectionPoint;
  123043. protected _buildBlock(state: NodeMaterialBuildState): this;
  123044. serialize(): any;
  123045. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123046. }
  123047. }
  123048. declare module BABYLON {
  123049. /**
  123050. * Class used to store a color step for the GradientBlock
  123051. */
  123052. export class GradientBlockColorStep {
  123053. /**
  123054. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  123055. */
  123056. step: number;
  123057. /**
  123058. * Gets or sets the color associated with this step
  123059. */
  123060. color: Color3;
  123061. /**
  123062. * Creates a new GradientBlockColorStep
  123063. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  123064. * @param color defines the color associated with this step
  123065. */
  123066. constructor(
  123067. /**
  123068. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  123069. */
  123070. step: number,
  123071. /**
  123072. * Gets or sets the color associated with this step
  123073. */
  123074. color: Color3);
  123075. }
  123076. /**
  123077. * Block used to return a color from a gradient based on an input value between 0 and 1
  123078. */
  123079. export class GradientBlock extends NodeMaterialBlock {
  123080. /**
  123081. * Gets or sets the list of color steps
  123082. */
  123083. colorSteps: GradientBlockColorStep[];
  123084. /**
  123085. * Creates a new GradientBlock
  123086. * @param name defines the block name
  123087. */
  123088. constructor(name: string);
  123089. /**
  123090. * Gets the current class name
  123091. * @returns the class name
  123092. */
  123093. getClassName(): string;
  123094. /**
  123095. * Gets the gradient input component
  123096. */
  123097. readonly gradient: NodeMaterialConnectionPoint;
  123098. /**
  123099. * Gets the output component
  123100. */
  123101. readonly output: NodeMaterialConnectionPoint;
  123102. private _writeColorConstant;
  123103. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123104. serialize(): any;
  123105. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123106. protected _dumpPropertiesCode(): string;
  123107. }
  123108. }
  123109. declare module BABYLON {
  123110. /**
  123111. * Block used to normalize lerp between 2 values
  123112. */
  123113. export class NLerpBlock extends NodeMaterialBlock {
  123114. /**
  123115. * Creates a new NLerpBlock
  123116. * @param name defines the block name
  123117. */
  123118. constructor(name: string);
  123119. /**
  123120. * Gets the current class name
  123121. * @returns the class name
  123122. */
  123123. getClassName(): string;
  123124. /**
  123125. * Gets the left operand input component
  123126. */
  123127. readonly left: NodeMaterialConnectionPoint;
  123128. /**
  123129. * Gets the right operand input component
  123130. */
  123131. readonly right: NodeMaterialConnectionPoint;
  123132. /**
  123133. * Gets the gradient operand input component
  123134. */
  123135. readonly gradient: NodeMaterialConnectionPoint;
  123136. /**
  123137. * Gets the output component
  123138. */
  123139. readonly output: NodeMaterialConnectionPoint;
  123140. protected _buildBlock(state: NodeMaterialBuildState): this;
  123141. }
  123142. }
  123143. declare module BABYLON {
  123144. /**
  123145. * Effect Render Options
  123146. */
  123147. export interface IEffectRendererOptions {
  123148. /**
  123149. * Defines the vertices positions.
  123150. */
  123151. positions?: number[];
  123152. /**
  123153. * Defines the indices.
  123154. */
  123155. indices?: number[];
  123156. }
  123157. /**
  123158. * Helper class to render one or more effects
  123159. */
  123160. export class EffectRenderer {
  123161. private engine;
  123162. private static _DefaultOptions;
  123163. private _vertexBuffers;
  123164. private _indexBuffer;
  123165. private _ringBufferIndex;
  123166. private _ringScreenBuffer;
  123167. private _fullscreenViewport;
  123168. private _getNextFrameBuffer;
  123169. /**
  123170. * Creates an effect renderer
  123171. * @param engine the engine to use for rendering
  123172. * @param options defines the options of the effect renderer
  123173. */
  123174. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  123175. /**
  123176. * Sets the current viewport in normalized coordinates 0-1
  123177. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  123178. */
  123179. setViewport(viewport?: Viewport): void;
  123180. /**
  123181. * Binds the embedded attributes buffer to the effect.
  123182. * @param effect Defines the effect to bind the attributes for
  123183. */
  123184. bindBuffers(effect: Effect): void;
  123185. /**
  123186. * Sets the current effect wrapper to use during draw.
  123187. * The effect needs to be ready before calling this api.
  123188. * This also sets the default full screen position attribute.
  123189. * @param effectWrapper Defines the effect to draw with
  123190. */
  123191. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  123192. /**
  123193. * Draws a full screen quad.
  123194. */
  123195. draw(): void;
  123196. /**
  123197. * renders one or more effects to a specified texture
  123198. * @param effectWrappers list of effects to renderer
  123199. * @param outputTexture texture to draw to, if null it will render to the screen
  123200. */
  123201. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  123202. /**
  123203. * Disposes of the effect renderer
  123204. */
  123205. dispose(): void;
  123206. }
  123207. /**
  123208. * Options to create an EffectWrapper
  123209. */
  123210. interface EffectWrapperCreationOptions {
  123211. /**
  123212. * Engine to use to create the effect
  123213. */
  123214. engine: ThinEngine;
  123215. /**
  123216. * Fragment shader for the effect
  123217. */
  123218. fragmentShader: string;
  123219. /**
  123220. * Vertex shader for the effect
  123221. */
  123222. vertexShader?: string;
  123223. /**
  123224. * Attributes to use in the shader
  123225. */
  123226. attributeNames?: Array<string>;
  123227. /**
  123228. * Uniforms to use in the shader
  123229. */
  123230. uniformNames?: Array<string>;
  123231. /**
  123232. * Texture sampler names to use in the shader
  123233. */
  123234. samplerNames?: Array<string>;
  123235. /**
  123236. * The friendly name of the effect displayed in Spector.
  123237. */
  123238. name?: string;
  123239. }
  123240. /**
  123241. * Wraps an effect to be used for rendering
  123242. */
  123243. export class EffectWrapper {
  123244. /**
  123245. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  123246. */
  123247. onApplyObservable: Observable<{}>;
  123248. /**
  123249. * The underlying effect
  123250. */
  123251. effect: Effect;
  123252. /**
  123253. * Creates an effect to be renderer
  123254. * @param creationOptions options to create the effect
  123255. */
  123256. constructor(creationOptions: EffectWrapperCreationOptions);
  123257. /**
  123258. * Disposes of the effect wrapper
  123259. */
  123260. dispose(): void;
  123261. }
  123262. }
  123263. declare module BABYLON {
  123264. /**
  123265. * Helper class to push actions to a pool of workers.
  123266. */
  123267. export class WorkerPool implements IDisposable {
  123268. private _workerInfos;
  123269. private _pendingActions;
  123270. /**
  123271. * Constructor
  123272. * @param workers Array of workers to use for actions
  123273. */
  123274. constructor(workers: Array<Worker>);
  123275. /**
  123276. * Terminates all workers and clears any pending actions.
  123277. */
  123278. dispose(): void;
  123279. /**
  123280. * Pushes an action to the worker pool. If all the workers are active, the action will be
  123281. * pended until a worker has completed its action.
  123282. * @param action The action to perform. Call onComplete when the action is complete.
  123283. */
  123284. push(action: (worker: Worker, onComplete: () => void) => void): void;
  123285. private _execute;
  123286. }
  123287. }
  123288. declare module BABYLON {
  123289. /**
  123290. * Configuration for Draco compression
  123291. */
  123292. export interface IDracoCompressionConfiguration {
  123293. /**
  123294. * Configuration for the decoder.
  123295. */
  123296. decoder: {
  123297. /**
  123298. * The url to the WebAssembly module.
  123299. */
  123300. wasmUrl?: string;
  123301. /**
  123302. * The url to the WebAssembly binary.
  123303. */
  123304. wasmBinaryUrl?: string;
  123305. /**
  123306. * The url to the fallback JavaScript module.
  123307. */
  123308. fallbackUrl?: string;
  123309. };
  123310. }
  123311. /**
  123312. * Draco compression (https://google.github.io/draco/)
  123313. *
  123314. * This class wraps the Draco module.
  123315. *
  123316. * **Encoder**
  123317. *
  123318. * The encoder is not currently implemented.
  123319. *
  123320. * **Decoder**
  123321. *
  123322. * 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.
  123323. *
  123324. * To update the configuration, use the following code:
  123325. * ```javascript
  123326. * DracoCompression.Configuration = {
  123327. * decoder: {
  123328. * wasmUrl: "<url to the WebAssembly library>",
  123329. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  123330. * fallbackUrl: "<url to the fallback JavaScript library>",
  123331. * }
  123332. * };
  123333. * ```
  123334. *
  123335. * 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.
  123336. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  123337. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  123338. *
  123339. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  123340. * ```javascript
  123341. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  123342. * ```
  123343. *
  123344. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  123345. */
  123346. export class DracoCompression implements IDisposable {
  123347. private _workerPoolPromise?;
  123348. private _decoderModulePromise?;
  123349. /**
  123350. * The configuration. Defaults to the following urls:
  123351. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  123352. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  123353. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  123354. */
  123355. static Configuration: IDracoCompressionConfiguration;
  123356. /**
  123357. * Returns true if the decoder configuration is available.
  123358. */
  123359. static readonly DecoderAvailable: boolean;
  123360. /**
  123361. * Default number of workers to create when creating the draco compression object.
  123362. */
  123363. static DefaultNumWorkers: number;
  123364. private static GetDefaultNumWorkers;
  123365. private static _Default;
  123366. /**
  123367. * Default instance for the draco compression object.
  123368. */
  123369. static readonly Default: DracoCompression;
  123370. /**
  123371. * Constructor
  123372. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  123373. */
  123374. constructor(numWorkers?: number);
  123375. /**
  123376. * Stop all async operations and release resources.
  123377. */
  123378. dispose(): void;
  123379. /**
  123380. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  123381. * @returns a promise that resolves when ready
  123382. */
  123383. whenReadyAsync(): Promise<void>;
  123384. /**
  123385. * Decode Draco compressed mesh data to vertex data.
  123386. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  123387. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  123388. * @returns A promise that resolves with the decoded vertex data
  123389. */
  123390. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  123391. [kind: string]: number;
  123392. }): Promise<VertexData>;
  123393. }
  123394. }
  123395. declare module BABYLON {
  123396. /**
  123397. * Class for building Constructive Solid Geometry
  123398. */
  123399. export class CSG {
  123400. private polygons;
  123401. /**
  123402. * The world matrix
  123403. */
  123404. matrix: Matrix;
  123405. /**
  123406. * Stores the position
  123407. */
  123408. position: Vector3;
  123409. /**
  123410. * Stores the rotation
  123411. */
  123412. rotation: Vector3;
  123413. /**
  123414. * Stores the rotation quaternion
  123415. */
  123416. rotationQuaternion: Nullable<Quaternion>;
  123417. /**
  123418. * Stores the scaling vector
  123419. */
  123420. scaling: Vector3;
  123421. /**
  123422. * Convert the Mesh to CSG
  123423. * @param mesh The Mesh to convert to CSG
  123424. * @returns A new CSG from the Mesh
  123425. */
  123426. static FromMesh(mesh: Mesh): CSG;
  123427. /**
  123428. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  123429. * @param polygons Polygons used to construct a CSG solid
  123430. */
  123431. private static FromPolygons;
  123432. /**
  123433. * Clones, or makes a deep copy, of the CSG
  123434. * @returns A new CSG
  123435. */
  123436. clone(): CSG;
  123437. /**
  123438. * Unions this CSG with another CSG
  123439. * @param csg The CSG to union against this CSG
  123440. * @returns The unioned CSG
  123441. */
  123442. union(csg: CSG): CSG;
  123443. /**
  123444. * Unions this CSG with another CSG in place
  123445. * @param csg The CSG to union against this CSG
  123446. */
  123447. unionInPlace(csg: CSG): void;
  123448. /**
  123449. * Subtracts this CSG with another CSG
  123450. * @param csg The CSG to subtract against this CSG
  123451. * @returns A new CSG
  123452. */
  123453. subtract(csg: CSG): CSG;
  123454. /**
  123455. * Subtracts this CSG with another CSG in place
  123456. * @param csg The CSG to subtact against this CSG
  123457. */
  123458. subtractInPlace(csg: CSG): void;
  123459. /**
  123460. * Intersect this CSG with another CSG
  123461. * @param csg The CSG to intersect against this CSG
  123462. * @returns A new CSG
  123463. */
  123464. intersect(csg: CSG): CSG;
  123465. /**
  123466. * Intersects this CSG with another CSG in place
  123467. * @param csg The CSG to intersect against this CSG
  123468. */
  123469. intersectInPlace(csg: CSG): void;
  123470. /**
  123471. * Return a new CSG solid with solid and empty space switched. This solid is
  123472. * not modified.
  123473. * @returns A new CSG solid with solid and empty space switched
  123474. */
  123475. inverse(): CSG;
  123476. /**
  123477. * Inverses the CSG in place
  123478. */
  123479. inverseInPlace(): void;
  123480. /**
  123481. * This is used to keep meshes transformations so they can be restored
  123482. * when we build back a Babylon Mesh
  123483. * NB : All CSG operations are performed in world coordinates
  123484. * @param csg The CSG to copy the transform attributes from
  123485. * @returns This CSG
  123486. */
  123487. copyTransformAttributes(csg: CSG): CSG;
  123488. /**
  123489. * Build Raw mesh from CSG
  123490. * Coordinates here are in world space
  123491. * @param name The name of the mesh geometry
  123492. * @param scene The Scene
  123493. * @param keepSubMeshes Specifies if the submeshes should be kept
  123494. * @returns A new Mesh
  123495. */
  123496. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  123497. /**
  123498. * Build Mesh from CSG taking material and transforms into account
  123499. * @param name The name of the Mesh
  123500. * @param material The material of the Mesh
  123501. * @param scene The Scene
  123502. * @param keepSubMeshes Specifies if submeshes should be kept
  123503. * @returns The new Mesh
  123504. */
  123505. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  123506. }
  123507. }
  123508. declare module BABYLON {
  123509. /**
  123510. * Class used to create a trail following a mesh
  123511. */
  123512. export class TrailMesh extends Mesh {
  123513. private _generator;
  123514. private _autoStart;
  123515. private _running;
  123516. private _diameter;
  123517. private _length;
  123518. private _sectionPolygonPointsCount;
  123519. private _sectionVectors;
  123520. private _sectionNormalVectors;
  123521. private _beforeRenderObserver;
  123522. /**
  123523. * @constructor
  123524. * @param name The value used by scene.getMeshByName() to do a lookup.
  123525. * @param generator The mesh to generate a trail.
  123526. * @param scene The scene to add this mesh to.
  123527. * @param diameter Diameter of trailing mesh. Default is 1.
  123528. * @param length Length of trailing mesh. Default is 60.
  123529. * @param autoStart Automatically start trailing mesh. Default true.
  123530. */
  123531. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  123532. /**
  123533. * "TrailMesh"
  123534. * @returns "TrailMesh"
  123535. */
  123536. getClassName(): string;
  123537. private _createMesh;
  123538. /**
  123539. * Start trailing mesh.
  123540. */
  123541. start(): void;
  123542. /**
  123543. * Stop trailing mesh.
  123544. */
  123545. stop(): void;
  123546. /**
  123547. * Update trailing mesh geometry.
  123548. */
  123549. update(): void;
  123550. /**
  123551. * Returns a new TrailMesh object.
  123552. * @param name is a string, the name given to the new mesh
  123553. * @param newGenerator use new generator object for cloned trail mesh
  123554. * @returns a new mesh
  123555. */
  123556. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  123557. /**
  123558. * Serializes this trail mesh
  123559. * @param serializationObject object to write serialization to
  123560. */
  123561. serialize(serializationObject: any): void;
  123562. /**
  123563. * Parses a serialized trail mesh
  123564. * @param parsedMesh the serialized mesh
  123565. * @param scene the scene to create the trail mesh in
  123566. * @returns the created trail mesh
  123567. */
  123568. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  123569. }
  123570. }
  123571. declare module BABYLON {
  123572. /**
  123573. * Class containing static functions to help procedurally build meshes
  123574. */
  123575. export class TiledBoxBuilder {
  123576. /**
  123577. * Creates a box mesh
  123578. * 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)
  123579. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  123580. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  123581. * * 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
  123582. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  123583. * @param name defines the name of the mesh
  123584. * @param options defines the options used to create the mesh
  123585. * @param scene defines the hosting scene
  123586. * @returns the box mesh
  123587. */
  123588. static CreateTiledBox(name: string, options: {
  123589. pattern?: number;
  123590. width?: number;
  123591. height?: number;
  123592. depth?: number;
  123593. tileSize?: number;
  123594. tileWidth?: number;
  123595. tileHeight?: number;
  123596. alignHorizontal?: number;
  123597. alignVertical?: number;
  123598. faceUV?: Vector4[];
  123599. faceColors?: Color4[];
  123600. sideOrientation?: number;
  123601. updatable?: boolean;
  123602. }, scene?: Nullable<Scene>): Mesh;
  123603. }
  123604. }
  123605. declare module BABYLON {
  123606. /**
  123607. * Class containing static functions to help procedurally build meshes
  123608. */
  123609. export class TorusKnotBuilder {
  123610. /**
  123611. * Creates a torus knot mesh
  123612. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  123613. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  123614. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  123615. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  123616. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  123617. * * 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
  123618. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  123619. * @param name defines the name of the mesh
  123620. * @param options defines the options used to create the mesh
  123621. * @param scene defines the hosting scene
  123622. * @returns the torus knot mesh
  123623. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  123624. */
  123625. static CreateTorusKnot(name: string, options: {
  123626. radius?: number;
  123627. tube?: number;
  123628. radialSegments?: number;
  123629. tubularSegments?: number;
  123630. p?: number;
  123631. q?: number;
  123632. updatable?: boolean;
  123633. sideOrientation?: number;
  123634. frontUVs?: Vector4;
  123635. backUVs?: Vector4;
  123636. }, scene: any): Mesh;
  123637. }
  123638. }
  123639. declare module BABYLON {
  123640. /**
  123641. * Polygon
  123642. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  123643. */
  123644. export class Polygon {
  123645. /**
  123646. * Creates a rectangle
  123647. * @param xmin bottom X coord
  123648. * @param ymin bottom Y coord
  123649. * @param xmax top X coord
  123650. * @param ymax top Y coord
  123651. * @returns points that make the resulting rectation
  123652. */
  123653. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  123654. /**
  123655. * Creates a circle
  123656. * @param radius radius of circle
  123657. * @param cx scale in x
  123658. * @param cy scale in y
  123659. * @param numberOfSides number of sides that make up the circle
  123660. * @returns points that make the resulting circle
  123661. */
  123662. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  123663. /**
  123664. * Creates a polygon from input string
  123665. * @param input Input polygon data
  123666. * @returns the parsed points
  123667. */
  123668. static Parse(input: string): Vector2[];
  123669. /**
  123670. * Starts building a polygon from x and y coordinates
  123671. * @param x x coordinate
  123672. * @param y y coordinate
  123673. * @returns the started path2
  123674. */
  123675. static StartingAt(x: number, y: number): Path2;
  123676. }
  123677. /**
  123678. * Builds a polygon
  123679. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  123680. */
  123681. export class PolygonMeshBuilder {
  123682. private _points;
  123683. private _outlinepoints;
  123684. private _holes;
  123685. private _name;
  123686. private _scene;
  123687. private _epoints;
  123688. private _eholes;
  123689. private _addToepoint;
  123690. /**
  123691. * Babylon reference to the earcut plugin.
  123692. */
  123693. bjsEarcut: any;
  123694. /**
  123695. * Creates a PolygonMeshBuilder
  123696. * @param name name of the builder
  123697. * @param contours Path of the polygon
  123698. * @param scene scene to add to when creating the mesh
  123699. * @param earcutInjection can be used to inject your own earcut reference
  123700. */
  123701. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  123702. /**
  123703. * Adds a whole within the polygon
  123704. * @param hole Array of points defining the hole
  123705. * @returns this
  123706. */
  123707. addHole(hole: Vector2[]): PolygonMeshBuilder;
  123708. /**
  123709. * Creates the polygon
  123710. * @param updatable If the mesh should be updatable
  123711. * @param depth The depth of the mesh created
  123712. * @returns the created mesh
  123713. */
  123714. build(updatable?: boolean, depth?: number): Mesh;
  123715. /**
  123716. * Creates the polygon
  123717. * @param depth The depth of the mesh created
  123718. * @returns the created VertexData
  123719. */
  123720. buildVertexData(depth?: number): VertexData;
  123721. /**
  123722. * Adds a side to the polygon
  123723. * @param positions points that make the polygon
  123724. * @param normals normals of the polygon
  123725. * @param uvs uvs of the polygon
  123726. * @param indices indices of the polygon
  123727. * @param bounds bounds of the polygon
  123728. * @param points points of the polygon
  123729. * @param depth depth of the polygon
  123730. * @param flip flip of the polygon
  123731. */
  123732. private addSide;
  123733. }
  123734. }
  123735. declare module BABYLON {
  123736. /**
  123737. * Class containing static functions to help procedurally build meshes
  123738. */
  123739. export class PolygonBuilder {
  123740. /**
  123741. * Creates a polygon mesh
  123742. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  123743. * * 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
  123744. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  123745. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  123746. * * 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)
  123747. * * Remember you can only change the shape positions, not their number when updating a polygon
  123748. * @param name defines the name of the mesh
  123749. * @param options defines the options used to create the mesh
  123750. * @param scene defines the hosting scene
  123751. * @param earcutInjection can be used to inject your own earcut reference
  123752. * @returns the polygon mesh
  123753. */
  123754. static CreatePolygon(name: string, options: {
  123755. shape: Vector3[];
  123756. holes?: Vector3[][];
  123757. depth?: number;
  123758. faceUV?: Vector4[];
  123759. faceColors?: Color4[];
  123760. updatable?: boolean;
  123761. sideOrientation?: number;
  123762. frontUVs?: Vector4;
  123763. backUVs?: Vector4;
  123764. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  123765. /**
  123766. * Creates an extruded polygon mesh, with depth in the Y direction.
  123767. * * 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)
  123768. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  123769. * @param name defines the name of the mesh
  123770. * @param options defines the options used to create the mesh
  123771. * @param scene defines the hosting scene
  123772. * @param earcutInjection can be used to inject your own earcut reference
  123773. * @returns the polygon mesh
  123774. */
  123775. static ExtrudePolygon(name: string, options: {
  123776. shape: Vector3[];
  123777. holes?: Vector3[][];
  123778. depth?: number;
  123779. faceUV?: Vector4[];
  123780. faceColors?: Color4[];
  123781. updatable?: boolean;
  123782. sideOrientation?: number;
  123783. frontUVs?: Vector4;
  123784. backUVs?: Vector4;
  123785. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  123786. }
  123787. }
  123788. declare module BABYLON {
  123789. /**
  123790. * Class containing static functions to help procedurally build meshes
  123791. */
  123792. export class LatheBuilder {
  123793. /**
  123794. * Creates lathe mesh.
  123795. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  123796. * * 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
  123797. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  123798. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  123799. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  123800. * * 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
  123801. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  123802. * * 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
  123803. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  123804. * * 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
  123805. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  123806. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  123807. * @param name defines the name of the mesh
  123808. * @param options defines the options used to create the mesh
  123809. * @param scene defines the hosting scene
  123810. * @returns the lathe mesh
  123811. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  123812. */
  123813. static CreateLathe(name: string, options: {
  123814. shape: Vector3[];
  123815. radius?: number;
  123816. tessellation?: number;
  123817. clip?: number;
  123818. arc?: number;
  123819. closed?: boolean;
  123820. updatable?: boolean;
  123821. sideOrientation?: number;
  123822. frontUVs?: Vector4;
  123823. backUVs?: Vector4;
  123824. cap?: number;
  123825. invertUV?: boolean;
  123826. }, scene?: Nullable<Scene>): Mesh;
  123827. }
  123828. }
  123829. declare module BABYLON {
  123830. /**
  123831. * Class containing static functions to help procedurally build meshes
  123832. */
  123833. export class TiledPlaneBuilder {
  123834. /**
  123835. * Creates a tiled plane mesh
  123836. * * The parameter `pattern` will, depending on value, do nothing or
  123837. * * * flip (reflect about central vertical) alternate tiles across and up
  123838. * * * flip every tile on alternate rows
  123839. * * * rotate (180 degs) alternate tiles across and up
  123840. * * * rotate every tile on alternate rows
  123841. * * * flip and rotate alternate tiles across and up
  123842. * * * flip and rotate every tile on alternate rows
  123843. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  123844. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  123845. * * 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
  123846. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  123847. * * 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)
  123848. * * 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)
  123849. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  123850. * @param name defines the name of the mesh
  123851. * @param options defines the options used to create the mesh
  123852. * @param scene defines the hosting scene
  123853. * @returns the box mesh
  123854. */
  123855. static CreateTiledPlane(name: string, options: {
  123856. pattern?: number;
  123857. tileSize?: number;
  123858. tileWidth?: number;
  123859. tileHeight?: number;
  123860. size?: number;
  123861. width?: number;
  123862. height?: number;
  123863. alignHorizontal?: number;
  123864. alignVertical?: number;
  123865. sideOrientation?: number;
  123866. frontUVs?: Vector4;
  123867. backUVs?: Vector4;
  123868. updatable?: boolean;
  123869. }, scene?: Nullable<Scene>): Mesh;
  123870. }
  123871. }
  123872. declare module BABYLON {
  123873. /**
  123874. * Class containing static functions to help procedurally build meshes
  123875. */
  123876. export class TubeBuilder {
  123877. /**
  123878. * Creates a tube mesh.
  123879. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  123880. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  123881. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  123882. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  123883. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  123884. * * 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)
  123885. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  123886. * * 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
  123887. * * 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
  123888. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  123889. * * 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
  123890. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  123891. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  123892. * @param name defines the name of the mesh
  123893. * @param options defines the options used to create the mesh
  123894. * @param scene defines the hosting scene
  123895. * @returns the tube mesh
  123896. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  123897. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  123898. */
  123899. static CreateTube(name: string, options: {
  123900. path: Vector3[];
  123901. radius?: number;
  123902. tessellation?: number;
  123903. radiusFunction?: {
  123904. (i: number, distance: number): number;
  123905. };
  123906. cap?: number;
  123907. arc?: number;
  123908. updatable?: boolean;
  123909. sideOrientation?: number;
  123910. frontUVs?: Vector4;
  123911. backUVs?: Vector4;
  123912. instance?: Mesh;
  123913. invertUV?: boolean;
  123914. }, scene?: Nullable<Scene>): Mesh;
  123915. }
  123916. }
  123917. declare module BABYLON {
  123918. /**
  123919. * Class containing static functions to help procedurally build meshes
  123920. */
  123921. export class IcoSphereBuilder {
  123922. /**
  123923. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  123924. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  123925. * * 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`)
  123926. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  123927. * * 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
  123928. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  123929. * * 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
  123930. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  123931. * @param name defines the name of the mesh
  123932. * @param options defines the options used to create the mesh
  123933. * @param scene defines the hosting scene
  123934. * @returns the icosahedron mesh
  123935. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  123936. */
  123937. static CreateIcoSphere(name: string, options: {
  123938. radius?: number;
  123939. radiusX?: number;
  123940. radiusY?: number;
  123941. radiusZ?: number;
  123942. flat?: boolean;
  123943. subdivisions?: number;
  123944. sideOrientation?: number;
  123945. frontUVs?: Vector4;
  123946. backUVs?: Vector4;
  123947. updatable?: boolean;
  123948. }, scene?: Nullable<Scene>): Mesh;
  123949. }
  123950. }
  123951. declare module BABYLON {
  123952. /**
  123953. * Class containing static functions to help procedurally build meshes
  123954. */
  123955. export class DecalBuilder {
  123956. /**
  123957. * Creates a decal mesh.
  123958. * 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
  123959. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  123960. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  123961. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  123962. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  123963. * @param name defines the name of the mesh
  123964. * @param sourceMesh defines the mesh where the decal must be applied
  123965. * @param options defines the options used to create the mesh
  123966. * @param scene defines the hosting scene
  123967. * @returns the decal mesh
  123968. * @see https://doc.babylonjs.com/how_to/decals
  123969. */
  123970. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  123971. position?: Vector3;
  123972. normal?: Vector3;
  123973. size?: Vector3;
  123974. angle?: number;
  123975. }): Mesh;
  123976. }
  123977. }
  123978. declare module BABYLON {
  123979. /**
  123980. * Class containing static functions to help procedurally build meshes
  123981. */
  123982. export class MeshBuilder {
  123983. /**
  123984. * Creates a box mesh
  123985. * * The parameter `size` sets the size (float) of each box side (default 1)
  123986. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  123987. * * 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)
  123988. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  123989. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  123990. * * 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
  123991. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  123992. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  123993. * @param name defines the name of the mesh
  123994. * @param options defines the options used to create the mesh
  123995. * @param scene defines the hosting scene
  123996. * @returns the box mesh
  123997. */
  123998. static CreateBox(name: string, options: {
  123999. size?: number;
  124000. width?: number;
  124001. height?: number;
  124002. depth?: number;
  124003. faceUV?: Vector4[];
  124004. faceColors?: Color4[];
  124005. sideOrientation?: number;
  124006. frontUVs?: Vector4;
  124007. backUVs?: Vector4;
  124008. updatable?: boolean;
  124009. }, scene?: Nullable<Scene>): Mesh;
  124010. /**
  124011. * Creates a tiled box mesh
  124012. * * faceTiles sets the pattern, tile size and number of tiles for a face
  124013. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124014. * @param name defines the name of the mesh
  124015. * @param options defines the options used to create the mesh
  124016. * @param scene defines the hosting scene
  124017. * @returns the tiled box mesh
  124018. */
  124019. static CreateTiledBox(name: string, options: {
  124020. pattern?: number;
  124021. size?: number;
  124022. width?: number;
  124023. height?: number;
  124024. depth: number;
  124025. tileSize?: number;
  124026. tileWidth?: number;
  124027. tileHeight?: number;
  124028. faceUV?: Vector4[];
  124029. faceColors?: Color4[];
  124030. alignHorizontal?: number;
  124031. alignVertical?: number;
  124032. sideOrientation?: number;
  124033. updatable?: boolean;
  124034. }, scene?: Nullable<Scene>): Mesh;
  124035. /**
  124036. * Creates a sphere mesh
  124037. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  124038. * * 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`)
  124039. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  124040. * * 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
  124041. * * 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)
  124042. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124043. * * 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
  124044. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124045. * @param name defines the name of the mesh
  124046. * @param options defines the options used to create the mesh
  124047. * @param scene defines the hosting scene
  124048. * @returns the sphere mesh
  124049. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  124050. */
  124051. static CreateSphere(name: string, options: {
  124052. segments?: number;
  124053. diameter?: number;
  124054. diameterX?: number;
  124055. diameterY?: number;
  124056. diameterZ?: number;
  124057. arc?: number;
  124058. slice?: number;
  124059. sideOrientation?: number;
  124060. frontUVs?: Vector4;
  124061. backUVs?: Vector4;
  124062. updatable?: boolean;
  124063. }, scene?: Nullable<Scene>): Mesh;
  124064. /**
  124065. * Creates a plane polygonal mesh. By default, this is a disc
  124066. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  124067. * * 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
  124068. * * 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
  124069. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124070. * * 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
  124071. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124072. * @param name defines the name of the mesh
  124073. * @param options defines the options used to create the mesh
  124074. * @param scene defines the hosting scene
  124075. * @returns the plane polygonal mesh
  124076. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  124077. */
  124078. static CreateDisc(name: string, options: {
  124079. radius?: number;
  124080. tessellation?: number;
  124081. arc?: number;
  124082. updatable?: boolean;
  124083. sideOrientation?: number;
  124084. frontUVs?: Vector4;
  124085. backUVs?: Vector4;
  124086. }, scene?: Nullable<Scene>): Mesh;
  124087. /**
  124088. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  124089. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  124090. * * 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`)
  124091. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  124092. * * 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
  124093. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124094. * * 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
  124095. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124096. * @param name defines the name of the mesh
  124097. * @param options defines the options used to create the mesh
  124098. * @param scene defines the hosting scene
  124099. * @returns the icosahedron mesh
  124100. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  124101. */
  124102. static CreateIcoSphere(name: string, options: {
  124103. radius?: number;
  124104. radiusX?: number;
  124105. radiusY?: number;
  124106. radiusZ?: number;
  124107. flat?: boolean;
  124108. subdivisions?: number;
  124109. sideOrientation?: number;
  124110. frontUVs?: Vector4;
  124111. backUVs?: Vector4;
  124112. updatable?: boolean;
  124113. }, scene?: Nullable<Scene>): Mesh;
  124114. /**
  124115. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124116. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  124117. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  124118. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  124119. * * 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
  124120. * * 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
  124121. * * 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
  124122. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124123. * * 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
  124124. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124125. * * 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
  124126. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  124127. * * 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
  124128. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  124129. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124130. * @param name defines the name of the mesh
  124131. * @param options defines the options used to create the mesh
  124132. * @param scene defines the hosting scene
  124133. * @returns the ribbon mesh
  124134. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  124135. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124136. */
  124137. static CreateRibbon(name: string, options: {
  124138. pathArray: Vector3[][];
  124139. closeArray?: boolean;
  124140. closePath?: boolean;
  124141. offset?: number;
  124142. updatable?: boolean;
  124143. sideOrientation?: number;
  124144. frontUVs?: Vector4;
  124145. backUVs?: Vector4;
  124146. instance?: Mesh;
  124147. invertUV?: boolean;
  124148. uvs?: Vector2[];
  124149. colors?: Color4[];
  124150. }, scene?: Nullable<Scene>): Mesh;
  124151. /**
  124152. * Creates a cylinder or a cone mesh
  124153. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  124154. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  124155. * * 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.
  124156. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  124157. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  124158. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  124159. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  124160. * * 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).
  124161. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  124162. * * 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).
  124163. * * 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
  124164. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  124165. * * 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
  124166. * * 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.
  124167. * * If `enclose` is false, a ring surface is one element.
  124168. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  124169. * * 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
  124170. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124171. * * 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
  124172. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124173. * @param name defines the name of the mesh
  124174. * @param options defines the options used to create the mesh
  124175. * @param scene defines the hosting scene
  124176. * @returns the cylinder mesh
  124177. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  124178. */
  124179. static CreateCylinder(name: string, options: {
  124180. height?: number;
  124181. diameterTop?: number;
  124182. diameterBottom?: number;
  124183. diameter?: number;
  124184. tessellation?: number;
  124185. subdivisions?: number;
  124186. arc?: number;
  124187. faceColors?: Color4[];
  124188. faceUV?: Vector4[];
  124189. updatable?: boolean;
  124190. hasRings?: boolean;
  124191. enclose?: boolean;
  124192. cap?: number;
  124193. sideOrientation?: number;
  124194. frontUVs?: Vector4;
  124195. backUVs?: Vector4;
  124196. }, scene?: Nullable<Scene>): Mesh;
  124197. /**
  124198. * Creates a torus mesh
  124199. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  124200. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  124201. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  124202. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124203. * * 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
  124204. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124205. * @param name defines the name of the mesh
  124206. * @param options defines the options used to create the mesh
  124207. * @param scene defines the hosting scene
  124208. * @returns the torus mesh
  124209. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  124210. */
  124211. static CreateTorus(name: string, options: {
  124212. diameter?: number;
  124213. thickness?: number;
  124214. tessellation?: number;
  124215. updatable?: boolean;
  124216. sideOrientation?: number;
  124217. frontUVs?: Vector4;
  124218. backUVs?: Vector4;
  124219. }, scene?: Nullable<Scene>): Mesh;
  124220. /**
  124221. * Creates a torus knot mesh
  124222. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  124223. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  124224. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  124225. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  124226. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124227. * * 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
  124228. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124229. * @param name defines the name of the mesh
  124230. * @param options defines the options used to create the mesh
  124231. * @param scene defines the hosting scene
  124232. * @returns the torus knot mesh
  124233. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  124234. */
  124235. static CreateTorusKnot(name: string, options: {
  124236. radius?: number;
  124237. tube?: number;
  124238. radialSegments?: number;
  124239. tubularSegments?: number;
  124240. p?: number;
  124241. q?: number;
  124242. updatable?: boolean;
  124243. sideOrientation?: number;
  124244. frontUVs?: Vector4;
  124245. backUVs?: Vector4;
  124246. }, scene?: Nullable<Scene>): Mesh;
  124247. /**
  124248. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  124249. * * 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
  124250. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  124251. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  124252. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  124253. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  124254. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  124255. * * 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
  124256. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  124257. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124258. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  124259. * @param name defines the name of the new line system
  124260. * @param options defines the options used to create the line system
  124261. * @param scene defines the hosting scene
  124262. * @returns a new line system mesh
  124263. */
  124264. static CreateLineSystem(name: string, options: {
  124265. lines: Vector3[][];
  124266. updatable?: boolean;
  124267. instance?: Nullable<LinesMesh>;
  124268. colors?: Nullable<Color4[][]>;
  124269. useVertexAlpha?: boolean;
  124270. }, scene: Nullable<Scene>): LinesMesh;
  124271. /**
  124272. * Creates a line mesh
  124273. * 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
  124274. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  124275. * * The parameter `points` is an array successive Vector3
  124276. * * 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
  124277. * * The optional parameter `colors` is an array of successive Color4, one per line point
  124278. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  124279. * * When updating an instance, remember that only point positions can change, not the number of points
  124280. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124281. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  124282. * @param name defines the name of the new line system
  124283. * @param options defines the options used to create the line system
  124284. * @param scene defines the hosting scene
  124285. * @returns a new line mesh
  124286. */
  124287. static CreateLines(name: string, options: {
  124288. points: Vector3[];
  124289. updatable?: boolean;
  124290. instance?: Nullable<LinesMesh>;
  124291. colors?: Color4[];
  124292. useVertexAlpha?: boolean;
  124293. }, scene?: Nullable<Scene>): LinesMesh;
  124294. /**
  124295. * Creates a dashed line mesh
  124296. * * 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
  124297. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  124298. * * The parameter `points` is an array successive Vector3
  124299. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  124300. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  124301. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  124302. * * 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
  124303. * * When updating an instance, remember that only point positions can change, not the number of points
  124304. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124305. * @param name defines the name of the mesh
  124306. * @param options defines the options used to create the mesh
  124307. * @param scene defines the hosting scene
  124308. * @returns the dashed line mesh
  124309. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  124310. */
  124311. static CreateDashedLines(name: string, options: {
  124312. points: Vector3[];
  124313. dashSize?: number;
  124314. gapSize?: number;
  124315. dashNb?: number;
  124316. updatable?: boolean;
  124317. instance?: LinesMesh;
  124318. }, scene?: Nullable<Scene>): LinesMesh;
  124319. /**
  124320. * 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.
  124321. * * 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.
  124322. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  124323. * * 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.
  124324. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  124325. * * 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
  124326. * * 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
  124327. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  124328. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124329. * * 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
  124330. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  124331. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124332. * @param name defines the name of the mesh
  124333. * @param options defines the options used to create the mesh
  124334. * @param scene defines the hosting scene
  124335. * @returns the extruded shape mesh
  124336. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124337. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  124338. */
  124339. static ExtrudeShape(name: string, options: {
  124340. shape: Vector3[];
  124341. path: Vector3[];
  124342. scale?: number;
  124343. rotation?: number;
  124344. cap?: number;
  124345. updatable?: boolean;
  124346. sideOrientation?: number;
  124347. frontUVs?: Vector4;
  124348. backUVs?: Vector4;
  124349. instance?: Mesh;
  124350. invertUV?: boolean;
  124351. }, scene?: Nullable<Scene>): Mesh;
  124352. /**
  124353. * Creates an custom extruded shape mesh.
  124354. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  124355. * * 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.
  124356. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  124357. * * 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
  124358. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  124359. * * 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
  124360. * * It must returns a float value that will be the scale value applied to the shape on each path point
  124361. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  124362. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  124363. * * 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
  124364. * * 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
  124365. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  124366. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124367. * * 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
  124368. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124369. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124370. * @param name defines the name of the mesh
  124371. * @param options defines the options used to create the mesh
  124372. * @param scene defines the hosting scene
  124373. * @returns the custom extruded shape mesh
  124374. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  124375. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124376. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  124377. */
  124378. static ExtrudeShapeCustom(name: string, options: {
  124379. shape: Vector3[];
  124380. path: Vector3[];
  124381. scaleFunction?: any;
  124382. rotationFunction?: any;
  124383. ribbonCloseArray?: boolean;
  124384. ribbonClosePath?: boolean;
  124385. cap?: number;
  124386. updatable?: boolean;
  124387. sideOrientation?: number;
  124388. frontUVs?: Vector4;
  124389. backUVs?: Vector4;
  124390. instance?: Mesh;
  124391. invertUV?: boolean;
  124392. }, scene?: Nullable<Scene>): Mesh;
  124393. /**
  124394. * Creates lathe mesh.
  124395. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  124396. * * 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
  124397. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  124398. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  124399. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  124400. * * 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
  124401. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  124402. * * 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
  124403. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124404. * * 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
  124405. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124406. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124407. * @param name defines the name of the mesh
  124408. * @param options defines the options used to create the mesh
  124409. * @param scene defines the hosting scene
  124410. * @returns the lathe mesh
  124411. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  124412. */
  124413. static CreateLathe(name: string, options: {
  124414. shape: Vector3[];
  124415. radius?: number;
  124416. tessellation?: number;
  124417. clip?: number;
  124418. arc?: number;
  124419. closed?: boolean;
  124420. updatable?: boolean;
  124421. sideOrientation?: number;
  124422. frontUVs?: Vector4;
  124423. backUVs?: Vector4;
  124424. cap?: number;
  124425. invertUV?: boolean;
  124426. }, scene?: Nullable<Scene>): Mesh;
  124427. /**
  124428. * Creates a tiled plane mesh
  124429. * * You can set a limited pattern arrangement with the tiles
  124430. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124431. * * 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
  124432. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124433. * @param name defines the name of the mesh
  124434. * @param options defines the options used to create the mesh
  124435. * @param scene defines the hosting scene
  124436. * @returns the plane mesh
  124437. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  124438. */
  124439. static CreateTiledPlane(name: string, options: {
  124440. pattern?: number;
  124441. tileSize?: number;
  124442. tileWidth?: number;
  124443. tileHeight?: number;
  124444. size?: number;
  124445. width?: number;
  124446. height?: number;
  124447. alignHorizontal?: number;
  124448. alignVertical?: number;
  124449. sideOrientation?: number;
  124450. frontUVs?: Vector4;
  124451. backUVs?: Vector4;
  124452. updatable?: boolean;
  124453. }, scene?: Nullable<Scene>): Mesh;
  124454. /**
  124455. * Creates a plane mesh
  124456. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  124457. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  124458. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  124459. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124460. * * 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
  124461. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124462. * @param name defines the name of the mesh
  124463. * @param options defines the options used to create the mesh
  124464. * @param scene defines the hosting scene
  124465. * @returns the plane mesh
  124466. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  124467. */
  124468. static CreatePlane(name: string, options: {
  124469. size?: number;
  124470. width?: number;
  124471. height?: number;
  124472. sideOrientation?: number;
  124473. frontUVs?: Vector4;
  124474. backUVs?: Vector4;
  124475. updatable?: boolean;
  124476. sourcePlane?: Plane;
  124477. }, scene?: Nullable<Scene>): Mesh;
  124478. /**
  124479. * Creates a ground mesh
  124480. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  124481. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  124482. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124483. * @param name defines the name of the mesh
  124484. * @param options defines the options used to create the mesh
  124485. * @param scene defines the hosting scene
  124486. * @returns the ground mesh
  124487. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  124488. */
  124489. static CreateGround(name: string, options: {
  124490. width?: number;
  124491. height?: number;
  124492. subdivisions?: number;
  124493. subdivisionsX?: number;
  124494. subdivisionsY?: number;
  124495. updatable?: boolean;
  124496. }, scene?: Nullable<Scene>): Mesh;
  124497. /**
  124498. * Creates a tiled ground mesh
  124499. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  124500. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  124501. * * 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
  124502. * * 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
  124503. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124504. * @param name defines the name of the mesh
  124505. * @param options defines the options used to create the mesh
  124506. * @param scene defines the hosting scene
  124507. * @returns the tiled ground mesh
  124508. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  124509. */
  124510. static CreateTiledGround(name: string, options: {
  124511. xmin: number;
  124512. zmin: number;
  124513. xmax: number;
  124514. zmax: number;
  124515. subdivisions?: {
  124516. w: number;
  124517. h: number;
  124518. };
  124519. precision?: {
  124520. w: number;
  124521. h: number;
  124522. };
  124523. updatable?: boolean;
  124524. }, scene?: Nullable<Scene>): Mesh;
  124525. /**
  124526. * Creates a ground mesh from a height map
  124527. * * The parameter `url` sets the URL of the height map image resource.
  124528. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  124529. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  124530. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  124531. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  124532. * * 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.
  124533. * * 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).
  124534. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  124535. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124536. * @param name defines the name of the mesh
  124537. * @param url defines the url to the height map
  124538. * @param options defines the options used to create the mesh
  124539. * @param scene defines the hosting scene
  124540. * @returns the ground mesh
  124541. * @see https://doc.babylonjs.com/babylon101/height_map
  124542. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  124543. */
  124544. static CreateGroundFromHeightMap(name: string, url: string, options: {
  124545. width?: number;
  124546. height?: number;
  124547. subdivisions?: number;
  124548. minHeight?: number;
  124549. maxHeight?: number;
  124550. colorFilter?: Color3;
  124551. alphaFilter?: number;
  124552. updatable?: boolean;
  124553. onReady?: (mesh: GroundMesh) => void;
  124554. }, scene?: Nullable<Scene>): GroundMesh;
  124555. /**
  124556. * Creates a polygon mesh
  124557. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  124558. * * 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
  124559. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124560. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124561. * * 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)
  124562. * * Remember you can only change the shape positions, not their number when updating a polygon
  124563. * @param name defines the name of the mesh
  124564. * @param options defines the options used to create the mesh
  124565. * @param scene defines the hosting scene
  124566. * @param earcutInjection can be used to inject your own earcut reference
  124567. * @returns the polygon mesh
  124568. */
  124569. static CreatePolygon(name: string, options: {
  124570. shape: Vector3[];
  124571. holes?: Vector3[][];
  124572. depth?: number;
  124573. faceUV?: Vector4[];
  124574. faceColors?: Color4[];
  124575. updatable?: boolean;
  124576. sideOrientation?: number;
  124577. frontUVs?: Vector4;
  124578. backUVs?: Vector4;
  124579. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124580. /**
  124581. * Creates an extruded polygon mesh, with depth in the Y direction.
  124582. * * 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)
  124583. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124584. * @param name defines the name of the mesh
  124585. * @param options defines the options used to create the mesh
  124586. * @param scene defines the hosting scene
  124587. * @param earcutInjection can be used to inject your own earcut reference
  124588. * @returns the polygon mesh
  124589. */
  124590. static ExtrudePolygon(name: string, options: {
  124591. shape: Vector3[];
  124592. holes?: Vector3[][];
  124593. depth?: number;
  124594. faceUV?: Vector4[];
  124595. faceColors?: Color4[];
  124596. updatable?: boolean;
  124597. sideOrientation?: number;
  124598. frontUVs?: Vector4;
  124599. backUVs?: Vector4;
  124600. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124601. /**
  124602. * Creates a tube mesh.
  124603. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124604. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  124605. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  124606. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  124607. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  124608. * * 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)
  124609. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  124610. * * 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
  124611. * * 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
  124612. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124613. * * 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
  124614. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124615. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124616. * @param name defines the name of the mesh
  124617. * @param options defines the options used to create the mesh
  124618. * @param scene defines the hosting scene
  124619. * @returns the tube mesh
  124620. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124621. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  124622. */
  124623. static CreateTube(name: string, options: {
  124624. path: Vector3[];
  124625. radius?: number;
  124626. tessellation?: number;
  124627. radiusFunction?: {
  124628. (i: number, distance: number): number;
  124629. };
  124630. cap?: number;
  124631. arc?: number;
  124632. updatable?: boolean;
  124633. sideOrientation?: number;
  124634. frontUVs?: Vector4;
  124635. backUVs?: Vector4;
  124636. instance?: Mesh;
  124637. invertUV?: boolean;
  124638. }, scene?: Nullable<Scene>): Mesh;
  124639. /**
  124640. * Creates a polyhedron mesh
  124641. * * 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
  124642. * * The parameter `size` (positive float, default 1) sets the polygon size
  124643. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  124644. * * 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`
  124645. * * 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
  124646. * * 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)`)
  124647. * * 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
  124648. * * 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
  124649. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124650. * * 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
  124651. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124652. * @param name defines the name of the mesh
  124653. * @param options defines the options used to create the mesh
  124654. * @param scene defines the hosting scene
  124655. * @returns the polyhedron mesh
  124656. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  124657. */
  124658. static CreatePolyhedron(name: string, options: {
  124659. type?: number;
  124660. size?: number;
  124661. sizeX?: number;
  124662. sizeY?: number;
  124663. sizeZ?: number;
  124664. custom?: any;
  124665. faceUV?: Vector4[];
  124666. faceColors?: Color4[];
  124667. flat?: boolean;
  124668. updatable?: boolean;
  124669. sideOrientation?: number;
  124670. frontUVs?: Vector4;
  124671. backUVs?: Vector4;
  124672. }, scene?: Nullable<Scene>): Mesh;
  124673. /**
  124674. * Creates a decal mesh.
  124675. * 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
  124676. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  124677. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  124678. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  124679. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  124680. * @param name defines the name of the mesh
  124681. * @param sourceMesh defines the mesh where the decal must be applied
  124682. * @param options defines the options used to create the mesh
  124683. * @param scene defines the hosting scene
  124684. * @returns the decal mesh
  124685. * @see https://doc.babylonjs.com/how_to/decals
  124686. */
  124687. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  124688. position?: Vector3;
  124689. normal?: Vector3;
  124690. size?: Vector3;
  124691. angle?: number;
  124692. }): Mesh;
  124693. }
  124694. }
  124695. declare module BABYLON {
  124696. /**
  124697. * A simplifier interface for future simplification implementations
  124698. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  124699. */
  124700. export interface ISimplifier {
  124701. /**
  124702. * Simplification of a given mesh according to the given settings.
  124703. * Since this requires computation, it is assumed that the function runs async.
  124704. * @param settings The settings of the simplification, including quality and distance
  124705. * @param successCallback A callback that will be called after the mesh was simplified.
  124706. * @param errorCallback in case of an error, this callback will be called. optional.
  124707. */
  124708. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  124709. }
  124710. /**
  124711. * Expected simplification settings.
  124712. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  124713. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  124714. */
  124715. export interface ISimplificationSettings {
  124716. /**
  124717. * Gets or sets the expected quality
  124718. */
  124719. quality: number;
  124720. /**
  124721. * Gets or sets the distance when this optimized version should be used
  124722. */
  124723. distance: number;
  124724. /**
  124725. * Gets an already optimized mesh
  124726. */
  124727. optimizeMesh?: boolean;
  124728. }
  124729. /**
  124730. * Class used to specify simplification options
  124731. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  124732. */
  124733. export class SimplificationSettings implements ISimplificationSettings {
  124734. /** expected quality */
  124735. quality: number;
  124736. /** distance when this optimized version should be used */
  124737. distance: number;
  124738. /** already optimized mesh */
  124739. optimizeMesh?: boolean | undefined;
  124740. /**
  124741. * Creates a SimplificationSettings
  124742. * @param quality expected quality
  124743. * @param distance distance when this optimized version should be used
  124744. * @param optimizeMesh already optimized mesh
  124745. */
  124746. constructor(
  124747. /** expected quality */
  124748. quality: number,
  124749. /** distance when this optimized version should be used */
  124750. distance: number,
  124751. /** already optimized mesh */
  124752. optimizeMesh?: boolean | undefined);
  124753. }
  124754. /**
  124755. * Interface used to define a simplification task
  124756. */
  124757. export interface ISimplificationTask {
  124758. /**
  124759. * Array of settings
  124760. */
  124761. settings: Array<ISimplificationSettings>;
  124762. /**
  124763. * Simplification type
  124764. */
  124765. simplificationType: SimplificationType;
  124766. /**
  124767. * Mesh to simplify
  124768. */
  124769. mesh: Mesh;
  124770. /**
  124771. * Callback called on success
  124772. */
  124773. successCallback?: () => void;
  124774. /**
  124775. * Defines if parallel processing can be used
  124776. */
  124777. parallelProcessing: boolean;
  124778. }
  124779. /**
  124780. * Queue used to order the simplification tasks
  124781. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  124782. */
  124783. export class SimplificationQueue {
  124784. private _simplificationArray;
  124785. /**
  124786. * Gets a boolean indicating that the process is still running
  124787. */
  124788. running: boolean;
  124789. /**
  124790. * Creates a new queue
  124791. */
  124792. constructor();
  124793. /**
  124794. * Adds a new simplification task
  124795. * @param task defines a task to add
  124796. */
  124797. addTask(task: ISimplificationTask): void;
  124798. /**
  124799. * Execute next task
  124800. */
  124801. executeNext(): void;
  124802. /**
  124803. * Execute a simplification task
  124804. * @param task defines the task to run
  124805. */
  124806. runSimplification(task: ISimplificationTask): void;
  124807. private getSimplifier;
  124808. }
  124809. /**
  124810. * The implemented types of simplification
  124811. * At the moment only Quadratic Error Decimation is implemented
  124812. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  124813. */
  124814. export enum SimplificationType {
  124815. /** Quadratic error decimation */
  124816. QUADRATIC = 0
  124817. }
  124818. }
  124819. declare module BABYLON {
  124820. interface Scene {
  124821. /** @hidden (Backing field) */
  124822. _simplificationQueue: SimplificationQueue;
  124823. /**
  124824. * Gets or sets the simplification queue attached to the scene
  124825. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  124826. */
  124827. simplificationQueue: SimplificationQueue;
  124828. }
  124829. interface Mesh {
  124830. /**
  124831. * Simplify the mesh according to the given array of settings.
  124832. * Function will return immediately and will simplify async
  124833. * @param settings a collection of simplification settings
  124834. * @param parallelProcessing should all levels calculate parallel or one after the other
  124835. * @param simplificationType the type of simplification to run
  124836. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  124837. * @returns the current mesh
  124838. */
  124839. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  124840. }
  124841. /**
  124842. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  124843. * created in a scene
  124844. */
  124845. export class SimplicationQueueSceneComponent implements ISceneComponent {
  124846. /**
  124847. * The component name helpfull to identify the component in the list of scene components.
  124848. */
  124849. readonly name: string;
  124850. /**
  124851. * The scene the component belongs to.
  124852. */
  124853. scene: Scene;
  124854. /**
  124855. * Creates a new instance of the component for the given scene
  124856. * @param scene Defines the scene to register the component in
  124857. */
  124858. constructor(scene: Scene);
  124859. /**
  124860. * Registers the component in a given scene
  124861. */
  124862. register(): void;
  124863. /**
  124864. * Rebuilds the elements related to this component in case of
  124865. * context lost for instance.
  124866. */
  124867. rebuild(): void;
  124868. /**
  124869. * Disposes the component and the associated ressources
  124870. */
  124871. dispose(): void;
  124872. private _beforeCameraUpdate;
  124873. }
  124874. }
  124875. declare module BABYLON {
  124876. /**
  124877. * Navigation plugin interface to add navigation constrained by a navigation mesh
  124878. */
  124879. export interface INavigationEnginePlugin {
  124880. /**
  124881. * plugin name
  124882. */
  124883. name: string;
  124884. /**
  124885. * Creates a navigation mesh
  124886. * @param meshes array of all the geometry used to compute the navigatio mesh
  124887. * @param parameters bunch of parameters used to filter geometry
  124888. */
  124889. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  124890. /**
  124891. * Create a navigation mesh debug mesh
  124892. * @param scene is where the mesh will be added
  124893. * @returns debug display mesh
  124894. */
  124895. createDebugNavMesh(scene: Scene): Mesh;
  124896. /**
  124897. * Get a navigation mesh constrained position, closest to the parameter position
  124898. * @param position world position
  124899. * @returns the closest point to position constrained by the navigation mesh
  124900. */
  124901. getClosestPoint(position: Vector3): Vector3;
  124902. /**
  124903. * Get a navigation mesh constrained position, within a particular radius
  124904. * @param position world position
  124905. * @param maxRadius the maximum distance to the constrained world position
  124906. * @returns the closest point to position constrained by the navigation mesh
  124907. */
  124908. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  124909. /**
  124910. * Compute the final position from a segment made of destination-position
  124911. * @param position world position
  124912. * @param destination world position
  124913. * @returns the resulting point along the navmesh
  124914. */
  124915. moveAlong(position: Vector3, destination: Vector3): Vector3;
  124916. /**
  124917. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  124918. * @param start world position
  124919. * @param end world position
  124920. * @returns array containing world position composing the path
  124921. */
  124922. computePath(start: Vector3, end: Vector3): Vector3[];
  124923. /**
  124924. * If this plugin is supported
  124925. * @returns true if plugin is supported
  124926. */
  124927. isSupported(): boolean;
  124928. /**
  124929. * Create a new Crowd so you can add agents
  124930. * @param maxAgents the maximum agent count in the crowd
  124931. * @param maxAgentRadius the maximum radius an agent can have
  124932. * @param scene to attach the crowd to
  124933. * @returns the crowd you can add agents to
  124934. */
  124935. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  124936. /**
  124937. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  124938. * The queries will try to find a solution within those bounds
  124939. * default is (1,1,1)
  124940. * @param extent x,y,z value that define the extent around the queries point of reference
  124941. */
  124942. setDefaultQueryExtent(extent: Vector3): void;
  124943. /**
  124944. * Get the Bounding box extent specified by setDefaultQueryExtent
  124945. * @returns the box extent values
  124946. */
  124947. getDefaultQueryExtent(): Vector3;
  124948. /**
  124949. * Release all resources
  124950. */
  124951. dispose(): void;
  124952. }
  124953. /**
  124954. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  124955. */
  124956. export interface ICrowd {
  124957. /**
  124958. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  124959. * You can attach anything to that node. The node position is updated in the scene update tick.
  124960. * @param pos world position that will be constrained by the navigation mesh
  124961. * @param parameters agent parameters
  124962. * @param transform hooked to the agent that will be update by the scene
  124963. * @returns agent index
  124964. */
  124965. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  124966. /**
  124967. * Returns the agent position in world space
  124968. * @param index agent index returned by addAgent
  124969. * @returns world space position
  124970. */
  124971. getAgentPosition(index: number): Vector3;
  124972. /**
  124973. * Gets the agent velocity in world space
  124974. * @param index agent index returned by addAgent
  124975. * @returns world space velocity
  124976. */
  124977. getAgentVelocity(index: number): Vector3;
  124978. /**
  124979. * remove a particular agent previously created
  124980. * @param index agent index returned by addAgent
  124981. */
  124982. removeAgent(index: number): void;
  124983. /**
  124984. * get the list of all agents attached to this crowd
  124985. * @returns list of agent indices
  124986. */
  124987. getAgents(): number[];
  124988. /**
  124989. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  124990. * @param deltaTime in seconds
  124991. */
  124992. update(deltaTime: number): void;
  124993. /**
  124994. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  124995. * @param index agent index returned by addAgent
  124996. * @param destination targeted world position
  124997. */
  124998. agentGoto(index: number, destination: Vector3): void;
  124999. /**
  125000. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125001. * The queries will try to find a solution within those bounds
  125002. * default is (1,1,1)
  125003. * @param extent x,y,z value that define the extent around the queries point of reference
  125004. */
  125005. setDefaultQueryExtent(extent: Vector3): void;
  125006. /**
  125007. * Get the Bounding box extent specified by setDefaultQueryExtent
  125008. * @returns the box extent values
  125009. */
  125010. getDefaultQueryExtent(): Vector3;
  125011. /**
  125012. * Release all resources
  125013. */
  125014. dispose(): void;
  125015. }
  125016. /**
  125017. * Configures an agent
  125018. */
  125019. export interface IAgentParameters {
  125020. /**
  125021. * Agent radius. [Limit: >= 0]
  125022. */
  125023. radius: number;
  125024. /**
  125025. * Agent height. [Limit: > 0]
  125026. */
  125027. height: number;
  125028. /**
  125029. * Maximum allowed acceleration. [Limit: >= 0]
  125030. */
  125031. maxAcceleration: number;
  125032. /**
  125033. * Maximum allowed speed. [Limit: >= 0]
  125034. */
  125035. maxSpeed: number;
  125036. /**
  125037. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  125038. */
  125039. collisionQueryRange: number;
  125040. /**
  125041. * The path visibility optimization range. [Limit: > 0]
  125042. */
  125043. pathOptimizationRange: number;
  125044. /**
  125045. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  125046. */
  125047. separationWeight: number;
  125048. }
  125049. /**
  125050. * Configures the navigation mesh creation
  125051. */
  125052. export interface INavMeshParameters {
  125053. /**
  125054. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  125055. */
  125056. cs: number;
  125057. /**
  125058. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  125059. */
  125060. ch: number;
  125061. /**
  125062. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  125063. */
  125064. walkableSlopeAngle: number;
  125065. /**
  125066. * Minimum floor to 'ceiling' height that will still allow the floor area to
  125067. * be considered walkable. [Limit: >= 3] [Units: vx]
  125068. */
  125069. walkableHeight: number;
  125070. /**
  125071. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  125072. */
  125073. walkableClimb: number;
  125074. /**
  125075. * The distance to erode/shrink the walkable area of the heightfield away from
  125076. * obstructions. [Limit: >=0] [Units: vx]
  125077. */
  125078. walkableRadius: number;
  125079. /**
  125080. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  125081. */
  125082. maxEdgeLen: number;
  125083. /**
  125084. * The maximum distance a simplfied contour's border edges should deviate
  125085. * the original raw contour. [Limit: >=0] [Units: vx]
  125086. */
  125087. maxSimplificationError: number;
  125088. /**
  125089. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  125090. */
  125091. minRegionArea: number;
  125092. /**
  125093. * Any regions with a span count smaller than this value will, if possible,
  125094. * be merged with larger regions. [Limit: >=0] [Units: vx]
  125095. */
  125096. mergeRegionArea: number;
  125097. /**
  125098. * The maximum number of vertices allowed for polygons generated during the
  125099. * contour to polygon conversion process. [Limit: >= 3]
  125100. */
  125101. maxVertsPerPoly: number;
  125102. /**
  125103. * Sets the sampling distance to use when generating the detail mesh.
  125104. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  125105. */
  125106. detailSampleDist: number;
  125107. /**
  125108. * The maximum distance the detail mesh surface should deviate from heightfield
  125109. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  125110. */
  125111. detailSampleMaxError: number;
  125112. }
  125113. }
  125114. declare module BABYLON {
  125115. /**
  125116. * RecastJS navigation plugin
  125117. */
  125118. export class RecastJSPlugin implements INavigationEnginePlugin {
  125119. /**
  125120. * Reference to the Recast library
  125121. */
  125122. bjsRECAST: any;
  125123. /**
  125124. * plugin name
  125125. */
  125126. name: string;
  125127. /**
  125128. * the first navmesh created. We might extend this to support multiple navmeshes
  125129. */
  125130. navMesh: any;
  125131. /**
  125132. * Initializes the recastJS plugin
  125133. * @param recastInjection can be used to inject your own recast reference
  125134. */
  125135. constructor(recastInjection?: any);
  125136. /**
  125137. * Creates a navigation mesh
  125138. * @param meshes array of all the geometry used to compute the navigatio mesh
  125139. * @param parameters bunch of parameters used to filter geometry
  125140. */
  125141. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  125142. /**
  125143. * Create a navigation mesh debug mesh
  125144. * @param scene is where the mesh will be added
  125145. * @returns debug display mesh
  125146. */
  125147. createDebugNavMesh(scene: Scene): Mesh;
  125148. /**
  125149. * Get a navigation mesh constrained position, closest to the parameter position
  125150. * @param position world position
  125151. * @returns the closest point to position constrained by the navigation mesh
  125152. */
  125153. getClosestPoint(position: Vector3): Vector3;
  125154. /**
  125155. * Get a navigation mesh constrained position, within a particular radius
  125156. * @param position world position
  125157. * @param maxRadius the maximum distance to the constrained world position
  125158. * @returns the closest point to position constrained by the navigation mesh
  125159. */
  125160. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  125161. /**
  125162. * Compute the final position from a segment made of destination-position
  125163. * @param position world position
  125164. * @param destination world position
  125165. * @returns the resulting point along the navmesh
  125166. */
  125167. moveAlong(position: Vector3, destination: Vector3): Vector3;
  125168. /**
  125169. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  125170. * @param start world position
  125171. * @param end world position
  125172. * @returns array containing world position composing the path
  125173. */
  125174. computePath(start: Vector3, end: Vector3): Vector3[];
  125175. /**
  125176. * Create a new Crowd so you can add agents
  125177. * @param maxAgents the maximum agent count in the crowd
  125178. * @param maxAgentRadius the maximum radius an agent can have
  125179. * @param scene to attach the crowd to
  125180. * @returns the crowd you can add agents to
  125181. */
  125182. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  125183. /**
  125184. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125185. * The queries will try to find a solution within those bounds
  125186. * default is (1,1,1)
  125187. * @param extent x,y,z value that define the extent around the queries point of reference
  125188. */
  125189. setDefaultQueryExtent(extent: Vector3): void;
  125190. /**
  125191. * Get the Bounding box extent specified by setDefaultQueryExtent
  125192. * @returns the box extent values
  125193. */
  125194. getDefaultQueryExtent(): Vector3;
  125195. /**
  125196. * Disposes
  125197. */
  125198. dispose(): void;
  125199. /**
  125200. * If this plugin is supported
  125201. * @returns true if plugin is supported
  125202. */
  125203. isSupported(): boolean;
  125204. }
  125205. /**
  125206. * Recast detour crowd implementation
  125207. */
  125208. export class RecastJSCrowd implements ICrowd {
  125209. /**
  125210. * Recast/detour plugin
  125211. */
  125212. bjsRECASTPlugin: RecastJSPlugin;
  125213. /**
  125214. * Link to the detour crowd
  125215. */
  125216. recastCrowd: any;
  125217. /**
  125218. * One transform per agent
  125219. */
  125220. transforms: TransformNode[];
  125221. /**
  125222. * All agents created
  125223. */
  125224. agents: number[];
  125225. /**
  125226. * Link to the scene is kept to unregister the crowd from the scene
  125227. */
  125228. private _scene;
  125229. /**
  125230. * Observer for crowd updates
  125231. */
  125232. private _onBeforeAnimationsObserver;
  125233. /**
  125234. * Constructor
  125235. * @param plugin recastJS plugin
  125236. * @param maxAgents the maximum agent count in the crowd
  125237. * @param maxAgentRadius the maximum radius an agent can have
  125238. * @param scene to attach the crowd to
  125239. * @returns the crowd you can add agents to
  125240. */
  125241. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  125242. /**
  125243. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  125244. * You can attach anything to that node. The node position is updated in the scene update tick.
  125245. * @param pos world position that will be constrained by the navigation mesh
  125246. * @param parameters agent parameters
  125247. * @param transform hooked to the agent that will be update by the scene
  125248. * @returns agent index
  125249. */
  125250. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  125251. /**
  125252. * Returns the agent position in world space
  125253. * @param index agent index returned by addAgent
  125254. * @returns world space position
  125255. */
  125256. getAgentPosition(index: number): Vector3;
  125257. /**
  125258. * Returns the agent velocity in world space
  125259. * @param index agent index returned by addAgent
  125260. * @returns world space velocity
  125261. */
  125262. getAgentVelocity(index: number): Vector3;
  125263. /**
  125264. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  125265. * @param index agent index returned by addAgent
  125266. * @param destination targeted world position
  125267. */
  125268. agentGoto(index: number, destination: Vector3): void;
  125269. /**
  125270. * remove a particular agent previously created
  125271. * @param index agent index returned by addAgent
  125272. */
  125273. removeAgent(index: number): void;
  125274. /**
  125275. * get the list of all agents attached to this crowd
  125276. * @returns list of agent indices
  125277. */
  125278. getAgents(): number[];
  125279. /**
  125280. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  125281. * @param deltaTime in seconds
  125282. */
  125283. update(deltaTime: number): void;
  125284. /**
  125285. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125286. * The queries will try to find a solution within those bounds
  125287. * default is (1,1,1)
  125288. * @param extent x,y,z value that define the extent around the queries point of reference
  125289. */
  125290. setDefaultQueryExtent(extent: Vector3): void;
  125291. /**
  125292. * Get the Bounding box extent specified by setDefaultQueryExtent
  125293. * @returns the box extent values
  125294. */
  125295. getDefaultQueryExtent(): Vector3;
  125296. /**
  125297. * Release all resources
  125298. */
  125299. dispose(): void;
  125300. }
  125301. }
  125302. declare module BABYLON {
  125303. /**
  125304. * Class used to enable access to IndexedDB
  125305. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  125306. */
  125307. export class Database implements IOfflineProvider {
  125308. private _callbackManifestChecked;
  125309. private _currentSceneUrl;
  125310. private _db;
  125311. private _enableSceneOffline;
  125312. private _enableTexturesOffline;
  125313. private _manifestVersionFound;
  125314. private _mustUpdateRessources;
  125315. private _hasReachedQuota;
  125316. private _isSupported;
  125317. private _idbFactory;
  125318. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  125319. private static IsUASupportingBlobStorage;
  125320. /**
  125321. * Gets a boolean indicating if Database storate is enabled (off by default)
  125322. */
  125323. static IDBStorageEnabled: boolean;
  125324. /**
  125325. * Gets a boolean indicating if scene must be saved in the database
  125326. */
  125327. readonly enableSceneOffline: boolean;
  125328. /**
  125329. * Gets a boolean indicating if textures must be saved in the database
  125330. */
  125331. readonly enableTexturesOffline: boolean;
  125332. /**
  125333. * Creates a new Database
  125334. * @param urlToScene defines the url to load the scene
  125335. * @param callbackManifestChecked defines the callback to use when manifest is checked
  125336. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  125337. */
  125338. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  125339. private static _ParseURL;
  125340. private static _ReturnFullUrlLocation;
  125341. private _checkManifestFile;
  125342. /**
  125343. * Open the database and make it available
  125344. * @param successCallback defines the callback to call on success
  125345. * @param errorCallback defines the callback to call on error
  125346. */
  125347. open(successCallback: () => void, errorCallback: () => void): void;
  125348. /**
  125349. * Loads an image from the database
  125350. * @param url defines the url to load from
  125351. * @param image defines the target DOM image
  125352. */
  125353. loadImage(url: string, image: HTMLImageElement): void;
  125354. private _loadImageFromDBAsync;
  125355. private _saveImageIntoDBAsync;
  125356. private _checkVersionFromDB;
  125357. private _loadVersionFromDBAsync;
  125358. private _saveVersionIntoDBAsync;
  125359. /**
  125360. * Loads a file from database
  125361. * @param url defines the URL to load from
  125362. * @param sceneLoaded defines a callback to call on success
  125363. * @param progressCallBack defines a callback to call when progress changed
  125364. * @param errorCallback defines a callback to call on error
  125365. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  125366. */
  125367. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  125368. private _loadFileAsync;
  125369. private _saveFileAsync;
  125370. /**
  125371. * Validates if xhr data is correct
  125372. * @param xhr defines the request to validate
  125373. * @param dataType defines the expected data type
  125374. * @returns true if data is correct
  125375. */
  125376. private static _ValidateXHRData;
  125377. }
  125378. }
  125379. declare module BABYLON {
  125380. /** @hidden */
  125381. export var gpuUpdateParticlesPixelShader: {
  125382. name: string;
  125383. shader: string;
  125384. };
  125385. }
  125386. declare module BABYLON {
  125387. /** @hidden */
  125388. export var gpuUpdateParticlesVertexShader: {
  125389. name: string;
  125390. shader: string;
  125391. };
  125392. }
  125393. declare module BABYLON {
  125394. /** @hidden */
  125395. export var clipPlaneFragmentDeclaration2: {
  125396. name: string;
  125397. shader: string;
  125398. };
  125399. }
  125400. declare module BABYLON {
  125401. /** @hidden */
  125402. export var gpuRenderParticlesPixelShader: {
  125403. name: string;
  125404. shader: string;
  125405. };
  125406. }
  125407. declare module BABYLON {
  125408. /** @hidden */
  125409. export var clipPlaneVertexDeclaration2: {
  125410. name: string;
  125411. shader: string;
  125412. };
  125413. }
  125414. declare module BABYLON {
  125415. /** @hidden */
  125416. export var gpuRenderParticlesVertexShader: {
  125417. name: string;
  125418. shader: string;
  125419. };
  125420. }
  125421. declare module BABYLON {
  125422. /**
  125423. * This represents a GPU particle system in Babylon
  125424. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  125425. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  125426. */
  125427. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  125428. /**
  125429. * The layer mask we are rendering the particles through.
  125430. */
  125431. layerMask: number;
  125432. private _capacity;
  125433. private _activeCount;
  125434. private _currentActiveCount;
  125435. private _accumulatedCount;
  125436. private _renderEffect;
  125437. private _updateEffect;
  125438. private _buffer0;
  125439. private _buffer1;
  125440. private _spriteBuffer;
  125441. private _updateVAO;
  125442. private _renderVAO;
  125443. private _targetIndex;
  125444. private _sourceBuffer;
  125445. private _targetBuffer;
  125446. private _engine;
  125447. private _currentRenderId;
  125448. private _started;
  125449. private _stopped;
  125450. private _timeDelta;
  125451. private _randomTexture;
  125452. private _randomTexture2;
  125453. private _attributesStrideSize;
  125454. private _updateEffectOptions;
  125455. private _randomTextureSize;
  125456. private _actualFrame;
  125457. private readonly _rawTextureWidth;
  125458. /**
  125459. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  125460. */
  125461. static readonly IsSupported: boolean;
  125462. /**
  125463. * An event triggered when the system is disposed.
  125464. */
  125465. onDisposeObservable: Observable<GPUParticleSystem>;
  125466. /**
  125467. * Gets the maximum number of particles active at the same time.
  125468. * @returns The max number of active particles.
  125469. */
  125470. getCapacity(): number;
  125471. /**
  125472. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  125473. * to override the particles.
  125474. */
  125475. forceDepthWrite: boolean;
  125476. /**
  125477. * Gets or set the number of active particles
  125478. */
  125479. activeParticleCount: number;
  125480. private _preWarmDone;
  125481. /**
  125482. * Is this system ready to be used/rendered
  125483. * @return true if the system is ready
  125484. */
  125485. isReady(): boolean;
  125486. /**
  125487. * Gets if the system has been started. (Note: this will still be true after stop is called)
  125488. * @returns True if it has been started, otherwise false.
  125489. */
  125490. isStarted(): boolean;
  125491. /**
  125492. * Starts the particle system and begins to emit
  125493. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  125494. */
  125495. start(delay?: number): void;
  125496. /**
  125497. * Stops the particle system.
  125498. */
  125499. stop(): void;
  125500. /**
  125501. * Remove all active particles
  125502. */
  125503. reset(): void;
  125504. /**
  125505. * Returns the string "GPUParticleSystem"
  125506. * @returns a string containing the class name
  125507. */
  125508. getClassName(): string;
  125509. private _colorGradientsTexture;
  125510. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  125511. /**
  125512. * Adds a new color gradient
  125513. * @param gradient defines the gradient to use (between 0 and 1)
  125514. * @param color1 defines the color to affect to the specified gradient
  125515. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  125516. * @returns the current particle system
  125517. */
  125518. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  125519. /**
  125520. * Remove a specific color gradient
  125521. * @param gradient defines the gradient to remove
  125522. * @returns the current particle system
  125523. */
  125524. removeColorGradient(gradient: number): GPUParticleSystem;
  125525. private _angularSpeedGradientsTexture;
  125526. private _sizeGradientsTexture;
  125527. private _velocityGradientsTexture;
  125528. private _limitVelocityGradientsTexture;
  125529. private _dragGradientsTexture;
  125530. private _addFactorGradient;
  125531. /**
  125532. * Adds a new size gradient
  125533. * @param gradient defines the gradient to use (between 0 and 1)
  125534. * @param factor defines the size factor to affect to the specified gradient
  125535. * @returns the current particle system
  125536. */
  125537. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  125538. /**
  125539. * Remove a specific size gradient
  125540. * @param gradient defines the gradient to remove
  125541. * @returns the current particle system
  125542. */
  125543. removeSizeGradient(gradient: number): GPUParticleSystem;
  125544. /**
  125545. * Adds a new angular speed gradient
  125546. * @param gradient defines the gradient to use (between 0 and 1)
  125547. * @param factor defines the angular speed to affect to the specified gradient
  125548. * @returns the current particle system
  125549. */
  125550. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  125551. /**
  125552. * Remove a specific angular speed gradient
  125553. * @param gradient defines the gradient to remove
  125554. * @returns the current particle system
  125555. */
  125556. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  125557. /**
  125558. * Adds a new velocity gradient
  125559. * @param gradient defines the gradient to use (between 0 and 1)
  125560. * @param factor defines the velocity to affect to the specified gradient
  125561. * @returns the current particle system
  125562. */
  125563. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  125564. /**
  125565. * Remove a specific velocity gradient
  125566. * @param gradient defines the gradient to remove
  125567. * @returns the current particle system
  125568. */
  125569. removeVelocityGradient(gradient: number): GPUParticleSystem;
  125570. /**
  125571. * Adds a new limit velocity gradient
  125572. * @param gradient defines the gradient to use (between 0 and 1)
  125573. * @param factor defines the limit velocity value to affect to the specified gradient
  125574. * @returns the current particle system
  125575. */
  125576. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  125577. /**
  125578. * Remove a specific limit velocity gradient
  125579. * @param gradient defines the gradient to remove
  125580. * @returns the current particle system
  125581. */
  125582. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  125583. /**
  125584. * Adds a new drag gradient
  125585. * @param gradient defines the gradient to use (between 0 and 1)
  125586. * @param factor defines the drag value to affect to the specified gradient
  125587. * @returns the current particle system
  125588. */
  125589. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  125590. /**
  125591. * Remove a specific drag gradient
  125592. * @param gradient defines the gradient to remove
  125593. * @returns the current particle system
  125594. */
  125595. removeDragGradient(gradient: number): GPUParticleSystem;
  125596. /**
  125597. * Not supported by GPUParticleSystem
  125598. * @param gradient defines the gradient to use (between 0 and 1)
  125599. * @param factor defines the emit rate value to affect to the specified gradient
  125600. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  125601. * @returns the current particle system
  125602. */
  125603. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  125604. /**
  125605. * Not supported by GPUParticleSystem
  125606. * @param gradient defines the gradient to remove
  125607. * @returns the current particle system
  125608. */
  125609. removeEmitRateGradient(gradient: number): IParticleSystem;
  125610. /**
  125611. * Not supported by GPUParticleSystem
  125612. * @param gradient defines the gradient to use (between 0 and 1)
  125613. * @param factor defines the start size value to affect to the specified gradient
  125614. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  125615. * @returns the current particle system
  125616. */
  125617. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  125618. /**
  125619. * Not supported by GPUParticleSystem
  125620. * @param gradient defines the gradient to remove
  125621. * @returns the current particle system
  125622. */
  125623. removeStartSizeGradient(gradient: number): IParticleSystem;
  125624. /**
  125625. * Not supported by GPUParticleSystem
  125626. * @param gradient defines the gradient to use (between 0 and 1)
  125627. * @param min defines the color remap minimal range
  125628. * @param max defines the color remap maximal range
  125629. * @returns the current particle system
  125630. */
  125631. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  125632. /**
  125633. * Not supported by GPUParticleSystem
  125634. * @param gradient defines the gradient to remove
  125635. * @returns the current particle system
  125636. */
  125637. removeColorRemapGradient(): IParticleSystem;
  125638. /**
  125639. * Not supported by GPUParticleSystem
  125640. * @param gradient defines the gradient to use (between 0 and 1)
  125641. * @param min defines the alpha remap minimal range
  125642. * @param max defines the alpha remap maximal range
  125643. * @returns the current particle system
  125644. */
  125645. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  125646. /**
  125647. * Not supported by GPUParticleSystem
  125648. * @param gradient defines the gradient to remove
  125649. * @returns the current particle system
  125650. */
  125651. removeAlphaRemapGradient(): IParticleSystem;
  125652. /**
  125653. * Not supported by GPUParticleSystem
  125654. * @param gradient defines the gradient to use (between 0 and 1)
  125655. * @param color defines the color to affect to the specified gradient
  125656. * @returns the current particle system
  125657. */
  125658. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  125659. /**
  125660. * Not supported by GPUParticleSystem
  125661. * @param gradient defines the gradient to remove
  125662. * @returns the current particle system
  125663. */
  125664. removeRampGradient(): IParticleSystem;
  125665. /**
  125666. * Not supported by GPUParticleSystem
  125667. * @returns the list of ramp gradients
  125668. */
  125669. getRampGradients(): Nullable<Array<Color3Gradient>>;
  125670. /**
  125671. * Not supported by GPUParticleSystem
  125672. * Gets or sets a boolean indicating that ramp gradients must be used
  125673. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  125674. */
  125675. useRampGradients: boolean;
  125676. /**
  125677. * Not supported by GPUParticleSystem
  125678. * @param gradient defines the gradient to use (between 0 and 1)
  125679. * @param factor defines the life time factor to affect to the specified gradient
  125680. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  125681. * @returns the current particle system
  125682. */
  125683. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  125684. /**
  125685. * Not supported by GPUParticleSystem
  125686. * @param gradient defines the gradient to remove
  125687. * @returns the current particle system
  125688. */
  125689. removeLifeTimeGradient(gradient: number): IParticleSystem;
  125690. /**
  125691. * Instantiates a GPU particle system.
  125692. * 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.
  125693. * @param name The name of the particle system
  125694. * @param options The options used to create the system
  125695. * @param scene The scene the particle system belongs to
  125696. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  125697. */
  125698. constructor(name: string, options: Partial<{
  125699. capacity: number;
  125700. randomTextureSize: number;
  125701. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  125702. protected _reset(): void;
  125703. private _createUpdateVAO;
  125704. private _createRenderVAO;
  125705. private _initialize;
  125706. /** @hidden */
  125707. _recreateUpdateEffect(): void;
  125708. /** @hidden */
  125709. _recreateRenderEffect(): void;
  125710. /**
  125711. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  125712. * @param preWarm defines if we are in the pre-warmimg phase
  125713. */
  125714. animate(preWarm?: boolean): void;
  125715. private _createFactorGradientTexture;
  125716. private _createSizeGradientTexture;
  125717. private _createAngularSpeedGradientTexture;
  125718. private _createVelocityGradientTexture;
  125719. private _createLimitVelocityGradientTexture;
  125720. private _createDragGradientTexture;
  125721. private _createColorGradientTexture;
  125722. /**
  125723. * Renders the particle system in its current state
  125724. * @param preWarm defines if the system should only update the particles but not render them
  125725. * @returns the current number of particles
  125726. */
  125727. render(preWarm?: boolean): number;
  125728. /**
  125729. * Rebuilds the particle system
  125730. */
  125731. rebuild(): void;
  125732. private _releaseBuffers;
  125733. private _releaseVAOs;
  125734. /**
  125735. * Disposes the particle system and free the associated resources
  125736. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  125737. */
  125738. dispose(disposeTexture?: boolean): void;
  125739. /**
  125740. * Clones the particle system.
  125741. * @param name The name of the cloned object
  125742. * @param newEmitter The new emitter to use
  125743. * @returns the cloned particle system
  125744. */
  125745. clone(name: string, newEmitter: any): GPUParticleSystem;
  125746. /**
  125747. * Serializes the particle system to a JSON object.
  125748. * @returns the JSON object
  125749. */
  125750. serialize(): any;
  125751. /**
  125752. * Parses a JSON object to create a GPU particle system.
  125753. * @param parsedParticleSystem The JSON object to parse
  125754. * @param scene The scene to create the particle system in
  125755. * @param rootUrl The root url to use to load external dependencies like texture
  125756. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  125757. * @returns the parsed GPU particle system
  125758. */
  125759. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  125760. }
  125761. }
  125762. declare module BABYLON {
  125763. /**
  125764. * Represents a set of particle systems working together to create a specific effect
  125765. */
  125766. export class ParticleSystemSet implements IDisposable {
  125767. /**
  125768. * Gets or sets base Assets URL
  125769. */
  125770. static BaseAssetsUrl: string;
  125771. private _emitterCreationOptions;
  125772. private _emitterNode;
  125773. /**
  125774. * Gets the particle system list
  125775. */
  125776. systems: IParticleSystem[];
  125777. /**
  125778. * Gets the emitter node used with this set
  125779. */
  125780. readonly emitterNode: Nullable<TransformNode>;
  125781. /**
  125782. * Creates a new emitter mesh as a sphere
  125783. * @param options defines the options used to create the sphere
  125784. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  125785. * @param scene defines the hosting scene
  125786. */
  125787. setEmitterAsSphere(options: {
  125788. diameter: number;
  125789. segments: number;
  125790. color: Color3;
  125791. }, renderingGroupId: number, scene: Scene): void;
  125792. /**
  125793. * Starts all particle systems of the set
  125794. * @param emitter defines an optional mesh to use as emitter for the particle systems
  125795. */
  125796. start(emitter?: AbstractMesh): void;
  125797. /**
  125798. * Release all associated resources
  125799. */
  125800. dispose(): void;
  125801. /**
  125802. * Serialize the set into a JSON compatible object
  125803. * @returns a JSON compatible representation of the set
  125804. */
  125805. serialize(): any;
  125806. /**
  125807. * Parse a new ParticleSystemSet from a serialized source
  125808. * @param data defines a JSON compatible representation of the set
  125809. * @param scene defines the hosting scene
  125810. * @param gpu defines if we want GPU particles or CPU particles
  125811. * @returns a new ParticleSystemSet
  125812. */
  125813. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  125814. }
  125815. }
  125816. declare module BABYLON {
  125817. /**
  125818. * This class is made for on one-liner static method to help creating particle system set.
  125819. */
  125820. export class ParticleHelper {
  125821. /**
  125822. * Gets or sets base Assets URL
  125823. */
  125824. static BaseAssetsUrl: string;
  125825. /**
  125826. * Create a default particle system that you can tweak
  125827. * @param emitter defines the emitter to use
  125828. * @param capacity defines the system capacity (default is 500 particles)
  125829. * @param scene defines the hosting scene
  125830. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  125831. * @returns the new Particle system
  125832. */
  125833. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  125834. /**
  125835. * This is the main static method (one-liner) of this helper to create different particle systems
  125836. * @param type This string represents the type to the particle system to create
  125837. * @param scene The scene where the particle system should live
  125838. * @param gpu If the system will use gpu
  125839. * @returns the ParticleSystemSet created
  125840. */
  125841. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  125842. /**
  125843. * Static function used to export a particle system to a ParticleSystemSet variable.
  125844. * Please note that the emitter shape is not exported
  125845. * @param systems defines the particle systems to export
  125846. * @returns the created particle system set
  125847. */
  125848. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  125849. }
  125850. }
  125851. declare module BABYLON {
  125852. interface Engine {
  125853. /**
  125854. * Create an effect to use with particle systems.
  125855. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  125856. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  125857. * @param uniformsNames defines a list of attribute names
  125858. * @param samplers defines an array of string used to represent textures
  125859. * @param defines defines the string containing the defines to use to compile the shaders
  125860. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  125861. * @param onCompiled defines a function to call when the effect creation is successful
  125862. * @param onError defines a function to call when the effect creation has failed
  125863. * @returns the new Effect
  125864. */
  125865. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  125866. }
  125867. interface Mesh {
  125868. /**
  125869. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  125870. * @returns an array of IParticleSystem
  125871. */
  125872. getEmittedParticleSystems(): IParticleSystem[];
  125873. /**
  125874. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  125875. * @returns an array of IParticleSystem
  125876. */
  125877. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  125878. }
  125879. /**
  125880. * @hidden
  125881. */
  125882. export var _IDoNeedToBeInTheBuild: number;
  125883. }
  125884. declare module BABYLON {
  125885. /** Defines the 4 color options */
  125886. export enum PointColor {
  125887. /** color value */
  125888. Color = 2,
  125889. /** uv value */
  125890. UV = 1,
  125891. /** random value */
  125892. Random = 0,
  125893. /** stated value */
  125894. Stated = 3
  125895. }
  125896. /**
  125897. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  125898. * 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.
  125899. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  125900. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  125901. *
  125902. * Full documentation here : TO BE ENTERED
  125903. */
  125904. export class PointsCloudSystem implements IDisposable {
  125905. /**
  125906. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  125907. * Example : var p = SPS.particles[i];
  125908. */
  125909. particles: CloudPoint[];
  125910. /**
  125911. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  125912. */
  125913. nbParticles: number;
  125914. /**
  125915. * This a counter for your own usage. It's not set by any SPS functions.
  125916. */
  125917. counter: number;
  125918. /**
  125919. * The PCS name. This name is also given to the underlying mesh.
  125920. */
  125921. name: string;
  125922. /**
  125923. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  125924. */
  125925. mesh: Mesh;
  125926. /**
  125927. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  125928. * Please read :
  125929. */
  125930. vars: any;
  125931. /**
  125932. * @hidden
  125933. */
  125934. _size: number;
  125935. private _scene;
  125936. private _promises;
  125937. private _positions;
  125938. private _indices;
  125939. private _normals;
  125940. private _colors;
  125941. private _uvs;
  125942. private _indices32;
  125943. private _positions32;
  125944. private _colors32;
  125945. private _uvs32;
  125946. private _updatable;
  125947. private _isVisibilityBoxLocked;
  125948. private _alwaysVisible;
  125949. private _groups;
  125950. private _groupCounter;
  125951. private _computeParticleColor;
  125952. private _computeParticleTexture;
  125953. private _computeParticleRotation;
  125954. private _computeBoundingBox;
  125955. private _isReady;
  125956. /**
  125957. * Creates a PCS (Points Cloud System) object
  125958. * @param name (String) is the PCS name, this will be the underlying mesh name
  125959. * @param pointSize (number) is the size for each point
  125960. * @param scene (Scene) is the scene in which the PCS is added
  125961. * @param options defines the options of the PCS e.g.
  125962. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  125963. */
  125964. constructor(name: string, pointSize: number, scene: Scene, options?: {
  125965. updatable?: boolean;
  125966. });
  125967. /**
  125968. * Builds the PCS underlying mesh. Returns a standard Mesh.
  125969. * If no points were added to the PCS, the returned mesh is just a single point.
  125970. * @returns a promise for the created mesh
  125971. */
  125972. buildMeshAsync(): Promise<Mesh>;
  125973. /**
  125974. * @hidden
  125975. */
  125976. private _buildMesh;
  125977. private _addParticle;
  125978. private _randomUnitVector;
  125979. private _getColorIndicesForCoord;
  125980. private _setPointsColorOrUV;
  125981. private _colorFromTexture;
  125982. private _calculateDensity;
  125983. /**
  125984. * Adds points to the PCS in random positions within a unit sphere
  125985. * @param nb (positive integer) the number of particles to be created from this model
  125986. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  125987. * @returns the number of groups in the system
  125988. */
  125989. addPoints(nb: number, pointFunction?: any): number;
  125990. /**
  125991. * Adds points to the PCS from the surface of the model shape
  125992. * @param mesh is any Mesh object that will be used as a surface model for the points
  125993. * @param nb (positive integer) the number of particles to be created from this model
  125994. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  125995. * @param color (color3) to be used when colorWith is stated
  125996. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  125997. * @returns the number of groups in the system
  125998. */
  125999. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  126000. /**
  126001. * Adds points to the PCS inside the model shape
  126002. * @param mesh is any Mesh object that will be used as a surface model for the points
  126003. * @param nb (positive integer) the number of particles to be created from this model
  126004. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  126005. * @param color (color4) to be used when colorWith is stated
  126006. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  126007. * @returns the number of groups in the system
  126008. */
  126009. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  126010. /**
  126011. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  126012. * This method calls `updateParticle()` for each particle of the SPS.
  126013. * For an animated SPS, it is usually called within the render loop.
  126014. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  126015. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  126016. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  126017. * @returns the PCS.
  126018. */
  126019. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  126020. /**
  126021. * Disposes the PCS.
  126022. */
  126023. dispose(): void;
  126024. /**
  126025. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  126026. * doc :
  126027. * @returns the PCS.
  126028. */
  126029. refreshVisibleSize(): PointsCloudSystem;
  126030. /**
  126031. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  126032. * @param size the size (float) of the visibility box
  126033. * note : this doesn't lock the PCS mesh bounding box.
  126034. * doc :
  126035. */
  126036. setVisibilityBox(size: number): void;
  126037. /**
  126038. * Gets whether the PCS is always visible or not
  126039. * doc :
  126040. */
  126041. /**
  126042. * Sets the PCS as always visible or not
  126043. * doc :
  126044. */
  126045. isAlwaysVisible: boolean;
  126046. /**
  126047. * Tells to `setParticles()` to compute the particle rotations or not
  126048. * Default value : false. The PCS is faster when it's set to false
  126049. * Note : particle rotations are only applied to parent particles
  126050. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  126051. */
  126052. computeParticleRotation: boolean;
  126053. /**
  126054. * Tells to `setParticles()` to compute the particle colors or not.
  126055. * Default value : true. The PCS is faster when it's set to false.
  126056. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  126057. */
  126058. /**
  126059. * Gets if `setParticles()` computes the particle colors or not.
  126060. * Default value : false. The PCS is faster when it's set to false.
  126061. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  126062. */
  126063. computeParticleColor: boolean;
  126064. /**
  126065. * Gets if `setParticles()` computes the particle textures or not.
  126066. * Default value : false. The PCS is faster when it's set to false.
  126067. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  126068. */
  126069. computeParticleTexture: boolean;
  126070. /**
  126071. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  126072. */
  126073. /**
  126074. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  126075. */
  126076. computeBoundingBox: boolean;
  126077. /**
  126078. * This function does nothing. It may be overwritten to set all the particle first values.
  126079. * The PCS doesn't call this function, you may have to call it by your own.
  126080. * doc :
  126081. */
  126082. initParticles(): void;
  126083. /**
  126084. * This function does nothing. It may be overwritten to recycle a particle
  126085. * The PCS doesn't call this function, you can to call it
  126086. * doc :
  126087. * @param particle The particle to recycle
  126088. * @returns the recycled particle
  126089. */
  126090. recycleParticle(particle: CloudPoint): CloudPoint;
  126091. /**
  126092. * Updates a particle : this function should be overwritten by the user.
  126093. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  126094. * doc :
  126095. * @example : just set a particle position or velocity and recycle conditions
  126096. * @param particle The particle to update
  126097. * @returns the updated particle
  126098. */
  126099. updateParticle(particle: CloudPoint): CloudPoint;
  126100. /**
  126101. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  126102. * This does nothing and may be overwritten by the user.
  126103. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  126104. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  126105. * @param update the boolean update value actually passed to setParticles()
  126106. */
  126107. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  126108. /**
  126109. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  126110. * This will be passed three parameters.
  126111. * This does nothing and may be overwritten by the user.
  126112. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  126113. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  126114. * @param update the boolean update value actually passed to setParticles()
  126115. */
  126116. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  126117. }
  126118. }
  126119. declare module BABYLON {
  126120. /**
  126121. * Represents one particle of a points cloud system.
  126122. */
  126123. export class CloudPoint {
  126124. /**
  126125. * particle global index
  126126. */
  126127. idx: number;
  126128. /**
  126129. * The color of the particle
  126130. */
  126131. color: Nullable<Color4>;
  126132. /**
  126133. * The world space position of the particle.
  126134. */
  126135. position: Vector3;
  126136. /**
  126137. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  126138. */
  126139. rotation: Vector3;
  126140. /**
  126141. * The world space rotation quaternion of the particle.
  126142. */
  126143. rotationQuaternion: Nullable<Quaternion>;
  126144. /**
  126145. * The uv of the particle.
  126146. */
  126147. uv: Nullable<Vector2>;
  126148. /**
  126149. * The current speed of the particle.
  126150. */
  126151. velocity: Vector3;
  126152. /**
  126153. * The pivot point in the particle local space.
  126154. */
  126155. pivot: Vector3;
  126156. /**
  126157. * Must the particle be translated from its pivot point in its local space ?
  126158. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  126159. * Default : false
  126160. */
  126161. translateFromPivot: boolean;
  126162. /**
  126163. * Index of this particle in the global "positions" array (Internal use)
  126164. * @hidden
  126165. */
  126166. _pos: number;
  126167. /**
  126168. * @hidden Index of this particle in the global "indices" array (Internal use)
  126169. */
  126170. _ind: number;
  126171. /**
  126172. * Group this particle belongs to
  126173. */
  126174. _group: PointsGroup;
  126175. /**
  126176. * Group id of this particle
  126177. */
  126178. groupId: number;
  126179. /**
  126180. * Index of the particle in its group id (Internal use)
  126181. */
  126182. idxInGroup: number;
  126183. /**
  126184. * @hidden Particle BoundingInfo object (Internal use)
  126185. */
  126186. _boundingInfo: BoundingInfo;
  126187. /**
  126188. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  126189. */
  126190. _pcs: PointsCloudSystem;
  126191. /**
  126192. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  126193. */
  126194. _stillInvisible: boolean;
  126195. /**
  126196. * @hidden Last computed particle rotation matrix
  126197. */
  126198. _rotationMatrix: number[];
  126199. /**
  126200. * Parent particle Id, if any.
  126201. * Default null.
  126202. */
  126203. parentId: Nullable<number>;
  126204. /**
  126205. * @hidden Internal global position in the PCS.
  126206. */
  126207. _globalPosition: Vector3;
  126208. /**
  126209. * Creates a Point Cloud object.
  126210. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  126211. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  126212. * @param group (PointsGroup) is the group the particle belongs to
  126213. * @param groupId (integer) is the group identifier in the PCS.
  126214. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  126215. * @param pcs defines the PCS it is associated to
  126216. */
  126217. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  126218. /**
  126219. * get point size
  126220. */
  126221. /**
  126222. * Set point size
  126223. */
  126224. size: Vector3;
  126225. /**
  126226. * Legacy support, changed quaternion to rotationQuaternion
  126227. */
  126228. /**
  126229. * Legacy support, changed quaternion to rotationQuaternion
  126230. */
  126231. quaternion: Nullable<Quaternion>;
  126232. /**
  126233. * Returns a boolean. True if the particle intersects a mesh, else false
  126234. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  126235. * @param target is the object (point or mesh) what the intersection is computed against
  126236. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  126237. * @returns true if it intersects
  126238. */
  126239. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  126240. /**
  126241. * get the rotation matrix of the particle
  126242. * @hidden
  126243. */
  126244. getRotationMatrix(m: Matrix): void;
  126245. }
  126246. /**
  126247. * Represents a group of points in a points cloud system
  126248. * * PCS internal tool, don't use it manually.
  126249. */
  126250. export class PointsGroup {
  126251. /**
  126252. * The group id
  126253. * @hidden
  126254. */
  126255. groupID: number;
  126256. /**
  126257. * image data for group (internal use)
  126258. * @hidden
  126259. */
  126260. _groupImageData: Nullable<ArrayBufferView>;
  126261. /**
  126262. * Image Width (internal use)
  126263. * @hidden
  126264. */
  126265. _groupImgWidth: number;
  126266. /**
  126267. * Image Height (internal use)
  126268. * @hidden
  126269. */
  126270. _groupImgHeight: number;
  126271. /**
  126272. * Custom position function (internal use)
  126273. * @hidden
  126274. */
  126275. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  126276. /**
  126277. * density per facet for surface points
  126278. * @hidden
  126279. */
  126280. _groupDensity: number[];
  126281. /**
  126282. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  126283. * PCS internal tool, don't use it manually.
  126284. * @hidden
  126285. */
  126286. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  126287. }
  126288. }
  126289. declare module BABYLON {
  126290. interface Scene {
  126291. /** @hidden (Backing field) */
  126292. _physicsEngine: Nullable<IPhysicsEngine>;
  126293. /**
  126294. * Gets the current physics engine
  126295. * @returns a IPhysicsEngine or null if none attached
  126296. */
  126297. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  126298. /**
  126299. * Enables physics to the current scene
  126300. * @param gravity defines the scene's gravity for the physics engine
  126301. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  126302. * @return a boolean indicating if the physics engine was initialized
  126303. */
  126304. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  126305. /**
  126306. * Disables and disposes the physics engine associated with the scene
  126307. */
  126308. disablePhysicsEngine(): void;
  126309. /**
  126310. * Gets a boolean indicating if there is an active physics engine
  126311. * @returns a boolean indicating if there is an active physics engine
  126312. */
  126313. isPhysicsEnabled(): boolean;
  126314. /**
  126315. * Deletes a physics compound impostor
  126316. * @param compound defines the compound to delete
  126317. */
  126318. deleteCompoundImpostor(compound: any): void;
  126319. /**
  126320. * An event triggered when physic simulation is about to be run
  126321. */
  126322. onBeforePhysicsObservable: Observable<Scene>;
  126323. /**
  126324. * An event triggered when physic simulation has been done
  126325. */
  126326. onAfterPhysicsObservable: Observable<Scene>;
  126327. }
  126328. interface AbstractMesh {
  126329. /** @hidden */
  126330. _physicsImpostor: Nullable<PhysicsImpostor>;
  126331. /**
  126332. * Gets or sets impostor used for physic simulation
  126333. * @see http://doc.babylonjs.com/features/physics_engine
  126334. */
  126335. physicsImpostor: Nullable<PhysicsImpostor>;
  126336. /**
  126337. * Gets the current physics impostor
  126338. * @see http://doc.babylonjs.com/features/physics_engine
  126339. * @returns a physics impostor or null
  126340. */
  126341. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  126342. /** Apply a physic impulse to the mesh
  126343. * @param force defines the force to apply
  126344. * @param contactPoint defines where to apply the force
  126345. * @returns the current mesh
  126346. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  126347. */
  126348. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  126349. /**
  126350. * Creates a physic joint between two meshes
  126351. * @param otherMesh defines the other mesh to use
  126352. * @param pivot1 defines the pivot to use on this mesh
  126353. * @param pivot2 defines the pivot to use on the other mesh
  126354. * @param options defines additional options (can be plugin dependent)
  126355. * @returns the current mesh
  126356. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  126357. */
  126358. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  126359. /** @hidden */
  126360. _disposePhysicsObserver: Nullable<Observer<Node>>;
  126361. }
  126362. /**
  126363. * Defines the physics engine scene component responsible to manage a physics engine
  126364. */
  126365. export class PhysicsEngineSceneComponent implements ISceneComponent {
  126366. /**
  126367. * The component name helpful to identify the component in the list of scene components.
  126368. */
  126369. readonly name: string;
  126370. /**
  126371. * The scene the component belongs to.
  126372. */
  126373. scene: Scene;
  126374. /**
  126375. * Creates a new instance of the component for the given scene
  126376. * @param scene Defines the scene to register the component in
  126377. */
  126378. constructor(scene: Scene);
  126379. /**
  126380. * Registers the component in a given scene
  126381. */
  126382. register(): void;
  126383. /**
  126384. * Rebuilds the elements related to this component in case of
  126385. * context lost for instance.
  126386. */
  126387. rebuild(): void;
  126388. /**
  126389. * Disposes the component and the associated ressources
  126390. */
  126391. dispose(): void;
  126392. }
  126393. }
  126394. declare module BABYLON {
  126395. /**
  126396. * A helper for physics simulations
  126397. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126398. */
  126399. export class PhysicsHelper {
  126400. private _scene;
  126401. private _physicsEngine;
  126402. /**
  126403. * Initializes the Physics helper
  126404. * @param scene Babylon.js scene
  126405. */
  126406. constructor(scene: Scene);
  126407. /**
  126408. * Applies a radial explosion impulse
  126409. * @param origin the origin of the explosion
  126410. * @param radiusOrEventOptions the radius or the options of radial explosion
  126411. * @param strength the explosion strength
  126412. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126413. * @returns A physics radial explosion event, or null
  126414. */
  126415. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  126416. /**
  126417. * Applies a radial explosion force
  126418. * @param origin the origin of the explosion
  126419. * @param radiusOrEventOptions the radius or the options of radial explosion
  126420. * @param strength the explosion strength
  126421. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126422. * @returns A physics radial explosion event, or null
  126423. */
  126424. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  126425. /**
  126426. * Creates a gravitational field
  126427. * @param origin the origin of the explosion
  126428. * @param radiusOrEventOptions the radius or the options of radial explosion
  126429. * @param strength the explosion strength
  126430. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126431. * @returns A physics gravitational field event, or null
  126432. */
  126433. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  126434. /**
  126435. * Creates a physics updraft event
  126436. * @param origin the origin of the updraft
  126437. * @param radiusOrEventOptions the radius or the options of the updraft
  126438. * @param strength the strength of the updraft
  126439. * @param height the height of the updraft
  126440. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  126441. * @returns A physics updraft event, or null
  126442. */
  126443. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  126444. /**
  126445. * Creates a physics vortex event
  126446. * @param origin the of the vortex
  126447. * @param radiusOrEventOptions the radius or the options of the vortex
  126448. * @param strength the strength of the vortex
  126449. * @param height the height of the vortex
  126450. * @returns a Physics vortex event, or null
  126451. * A physics vortex event or null
  126452. */
  126453. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  126454. }
  126455. /**
  126456. * Represents a physics radial explosion event
  126457. */
  126458. class PhysicsRadialExplosionEvent {
  126459. private _scene;
  126460. private _options;
  126461. private _sphere;
  126462. private _dataFetched;
  126463. /**
  126464. * Initializes a radial explosioin event
  126465. * @param _scene BabylonJS scene
  126466. * @param _options The options for the vortex event
  126467. */
  126468. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  126469. /**
  126470. * Returns the data related to the radial explosion event (sphere).
  126471. * @returns The radial explosion event data
  126472. */
  126473. getData(): PhysicsRadialExplosionEventData;
  126474. /**
  126475. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  126476. * @param impostor A physics imposter
  126477. * @param origin the origin of the explosion
  126478. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  126479. */
  126480. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  126481. /**
  126482. * Triggers affecterd impostors callbacks
  126483. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  126484. */
  126485. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  126486. /**
  126487. * Disposes the sphere.
  126488. * @param force Specifies if the sphere should be disposed by force
  126489. */
  126490. dispose(force?: boolean): void;
  126491. /*** Helpers ***/
  126492. private _prepareSphere;
  126493. private _intersectsWithSphere;
  126494. }
  126495. /**
  126496. * Represents a gravitational field event
  126497. */
  126498. class PhysicsGravitationalFieldEvent {
  126499. private _physicsHelper;
  126500. private _scene;
  126501. private _origin;
  126502. private _options;
  126503. private _tickCallback;
  126504. private _sphere;
  126505. private _dataFetched;
  126506. /**
  126507. * Initializes the physics gravitational field event
  126508. * @param _physicsHelper A physics helper
  126509. * @param _scene BabylonJS scene
  126510. * @param _origin The origin position of the gravitational field event
  126511. * @param _options The options for the vortex event
  126512. */
  126513. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  126514. /**
  126515. * Returns the data related to the gravitational field event (sphere).
  126516. * @returns A gravitational field event
  126517. */
  126518. getData(): PhysicsGravitationalFieldEventData;
  126519. /**
  126520. * Enables the gravitational field.
  126521. */
  126522. enable(): void;
  126523. /**
  126524. * Disables the gravitational field.
  126525. */
  126526. disable(): void;
  126527. /**
  126528. * Disposes the sphere.
  126529. * @param force The force to dispose from the gravitational field event
  126530. */
  126531. dispose(force?: boolean): void;
  126532. private _tick;
  126533. }
  126534. /**
  126535. * Represents a physics updraft event
  126536. */
  126537. class PhysicsUpdraftEvent {
  126538. private _scene;
  126539. private _origin;
  126540. private _options;
  126541. private _physicsEngine;
  126542. private _originTop;
  126543. private _originDirection;
  126544. private _tickCallback;
  126545. private _cylinder;
  126546. private _cylinderPosition;
  126547. private _dataFetched;
  126548. /**
  126549. * Initializes the physics updraft event
  126550. * @param _scene BabylonJS scene
  126551. * @param _origin The origin position of the updraft
  126552. * @param _options The options for the updraft event
  126553. */
  126554. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  126555. /**
  126556. * Returns the data related to the updraft event (cylinder).
  126557. * @returns A physics updraft event
  126558. */
  126559. getData(): PhysicsUpdraftEventData;
  126560. /**
  126561. * Enables the updraft.
  126562. */
  126563. enable(): void;
  126564. /**
  126565. * Disables the updraft.
  126566. */
  126567. disable(): void;
  126568. /**
  126569. * Disposes the cylinder.
  126570. * @param force Specifies if the updraft should be disposed by force
  126571. */
  126572. dispose(force?: boolean): void;
  126573. private getImpostorHitData;
  126574. private _tick;
  126575. /*** Helpers ***/
  126576. private _prepareCylinder;
  126577. private _intersectsWithCylinder;
  126578. }
  126579. /**
  126580. * Represents a physics vortex event
  126581. */
  126582. class PhysicsVortexEvent {
  126583. private _scene;
  126584. private _origin;
  126585. private _options;
  126586. private _physicsEngine;
  126587. private _originTop;
  126588. private _tickCallback;
  126589. private _cylinder;
  126590. private _cylinderPosition;
  126591. private _dataFetched;
  126592. /**
  126593. * Initializes the physics vortex event
  126594. * @param _scene The BabylonJS scene
  126595. * @param _origin The origin position of the vortex
  126596. * @param _options The options for the vortex event
  126597. */
  126598. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  126599. /**
  126600. * Returns the data related to the vortex event (cylinder).
  126601. * @returns The physics vortex event data
  126602. */
  126603. getData(): PhysicsVortexEventData;
  126604. /**
  126605. * Enables the vortex.
  126606. */
  126607. enable(): void;
  126608. /**
  126609. * Disables the cortex.
  126610. */
  126611. disable(): void;
  126612. /**
  126613. * Disposes the sphere.
  126614. * @param force
  126615. */
  126616. dispose(force?: boolean): void;
  126617. private getImpostorHitData;
  126618. private _tick;
  126619. /*** Helpers ***/
  126620. private _prepareCylinder;
  126621. private _intersectsWithCylinder;
  126622. }
  126623. /**
  126624. * Options fot the radial explosion event
  126625. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126626. */
  126627. export class PhysicsRadialExplosionEventOptions {
  126628. /**
  126629. * The radius of the sphere for the radial explosion.
  126630. */
  126631. radius: number;
  126632. /**
  126633. * The strenth of the explosion.
  126634. */
  126635. strength: number;
  126636. /**
  126637. * The strenght of the force in correspondence to the distance of the affected object
  126638. */
  126639. falloff: PhysicsRadialImpulseFalloff;
  126640. /**
  126641. * Sphere options for the radial explosion.
  126642. */
  126643. sphere: {
  126644. segments: number;
  126645. diameter: number;
  126646. };
  126647. /**
  126648. * Sphere options for the radial explosion.
  126649. */
  126650. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  126651. }
  126652. /**
  126653. * Options fot the updraft event
  126654. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126655. */
  126656. export class PhysicsUpdraftEventOptions {
  126657. /**
  126658. * The radius of the cylinder for the vortex
  126659. */
  126660. radius: number;
  126661. /**
  126662. * The strenth of the updraft.
  126663. */
  126664. strength: number;
  126665. /**
  126666. * The height of the cylinder for the updraft.
  126667. */
  126668. height: number;
  126669. /**
  126670. * The mode for the the updraft.
  126671. */
  126672. updraftMode: PhysicsUpdraftMode;
  126673. }
  126674. /**
  126675. * Options fot the vortex event
  126676. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126677. */
  126678. export class PhysicsVortexEventOptions {
  126679. /**
  126680. * The radius of the cylinder for the vortex
  126681. */
  126682. radius: number;
  126683. /**
  126684. * The strenth of the vortex.
  126685. */
  126686. strength: number;
  126687. /**
  126688. * The height of the cylinder for the vortex.
  126689. */
  126690. height: number;
  126691. /**
  126692. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  126693. */
  126694. centripetalForceThreshold: number;
  126695. /**
  126696. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  126697. */
  126698. centripetalForceMultiplier: number;
  126699. /**
  126700. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  126701. */
  126702. centrifugalForceMultiplier: number;
  126703. /**
  126704. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  126705. */
  126706. updraftForceMultiplier: number;
  126707. }
  126708. /**
  126709. * The strenght of the force in correspondence to the distance of the affected object
  126710. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126711. */
  126712. export enum PhysicsRadialImpulseFalloff {
  126713. /** Defines that impulse is constant in strength across it's whole radius */
  126714. Constant = 0,
  126715. /** Defines that impulse gets weaker if it's further from the origin */
  126716. Linear = 1
  126717. }
  126718. /**
  126719. * The strength of the force in correspondence to the distance of the affected object
  126720. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126721. */
  126722. export enum PhysicsUpdraftMode {
  126723. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  126724. Center = 0,
  126725. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  126726. Perpendicular = 1
  126727. }
  126728. /**
  126729. * Interface for a physics hit data
  126730. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126731. */
  126732. export interface PhysicsHitData {
  126733. /**
  126734. * The force applied at the contact point
  126735. */
  126736. force: Vector3;
  126737. /**
  126738. * The contact point
  126739. */
  126740. contactPoint: Vector3;
  126741. /**
  126742. * The distance from the origin to the contact point
  126743. */
  126744. distanceFromOrigin: number;
  126745. }
  126746. /**
  126747. * Interface for radial explosion event data
  126748. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126749. */
  126750. export interface PhysicsRadialExplosionEventData {
  126751. /**
  126752. * A sphere used for the radial explosion event
  126753. */
  126754. sphere: Mesh;
  126755. }
  126756. /**
  126757. * Interface for gravitational field event data
  126758. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126759. */
  126760. export interface PhysicsGravitationalFieldEventData {
  126761. /**
  126762. * A sphere mesh used for the gravitational field event
  126763. */
  126764. sphere: Mesh;
  126765. }
  126766. /**
  126767. * Interface for updraft event data
  126768. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126769. */
  126770. export interface PhysicsUpdraftEventData {
  126771. /**
  126772. * A cylinder used for the updraft event
  126773. */
  126774. cylinder: Mesh;
  126775. }
  126776. /**
  126777. * Interface for vortex event data
  126778. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126779. */
  126780. export interface PhysicsVortexEventData {
  126781. /**
  126782. * A cylinder used for the vortex event
  126783. */
  126784. cylinder: Mesh;
  126785. }
  126786. /**
  126787. * Interface for an affected physics impostor
  126788. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126789. */
  126790. export interface PhysicsAffectedImpostorWithData {
  126791. /**
  126792. * The impostor affected by the effect
  126793. */
  126794. impostor: PhysicsImpostor;
  126795. /**
  126796. * The data about the hit/horce from the explosion
  126797. */
  126798. hitData: PhysicsHitData;
  126799. }
  126800. }
  126801. declare module BABYLON {
  126802. /** @hidden */
  126803. export var blackAndWhitePixelShader: {
  126804. name: string;
  126805. shader: string;
  126806. };
  126807. }
  126808. declare module BABYLON {
  126809. /**
  126810. * Post process used to render in black and white
  126811. */
  126812. export class BlackAndWhitePostProcess extends PostProcess {
  126813. /**
  126814. * Linear about to convert he result to black and white (default: 1)
  126815. */
  126816. degree: number;
  126817. /**
  126818. * Creates a black and white post process
  126819. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  126820. * @param name The name of the effect.
  126821. * @param options The required width/height ratio to downsize to before computing the render pass.
  126822. * @param camera The camera to apply the render pass to.
  126823. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  126824. * @param engine The engine which the post process will be applied. (default: current engine)
  126825. * @param reusable If the post process can be reused on the same frame. (default: false)
  126826. */
  126827. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  126828. }
  126829. }
  126830. declare module BABYLON {
  126831. /**
  126832. * This represents a set of one or more post processes in Babylon.
  126833. * A post process can be used to apply a shader to a texture after it is rendered.
  126834. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  126835. */
  126836. export class PostProcessRenderEffect {
  126837. private _postProcesses;
  126838. private _getPostProcesses;
  126839. private _singleInstance;
  126840. private _cameras;
  126841. private _indicesForCamera;
  126842. /**
  126843. * Name of the effect
  126844. * @hidden
  126845. */
  126846. _name: string;
  126847. /**
  126848. * Instantiates a post process render effect.
  126849. * A post process can be used to apply a shader to a texture after it is rendered.
  126850. * @param engine The engine the effect is tied to
  126851. * @param name The name of the effect
  126852. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  126853. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  126854. */
  126855. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  126856. /**
  126857. * Checks if all the post processes in the effect are supported.
  126858. */
  126859. readonly isSupported: boolean;
  126860. /**
  126861. * Updates the current state of the effect
  126862. * @hidden
  126863. */
  126864. _update(): void;
  126865. /**
  126866. * Attaches the effect on cameras
  126867. * @param cameras The camera to attach to.
  126868. * @hidden
  126869. */
  126870. _attachCameras(cameras: Camera): void;
  126871. /**
  126872. * Attaches the effect on cameras
  126873. * @param cameras The camera to attach to.
  126874. * @hidden
  126875. */
  126876. _attachCameras(cameras: Camera[]): void;
  126877. /**
  126878. * Detaches the effect on cameras
  126879. * @param cameras The camera to detatch from.
  126880. * @hidden
  126881. */
  126882. _detachCameras(cameras: Camera): void;
  126883. /**
  126884. * Detatches the effect on cameras
  126885. * @param cameras The camera to detatch from.
  126886. * @hidden
  126887. */
  126888. _detachCameras(cameras: Camera[]): void;
  126889. /**
  126890. * Enables the effect on given cameras
  126891. * @param cameras The camera to enable.
  126892. * @hidden
  126893. */
  126894. _enable(cameras: Camera): void;
  126895. /**
  126896. * Enables the effect on given cameras
  126897. * @param cameras The camera to enable.
  126898. * @hidden
  126899. */
  126900. _enable(cameras: Nullable<Camera[]>): void;
  126901. /**
  126902. * Disables the effect on the given cameras
  126903. * @param cameras The camera to disable.
  126904. * @hidden
  126905. */
  126906. _disable(cameras: Camera): void;
  126907. /**
  126908. * Disables the effect on the given cameras
  126909. * @param cameras The camera to disable.
  126910. * @hidden
  126911. */
  126912. _disable(cameras: Nullable<Camera[]>): void;
  126913. /**
  126914. * Gets a list of the post processes contained in the effect.
  126915. * @param camera The camera to get the post processes on.
  126916. * @returns The list of the post processes in the effect.
  126917. */
  126918. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  126919. }
  126920. }
  126921. declare module BABYLON {
  126922. /** @hidden */
  126923. export var extractHighlightsPixelShader: {
  126924. name: string;
  126925. shader: string;
  126926. };
  126927. }
  126928. declare module BABYLON {
  126929. /**
  126930. * 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.
  126931. */
  126932. export class ExtractHighlightsPostProcess extends PostProcess {
  126933. /**
  126934. * The luminance threshold, pixels below this value will be set to black.
  126935. */
  126936. threshold: number;
  126937. /** @hidden */
  126938. _exposure: number;
  126939. /**
  126940. * Post process which has the input texture to be used when performing highlight extraction
  126941. * @hidden
  126942. */
  126943. _inputPostProcess: Nullable<PostProcess>;
  126944. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  126945. }
  126946. }
  126947. declare module BABYLON {
  126948. /** @hidden */
  126949. export var bloomMergePixelShader: {
  126950. name: string;
  126951. shader: string;
  126952. };
  126953. }
  126954. declare module BABYLON {
  126955. /**
  126956. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  126957. */
  126958. export class BloomMergePostProcess extends PostProcess {
  126959. /** Weight of the bloom to be added to the original input. */
  126960. weight: number;
  126961. /**
  126962. * Creates a new instance of @see BloomMergePostProcess
  126963. * @param name The name of the effect.
  126964. * @param originalFromInput Post process which's input will be used for the merge.
  126965. * @param blurred Blurred highlights post process which's output will be used.
  126966. * @param weight Weight of the bloom to be added to the original input.
  126967. * @param options The required width/height ratio to downsize to before computing the render pass.
  126968. * @param camera The camera to apply the render pass to.
  126969. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  126970. * @param engine The engine which the post process will be applied. (default: current engine)
  126971. * @param reusable If the post process can be reused on the same frame. (default: false)
  126972. * @param textureType Type of textures used when performing the post process. (default: 0)
  126973. * @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)
  126974. */
  126975. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  126976. /** Weight of the bloom to be added to the original input. */
  126977. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  126978. }
  126979. }
  126980. declare module BABYLON {
  126981. /**
  126982. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  126983. */
  126984. export class BloomEffect extends PostProcessRenderEffect {
  126985. private bloomScale;
  126986. /**
  126987. * @hidden Internal
  126988. */
  126989. _effects: Array<PostProcess>;
  126990. /**
  126991. * @hidden Internal
  126992. */
  126993. _downscale: ExtractHighlightsPostProcess;
  126994. private _blurX;
  126995. private _blurY;
  126996. private _merge;
  126997. /**
  126998. * The luminance threshold to find bright areas of the image to bloom.
  126999. */
  127000. threshold: number;
  127001. /**
  127002. * The strength of the bloom.
  127003. */
  127004. weight: number;
  127005. /**
  127006. * Specifies the size of the bloom blur kernel, relative to the final output size
  127007. */
  127008. kernel: number;
  127009. /**
  127010. * Creates a new instance of @see BloomEffect
  127011. * @param scene The scene the effect belongs to.
  127012. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  127013. * @param bloomKernel The size of the kernel to be used when applying the blur.
  127014. * @param bloomWeight The the strength of bloom.
  127015. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  127016. * @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)
  127017. */
  127018. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  127019. /**
  127020. * Disposes each of the internal effects for a given camera.
  127021. * @param camera The camera to dispose the effect on.
  127022. */
  127023. disposeEffects(camera: Camera): void;
  127024. /**
  127025. * @hidden Internal
  127026. */
  127027. _updateEffects(): void;
  127028. /**
  127029. * Internal
  127030. * @returns if all the contained post processes are ready.
  127031. * @hidden
  127032. */
  127033. _isReady(): boolean;
  127034. }
  127035. }
  127036. declare module BABYLON {
  127037. /** @hidden */
  127038. export var chromaticAberrationPixelShader: {
  127039. name: string;
  127040. shader: string;
  127041. };
  127042. }
  127043. declare module BABYLON {
  127044. /**
  127045. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  127046. */
  127047. export class ChromaticAberrationPostProcess extends PostProcess {
  127048. /**
  127049. * The amount of seperation of rgb channels (default: 30)
  127050. */
  127051. aberrationAmount: number;
  127052. /**
  127053. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  127054. */
  127055. radialIntensity: number;
  127056. /**
  127057. * 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))
  127058. */
  127059. direction: Vector2;
  127060. /**
  127061. * 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))
  127062. */
  127063. centerPosition: Vector2;
  127064. /**
  127065. * Creates a new instance ChromaticAberrationPostProcess
  127066. * @param name The name of the effect.
  127067. * @param screenWidth The width of the screen to apply the effect on.
  127068. * @param screenHeight The height of the screen to apply the effect on.
  127069. * @param options The required width/height ratio to downsize to before computing the render pass.
  127070. * @param camera The camera to apply the render pass to.
  127071. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127072. * @param engine The engine which the post process will be applied. (default: current engine)
  127073. * @param reusable If the post process can be reused on the same frame. (default: false)
  127074. * @param textureType Type of textures used when performing the post process. (default: 0)
  127075. * @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)
  127076. */
  127077. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127078. }
  127079. }
  127080. declare module BABYLON {
  127081. /** @hidden */
  127082. export var circleOfConfusionPixelShader: {
  127083. name: string;
  127084. shader: string;
  127085. };
  127086. }
  127087. declare module BABYLON {
  127088. /**
  127089. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  127090. */
  127091. export class CircleOfConfusionPostProcess extends PostProcess {
  127092. /**
  127093. * 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.
  127094. */
  127095. lensSize: number;
  127096. /**
  127097. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  127098. */
  127099. fStop: number;
  127100. /**
  127101. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  127102. */
  127103. focusDistance: number;
  127104. /**
  127105. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  127106. */
  127107. focalLength: number;
  127108. private _depthTexture;
  127109. /**
  127110. * Creates a new instance CircleOfConfusionPostProcess
  127111. * @param name The name of the effect.
  127112. * @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.
  127113. * @param options The required width/height ratio to downsize to before computing the render pass.
  127114. * @param camera The camera to apply the render pass to.
  127115. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127116. * @param engine The engine which the post process will be applied. (default: current engine)
  127117. * @param reusable If the post process can be reused on the same frame. (default: false)
  127118. * @param textureType Type of textures used when performing the post process. (default: 0)
  127119. * @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)
  127120. */
  127121. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127122. /**
  127123. * 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.
  127124. */
  127125. depthTexture: RenderTargetTexture;
  127126. }
  127127. }
  127128. declare module BABYLON {
  127129. /** @hidden */
  127130. export var colorCorrectionPixelShader: {
  127131. name: string;
  127132. shader: string;
  127133. };
  127134. }
  127135. declare module BABYLON {
  127136. /**
  127137. *
  127138. * This post-process allows the modification of rendered colors by using
  127139. * a 'look-up table' (LUT). This effect is also called Color Grading.
  127140. *
  127141. * The object needs to be provided an url to a texture containing the color
  127142. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  127143. * Use an image editing software to tweak the LUT to match your needs.
  127144. *
  127145. * For an example of a color LUT, see here:
  127146. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  127147. * For explanations on color grading, see here:
  127148. * @see http://udn.epicgames.com/Three/ColorGrading.html
  127149. *
  127150. */
  127151. export class ColorCorrectionPostProcess extends PostProcess {
  127152. private _colorTableTexture;
  127153. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127154. }
  127155. }
  127156. declare module BABYLON {
  127157. /** @hidden */
  127158. export var convolutionPixelShader: {
  127159. name: string;
  127160. shader: string;
  127161. };
  127162. }
  127163. declare module BABYLON {
  127164. /**
  127165. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  127166. * input texture to perform effects such as edge detection or sharpening
  127167. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  127168. */
  127169. export class ConvolutionPostProcess extends PostProcess {
  127170. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  127171. kernel: number[];
  127172. /**
  127173. * Creates a new instance ConvolutionPostProcess
  127174. * @param name The name of the effect.
  127175. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  127176. * @param options The required width/height ratio to downsize to before computing the render pass.
  127177. * @param camera The camera to apply the render pass to.
  127178. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127179. * @param engine The engine which the post process will be applied. (default: current engine)
  127180. * @param reusable If the post process can be reused on the same frame. (default: false)
  127181. * @param textureType Type of textures used when performing the post process. (default: 0)
  127182. */
  127183. constructor(name: string,
  127184. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  127185. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127186. /**
  127187. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127188. */
  127189. static EdgeDetect0Kernel: number[];
  127190. /**
  127191. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127192. */
  127193. static EdgeDetect1Kernel: number[];
  127194. /**
  127195. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127196. */
  127197. static EdgeDetect2Kernel: number[];
  127198. /**
  127199. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127200. */
  127201. static SharpenKernel: number[];
  127202. /**
  127203. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127204. */
  127205. static EmbossKernel: number[];
  127206. /**
  127207. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127208. */
  127209. static GaussianKernel: number[];
  127210. }
  127211. }
  127212. declare module BABYLON {
  127213. /**
  127214. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  127215. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  127216. * based on samples that have a large difference in distance than the center pixel.
  127217. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  127218. */
  127219. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  127220. direction: Vector2;
  127221. /**
  127222. * Creates a new instance CircleOfConfusionPostProcess
  127223. * @param name The name of the effect.
  127224. * @param scene The scene the effect belongs to.
  127225. * @param direction The direction the blur should be applied.
  127226. * @param kernel The size of the kernel used to blur.
  127227. * @param options The required width/height ratio to downsize to before computing the render pass.
  127228. * @param camera The camera to apply the render pass to.
  127229. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  127230. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  127231. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127232. * @param engine The engine which the post process will be applied. (default: current engine)
  127233. * @param reusable If the post process can be reused on the same frame. (default: false)
  127234. * @param textureType Type of textures used when performing the post process. (default: 0)
  127235. * @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)
  127236. */
  127237. 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);
  127238. }
  127239. }
  127240. declare module BABYLON {
  127241. /** @hidden */
  127242. export var depthOfFieldMergePixelShader: {
  127243. name: string;
  127244. shader: string;
  127245. };
  127246. }
  127247. declare module BABYLON {
  127248. /**
  127249. * Options to be set when merging outputs from the default pipeline.
  127250. */
  127251. export class DepthOfFieldMergePostProcessOptions {
  127252. /**
  127253. * The original image to merge on top of
  127254. */
  127255. originalFromInput: PostProcess;
  127256. /**
  127257. * Parameters to perform the merge of the depth of field effect
  127258. */
  127259. depthOfField?: {
  127260. circleOfConfusion: PostProcess;
  127261. blurSteps: Array<PostProcess>;
  127262. };
  127263. /**
  127264. * Parameters to perform the merge of bloom effect
  127265. */
  127266. bloom?: {
  127267. blurred: PostProcess;
  127268. weight: number;
  127269. };
  127270. }
  127271. /**
  127272. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  127273. */
  127274. export class DepthOfFieldMergePostProcess extends PostProcess {
  127275. private blurSteps;
  127276. /**
  127277. * Creates a new instance of DepthOfFieldMergePostProcess
  127278. * @param name The name of the effect.
  127279. * @param originalFromInput Post process which's input will be used for the merge.
  127280. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  127281. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  127282. * @param options The required width/height ratio to downsize to before computing the render pass.
  127283. * @param camera The camera to apply the render pass to.
  127284. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127285. * @param engine The engine which the post process will be applied. (default: current engine)
  127286. * @param reusable If the post process can be reused on the same frame. (default: false)
  127287. * @param textureType Type of textures used when performing the post process. (default: 0)
  127288. * @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)
  127289. */
  127290. 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);
  127291. /**
  127292. * Updates the effect with the current post process compile time values and recompiles the shader.
  127293. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  127294. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  127295. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  127296. * @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
  127297. * @param onCompiled Called when the shader has been compiled.
  127298. * @param onError Called if there is an error when compiling a shader.
  127299. */
  127300. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  127301. }
  127302. }
  127303. declare module BABYLON {
  127304. /**
  127305. * Specifies the level of max blur that should be applied when using the depth of field effect
  127306. */
  127307. export enum DepthOfFieldEffectBlurLevel {
  127308. /**
  127309. * Subtle blur
  127310. */
  127311. Low = 0,
  127312. /**
  127313. * Medium blur
  127314. */
  127315. Medium = 1,
  127316. /**
  127317. * Large blur
  127318. */
  127319. High = 2
  127320. }
  127321. /**
  127322. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  127323. */
  127324. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  127325. private _circleOfConfusion;
  127326. /**
  127327. * @hidden Internal, blurs from high to low
  127328. */
  127329. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  127330. private _depthOfFieldBlurY;
  127331. private _dofMerge;
  127332. /**
  127333. * @hidden Internal post processes in depth of field effect
  127334. */
  127335. _effects: Array<PostProcess>;
  127336. /**
  127337. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  127338. */
  127339. focalLength: number;
  127340. /**
  127341. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  127342. */
  127343. fStop: number;
  127344. /**
  127345. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  127346. */
  127347. focusDistance: number;
  127348. /**
  127349. * 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.
  127350. */
  127351. lensSize: number;
  127352. /**
  127353. * Creates a new instance DepthOfFieldEffect
  127354. * @param scene The scene the effect belongs to.
  127355. * @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.
  127356. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  127357. * @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)
  127358. */
  127359. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  127360. /**
  127361. * Get the current class name of the current effet
  127362. * @returns "DepthOfFieldEffect"
  127363. */
  127364. getClassName(): string;
  127365. /**
  127366. * 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.
  127367. */
  127368. depthTexture: RenderTargetTexture;
  127369. /**
  127370. * Disposes each of the internal effects for a given camera.
  127371. * @param camera The camera to dispose the effect on.
  127372. */
  127373. disposeEffects(camera: Camera): void;
  127374. /**
  127375. * @hidden Internal
  127376. */
  127377. _updateEffects(): void;
  127378. /**
  127379. * Internal
  127380. * @returns if all the contained post processes are ready.
  127381. * @hidden
  127382. */
  127383. _isReady(): boolean;
  127384. }
  127385. }
  127386. declare module BABYLON {
  127387. /** @hidden */
  127388. export var displayPassPixelShader: {
  127389. name: string;
  127390. shader: string;
  127391. };
  127392. }
  127393. declare module BABYLON {
  127394. /**
  127395. * DisplayPassPostProcess which produces an output the same as it's input
  127396. */
  127397. export class DisplayPassPostProcess extends PostProcess {
  127398. /**
  127399. * Creates the DisplayPassPostProcess
  127400. * @param name The name of the effect.
  127401. * @param options The required width/height ratio to downsize to before computing the render pass.
  127402. * @param camera The camera to apply the render pass to.
  127403. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127404. * @param engine The engine which the post process will be applied. (default: current engine)
  127405. * @param reusable If the post process can be reused on the same frame. (default: false)
  127406. */
  127407. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127408. }
  127409. }
  127410. declare module BABYLON {
  127411. /** @hidden */
  127412. export var filterPixelShader: {
  127413. name: string;
  127414. shader: string;
  127415. };
  127416. }
  127417. declare module BABYLON {
  127418. /**
  127419. * Applies a kernel filter to the image
  127420. */
  127421. export class FilterPostProcess extends PostProcess {
  127422. /** The matrix to be applied to the image */
  127423. kernelMatrix: Matrix;
  127424. /**
  127425. *
  127426. * @param name The name of the effect.
  127427. * @param kernelMatrix The matrix to be applied to the image
  127428. * @param options The required width/height ratio to downsize to before computing the render pass.
  127429. * @param camera The camera to apply the render pass to.
  127430. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127431. * @param engine The engine which the post process will be applied. (default: current engine)
  127432. * @param reusable If the post process can be reused on the same frame. (default: false)
  127433. */
  127434. constructor(name: string,
  127435. /** The matrix to be applied to the image */
  127436. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127437. }
  127438. }
  127439. declare module BABYLON {
  127440. /** @hidden */
  127441. export var fxaaPixelShader: {
  127442. name: string;
  127443. shader: string;
  127444. };
  127445. }
  127446. declare module BABYLON {
  127447. /** @hidden */
  127448. export var fxaaVertexShader: {
  127449. name: string;
  127450. shader: string;
  127451. };
  127452. }
  127453. declare module BABYLON {
  127454. /**
  127455. * Fxaa post process
  127456. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  127457. */
  127458. export class FxaaPostProcess extends PostProcess {
  127459. /** @hidden */
  127460. texelWidth: number;
  127461. /** @hidden */
  127462. texelHeight: number;
  127463. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127464. private _getDefines;
  127465. }
  127466. }
  127467. declare module BABYLON {
  127468. /** @hidden */
  127469. export var grainPixelShader: {
  127470. name: string;
  127471. shader: string;
  127472. };
  127473. }
  127474. declare module BABYLON {
  127475. /**
  127476. * The GrainPostProcess adds noise to the image at mid luminance levels
  127477. */
  127478. export class GrainPostProcess extends PostProcess {
  127479. /**
  127480. * The intensity of the grain added (default: 30)
  127481. */
  127482. intensity: number;
  127483. /**
  127484. * If the grain should be randomized on every frame
  127485. */
  127486. animated: boolean;
  127487. /**
  127488. * Creates a new instance of @see GrainPostProcess
  127489. * @param name The name of the effect.
  127490. * @param options The required width/height ratio to downsize to before computing the render pass.
  127491. * @param camera The camera to apply the render pass to.
  127492. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127493. * @param engine The engine which the post process will be applied. (default: current engine)
  127494. * @param reusable If the post process can be reused on the same frame. (default: false)
  127495. * @param textureType Type of textures used when performing the post process. (default: 0)
  127496. * @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)
  127497. */
  127498. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127499. }
  127500. }
  127501. declare module BABYLON {
  127502. /** @hidden */
  127503. export var highlightsPixelShader: {
  127504. name: string;
  127505. shader: string;
  127506. };
  127507. }
  127508. declare module BABYLON {
  127509. /**
  127510. * Extracts highlights from the image
  127511. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  127512. */
  127513. export class HighlightsPostProcess extends PostProcess {
  127514. /**
  127515. * Extracts highlights from the image
  127516. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  127517. * @param name The name of the effect.
  127518. * @param options The required width/height ratio to downsize to before computing the render pass.
  127519. * @param camera The camera to apply the render pass to.
  127520. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127521. * @param engine The engine which the post process will be applied. (default: current engine)
  127522. * @param reusable If the post process can be reused on the same frame. (default: false)
  127523. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  127524. */
  127525. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127526. }
  127527. }
  127528. declare module BABYLON {
  127529. /** @hidden */
  127530. export var mrtFragmentDeclaration: {
  127531. name: string;
  127532. shader: string;
  127533. };
  127534. }
  127535. declare module BABYLON {
  127536. /** @hidden */
  127537. export var geometryPixelShader: {
  127538. name: string;
  127539. shader: string;
  127540. };
  127541. }
  127542. declare module BABYLON {
  127543. /** @hidden */
  127544. export var geometryVertexShader: {
  127545. name: string;
  127546. shader: string;
  127547. };
  127548. }
  127549. declare module BABYLON {
  127550. /** @hidden */
  127551. interface ISavedTransformationMatrix {
  127552. world: Matrix;
  127553. viewProjection: Matrix;
  127554. }
  127555. /**
  127556. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  127557. */
  127558. export class GeometryBufferRenderer {
  127559. /**
  127560. * Constant used to retrieve the position texture index in the G-Buffer textures array
  127561. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  127562. */
  127563. static readonly POSITION_TEXTURE_TYPE: number;
  127564. /**
  127565. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  127566. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  127567. */
  127568. static readonly VELOCITY_TEXTURE_TYPE: number;
  127569. /**
  127570. * Dictionary used to store the previous transformation matrices of each rendered mesh
  127571. * in order to compute objects velocities when enableVelocity is set to "true"
  127572. * @hidden
  127573. */
  127574. _previousTransformationMatrices: {
  127575. [index: number]: ISavedTransformationMatrix;
  127576. };
  127577. /**
  127578. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  127579. * in order to compute objects velocities when enableVelocity is set to "true"
  127580. * @hidden
  127581. */
  127582. _previousBonesTransformationMatrices: {
  127583. [index: number]: Float32Array;
  127584. };
  127585. /**
  127586. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  127587. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  127588. */
  127589. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  127590. private _scene;
  127591. private _multiRenderTarget;
  127592. private _ratio;
  127593. private _enablePosition;
  127594. private _enableVelocity;
  127595. private _positionIndex;
  127596. private _velocityIndex;
  127597. protected _effect: Effect;
  127598. protected _cachedDefines: string;
  127599. /**
  127600. * Set the render list (meshes to be rendered) used in the G buffer.
  127601. */
  127602. renderList: Mesh[];
  127603. /**
  127604. * Gets wether or not G buffer are supported by the running hardware.
  127605. * This requires draw buffer supports
  127606. */
  127607. readonly isSupported: boolean;
  127608. /**
  127609. * Returns the index of the given texture type in the G-Buffer textures array
  127610. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  127611. * @returns the index of the given texture type in the G-Buffer textures array
  127612. */
  127613. getTextureIndex(textureType: number): number;
  127614. /**
  127615. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  127616. */
  127617. /**
  127618. * Sets whether or not objects positions are enabled for the G buffer.
  127619. */
  127620. enablePosition: boolean;
  127621. /**
  127622. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  127623. */
  127624. /**
  127625. * Sets wether or not objects velocities are enabled for the G buffer.
  127626. */
  127627. enableVelocity: boolean;
  127628. /**
  127629. * Gets the scene associated with the buffer.
  127630. */
  127631. readonly scene: Scene;
  127632. /**
  127633. * Gets the ratio used by the buffer during its creation.
  127634. * How big is the buffer related to the main canvas.
  127635. */
  127636. readonly ratio: number;
  127637. /** @hidden */
  127638. static _SceneComponentInitialization: (scene: Scene) => void;
  127639. /**
  127640. * Creates a new G Buffer for the scene
  127641. * @param scene The scene the buffer belongs to
  127642. * @param ratio How big is the buffer related to the main canvas.
  127643. */
  127644. constructor(scene: Scene, ratio?: number);
  127645. /**
  127646. * Checks wether everything is ready to render a submesh to the G buffer.
  127647. * @param subMesh the submesh to check readiness for
  127648. * @param useInstances is the mesh drawn using instance or not
  127649. * @returns true if ready otherwise false
  127650. */
  127651. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  127652. /**
  127653. * Gets the current underlying G Buffer.
  127654. * @returns the buffer
  127655. */
  127656. getGBuffer(): MultiRenderTarget;
  127657. /**
  127658. * Gets the number of samples used to render the buffer (anti aliasing).
  127659. */
  127660. /**
  127661. * Sets the number of samples used to render the buffer (anti aliasing).
  127662. */
  127663. samples: number;
  127664. /**
  127665. * Disposes the renderer and frees up associated resources.
  127666. */
  127667. dispose(): void;
  127668. protected _createRenderTargets(): void;
  127669. private _copyBonesTransformationMatrices;
  127670. }
  127671. }
  127672. declare module BABYLON {
  127673. interface Scene {
  127674. /** @hidden (Backing field) */
  127675. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  127676. /**
  127677. * Gets or Sets the current geometry buffer associated to the scene.
  127678. */
  127679. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  127680. /**
  127681. * Enables a GeometryBufferRender and associates it with the scene
  127682. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  127683. * @returns the GeometryBufferRenderer
  127684. */
  127685. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  127686. /**
  127687. * Disables the GeometryBufferRender associated with the scene
  127688. */
  127689. disableGeometryBufferRenderer(): void;
  127690. }
  127691. /**
  127692. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  127693. * in several rendering techniques.
  127694. */
  127695. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  127696. /**
  127697. * The component name helpful to identify the component in the list of scene components.
  127698. */
  127699. readonly name: string;
  127700. /**
  127701. * The scene the component belongs to.
  127702. */
  127703. scene: Scene;
  127704. /**
  127705. * Creates a new instance of the component for the given scene
  127706. * @param scene Defines the scene to register the component in
  127707. */
  127708. constructor(scene: Scene);
  127709. /**
  127710. * Registers the component in a given scene
  127711. */
  127712. register(): void;
  127713. /**
  127714. * Rebuilds the elements related to this component in case of
  127715. * context lost for instance.
  127716. */
  127717. rebuild(): void;
  127718. /**
  127719. * Disposes the component and the associated ressources
  127720. */
  127721. dispose(): void;
  127722. private _gatherRenderTargets;
  127723. }
  127724. }
  127725. declare module BABYLON {
  127726. /** @hidden */
  127727. export var motionBlurPixelShader: {
  127728. name: string;
  127729. shader: string;
  127730. };
  127731. }
  127732. declare module BABYLON {
  127733. /**
  127734. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  127735. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  127736. * As an example, all you have to do is to create the post-process:
  127737. * var mb = new BABYLON.MotionBlurPostProcess(
  127738. * 'mb', // The name of the effect.
  127739. * scene, // The scene containing the objects to blur according to their velocity.
  127740. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  127741. * camera // The camera to apply the render pass to.
  127742. * );
  127743. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  127744. */
  127745. export class MotionBlurPostProcess extends PostProcess {
  127746. /**
  127747. * Defines how much the image is blurred by the movement. Default value is equal to 1
  127748. */
  127749. motionStrength: number;
  127750. /**
  127751. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  127752. */
  127753. /**
  127754. * Sets the number of iterations to be used for motion blur quality
  127755. */
  127756. motionBlurSamples: number;
  127757. private _motionBlurSamples;
  127758. private _geometryBufferRenderer;
  127759. /**
  127760. * Creates a new instance MotionBlurPostProcess
  127761. * @param name The name of the effect.
  127762. * @param scene The scene containing the objects to blur according to their velocity.
  127763. * @param options The required width/height ratio to downsize to before computing the render pass.
  127764. * @param camera The camera to apply the render pass to.
  127765. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127766. * @param engine The engine which the post process will be applied. (default: current engine)
  127767. * @param reusable If the post process can be reused on the same frame. (default: false)
  127768. * @param textureType Type of textures used when performing the post process. (default: 0)
  127769. * @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)
  127770. */
  127771. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127772. /**
  127773. * Excludes the given skinned mesh from computing bones velocities.
  127774. * 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.
  127775. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  127776. */
  127777. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  127778. /**
  127779. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  127780. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  127781. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  127782. */
  127783. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  127784. /**
  127785. * Disposes the post process.
  127786. * @param camera The camera to dispose the post process on.
  127787. */
  127788. dispose(camera?: Camera): void;
  127789. }
  127790. }
  127791. declare module BABYLON {
  127792. /** @hidden */
  127793. export var refractionPixelShader: {
  127794. name: string;
  127795. shader: string;
  127796. };
  127797. }
  127798. declare module BABYLON {
  127799. /**
  127800. * Post process which applies a refractin texture
  127801. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  127802. */
  127803. export class RefractionPostProcess extends PostProcess {
  127804. /** the base color of the refraction (used to taint the rendering) */
  127805. color: Color3;
  127806. /** simulated refraction depth */
  127807. depth: number;
  127808. /** the coefficient of the base color (0 to remove base color tainting) */
  127809. colorLevel: number;
  127810. private _refTexture;
  127811. private _ownRefractionTexture;
  127812. /**
  127813. * Gets or sets the refraction texture
  127814. * Please note that you are responsible for disposing the texture if you set it manually
  127815. */
  127816. refractionTexture: Texture;
  127817. /**
  127818. * Initializes the RefractionPostProcess
  127819. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  127820. * @param name The name of the effect.
  127821. * @param refractionTextureUrl Url of the refraction texture to use
  127822. * @param color the base color of the refraction (used to taint the rendering)
  127823. * @param depth simulated refraction depth
  127824. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  127825. * @param camera The camera to apply the render pass to.
  127826. * @param options The required width/height ratio to downsize to before computing the render pass.
  127827. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127828. * @param engine The engine which the post process will be applied. (default: current engine)
  127829. * @param reusable If the post process can be reused on the same frame. (default: false)
  127830. */
  127831. constructor(name: string, refractionTextureUrl: string,
  127832. /** the base color of the refraction (used to taint the rendering) */
  127833. color: Color3,
  127834. /** simulated refraction depth */
  127835. depth: number,
  127836. /** the coefficient of the base color (0 to remove base color tainting) */
  127837. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127838. /**
  127839. * Disposes of the post process
  127840. * @param camera Camera to dispose post process on
  127841. */
  127842. dispose(camera: Camera): void;
  127843. }
  127844. }
  127845. declare module BABYLON {
  127846. /** @hidden */
  127847. export var sharpenPixelShader: {
  127848. name: string;
  127849. shader: string;
  127850. };
  127851. }
  127852. declare module BABYLON {
  127853. /**
  127854. * The SharpenPostProcess applies a sharpen kernel to every pixel
  127855. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  127856. */
  127857. export class SharpenPostProcess extends PostProcess {
  127858. /**
  127859. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  127860. */
  127861. colorAmount: number;
  127862. /**
  127863. * How much sharpness should be applied (default: 0.3)
  127864. */
  127865. edgeAmount: number;
  127866. /**
  127867. * Creates a new instance ConvolutionPostProcess
  127868. * @param name The name of the effect.
  127869. * @param options The required width/height ratio to downsize to before computing the render pass.
  127870. * @param camera The camera to apply the render pass to.
  127871. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127872. * @param engine The engine which the post process will be applied. (default: current engine)
  127873. * @param reusable If the post process can be reused on the same frame. (default: false)
  127874. * @param textureType Type of textures used when performing the post process. (default: 0)
  127875. * @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)
  127876. */
  127877. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127878. }
  127879. }
  127880. declare module BABYLON {
  127881. /**
  127882. * PostProcessRenderPipeline
  127883. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  127884. */
  127885. export class PostProcessRenderPipeline {
  127886. private engine;
  127887. private _renderEffects;
  127888. private _renderEffectsForIsolatedPass;
  127889. /**
  127890. * List of inspectable custom properties (used by the Inspector)
  127891. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  127892. */
  127893. inspectableCustomProperties: IInspectable[];
  127894. /**
  127895. * @hidden
  127896. */
  127897. protected _cameras: Camera[];
  127898. /** @hidden */
  127899. _name: string;
  127900. /**
  127901. * Gets pipeline name
  127902. */
  127903. readonly name: string;
  127904. /**
  127905. * Initializes a PostProcessRenderPipeline
  127906. * @param engine engine to add the pipeline to
  127907. * @param name name of the pipeline
  127908. */
  127909. constructor(engine: Engine, name: string);
  127910. /**
  127911. * Gets the class name
  127912. * @returns "PostProcessRenderPipeline"
  127913. */
  127914. getClassName(): string;
  127915. /**
  127916. * If all the render effects in the pipeline are supported
  127917. */
  127918. readonly isSupported: boolean;
  127919. /**
  127920. * Adds an effect to the pipeline
  127921. * @param renderEffect the effect to add
  127922. */
  127923. addEffect(renderEffect: PostProcessRenderEffect): void;
  127924. /** @hidden */
  127925. _rebuild(): void;
  127926. /** @hidden */
  127927. _enableEffect(renderEffectName: string, cameras: Camera): void;
  127928. /** @hidden */
  127929. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  127930. /** @hidden */
  127931. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  127932. /** @hidden */
  127933. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  127934. /** @hidden */
  127935. _attachCameras(cameras: Camera, unique: boolean): void;
  127936. /** @hidden */
  127937. _attachCameras(cameras: Camera[], unique: boolean): void;
  127938. /** @hidden */
  127939. _detachCameras(cameras: Camera): void;
  127940. /** @hidden */
  127941. _detachCameras(cameras: Nullable<Camera[]>): void;
  127942. /** @hidden */
  127943. _update(): void;
  127944. /** @hidden */
  127945. _reset(): void;
  127946. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  127947. /**
  127948. * Disposes of the pipeline
  127949. */
  127950. dispose(): void;
  127951. }
  127952. }
  127953. declare module BABYLON {
  127954. /**
  127955. * PostProcessRenderPipelineManager class
  127956. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  127957. */
  127958. export class PostProcessRenderPipelineManager {
  127959. private _renderPipelines;
  127960. /**
  127961. * Initializes a PostProcessRenderPipelineManager
  127962. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  127963. */
  127964. constructor();
  127965. /**
  127966. * Gets the list of supported render pipelines
  127967. */
  127968. readonly supportedPipelines: PostProcessRenderPipeline[];
  127969. /**
  127970. * Adds a pipeline to the manager
  127971. * @param renderPipeline The pipeline to add
  127972. */
  127973. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  127974. /**
  127975. * Attaches a camera to the pipeline
  127976. * @param renderPipelineName The name of the pipeline to attach to
  127977. * @param cameras the camera to attach
  127978. * @param unique if the camera can be attached multiple times to the pipeline
  127979. */
  127980. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  127981. /**
  127982. * Detaches a camera from the pipeline
  127983. * @param renderPipelineName The name of the pipeline to detach from
  127984. * @param cameras the camera to detach
  127985. */
  127986. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  127987. /**
  127988. * Enables an effect by name on a pipeline
  127989. * @param renderPipelineName the name of the pipeline to enable the effect in
  127990. * @param renderEffectName the name of the effect to enable
  127991. * @param cameras the cameras that the effect should be enabled on
  127992. */
  127993. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  127994. /**
  127995. * Disables an effect by name on a pipeline
  127996. * @param renderPipelineName the name of the pipeline to disable the effect in
  127997. * @param renderEffectName the name of the effect to disable
  127998. * @param cameras the cameras that the effect should be disabled on
  127999. */
  128000. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  128001. /**
  128002. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  128003. */
  128004. update(): void;
  128005. /** @hidden */
  128006. _rebuild(): void;
  128007. /**
  128008. * Disposes of the manager and pipelines
  128009. */
  128010. dispose(): void;
  128011. }
  128012. }
  128013. declare module BABYLON {
  128014. interface Scene {
  128015. /** @hidden (Backing field) */
  128016. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  128017. /**
  128018. * Gets the postprocess render pipeline manager
  128019. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128020. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  128021. */
  128022. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  128023. }
  128024. /**
  128025. * Defines the Render Pipeline scene component responsible to rendering pipelines
  128026. */
  128027. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  128028. /**
  128029. * The component name helpfull to identify the component in the list of scene components.
  128030. */
  128031. readonly name: string;
  128032. /**
  128033. * The scene the component belongs to.
  128034. */
  128035. scene: Scene;
  128036. /**
  128037. * Creates a new instance of the component for the given scene
  128038. * @param scene Defines the scene to register the component in
  128039. */
  128040. constructor(scene: Scene);
  128041. /**
  128042. * Registers the component in a given scene
  128043. */
  128044. register(): void;
  128045. /**
  128046. * Rebuilds the elements related to this component in case of
  128047. * context lost for instance.
  128048. */
  128049. rebuild(): void;
  128050. /**
  128051. * Disposes the component and the associated ressources
  128052. */
  128053. dispose(): void;
  128054. private _gatherRenderTargets;
  128055. }
  128056. }
  128057. declare module BABYLON {
  128058. /**
  128059. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  128060. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  128061. */
  128062. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  128063. private _scene;
  128064. private _camerasToBeAttached;
  128065. /**
  128066. * ID of the sharpen post process,
  128067. */
  128068. private readonly SharpenPostProcessId;
  128069. /**
  128070. * @ignore
  128071. * ID of the image processing post process;
  128072. */
  128073. readonly ImageProcessingPostProcessId: string;
  128074. /**
  128075. * @ignore
  128076. * ID of the Fast Approximate Anti-Aliasing post process;
  128077. */
  128078. readonly FxaaPostProcessId: string;
  128079. /**
  128080. * ID of the chromatic aberration post process,
  128081. */
  128082. private readonly ChromaticAberrationPostProcessId;
  128083. /**
  128084. * ID of the grain post process
  128085. */
  128086. private readonly GrainPostProcessId;
  128087. /**
  128088. * Sharpen post process which will apply a sharpen convolution to enhance edges
  128089. */
  128090. sharpen: SharpenPostProcess;
  128091. private _sharpenEffect;
  128092. private bloom;
  128093. /**
  128094. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  128095. */
  128096. depthOfField: DepthOfFieldEffect;
  128097. /**
  128098. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  128099. */
  128100. fxaa: FxaaPostProcess;
  128101. /**
  128102. * Image post processing pass used to perform operations such as tone mapping or color grading.
  128103. */
  128104. imageProcessing: ImageProcessingPostProcess;
  128105. /**
  128106. * Chromatic aberration post process which will shift rgb colors in the image
  128107. */
  128108. chromaticAberration: ChromaticAberrationPostProcess;
  128109. private _chromaticAberrationEffect;
  128110. /**
  128111. * Grain post process which add noise to the image
  128112. */
  128113. grain: GrainPostProcess;
  128114. private _grainEffect;
  128115. /**
  128116. * Glow post process which adds a glow to emissive areas of the image
  128117. */
  128118. private _glowLayer;
  128119. /**
  128120. * Animations which can be used to tweak settings over a period of time
  128121. */
  128122. animations: Animation[];
  128123. private _imageProcessingConfigurationObserver;
  128124. private _sharpenEnabled;
  128125. private _bloomEnabled;
  128126. private _depthOfFieldEnabled;
  128127. private _depthOfFieldBlurLevel;
  128128. private _fxaaEnabled;
  128129. private _imageProcessingEnabled;
  128130. private _defaultPipelineTextureType;
  128131. private _bloomScale;
  128132. private _chromaticAberrationEnabled;
  128133. private _grainEnabled;
  128134. private _buildAllowed;
  128135. /**
  128136. * Gets active scene
  128137. */
  128138. readonly scene: Scene;
  128139. /**
  128140. * Enable or disable the sharpen process from the pipeline
  128141. */
  128142. sharpenEnabled: boolean;
  128143. private _resizeObserver;
  128144. private _hardwareScaleLevel;
  128145. private _bloomKernel;
  128146. /**
  128147. * Specifies the size of the bloom blur kernel, relative to the final output size
  128148. */
  128149. bloomKernel: number;
  128150. /**
  128151. * Specifies the weight of the bloom in the final rendering
  128152. */
  128153. private _bloomWeight;
  128154. /**
  128155. * Specifies the luma threshold for the area that will be blurred by the bloom
  128156. */
  128157. private _bloomThreshold;
  128158. private _hdr;
  128159. /**
  128160. * The strength of the bloom.
  128161. */
  128162. bloomWeight: number;
  128163. /**
  128164. * The strength of the bloom.
  128165. */
  128166. bloomThreshold: number;
  128167. /**
  128168. * The scale of the bloom, lower value will provide better performance.
  128169. */
  128170. bloomScale: number;
  128171. /**
  128172. * Enable or disable the bloom from the pipeline
  128173. */
  128174. bloomEnabled: boolean;
  128175. private _rebuildBloom;
  128176. /**
  128177. * If the depth of field is enabled.
  128178. */
  128179. depthOfFieldEnabled: boolean;
  128180. /**
  128181. * Blur level of the depth of field effect. (Higher blur will effect performance)
  128182. */
  128183. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  128184. /**
  128185. * If the anti aliasing is enabled.
  128186. */
  128187. fxaaEnabled: boolean;
  128188. private _samples;
  128189. /**
  128190. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  128191. */
  128192. samples: number;
  128193. /**
  128194. * If image processing is enabled.
  128195. */
  128196. imageProcessingEnabled: boolean;
  128197. /**
  128198. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  128199. */
  128200. glowLayerEnabled: boolean;
  128201. /**
  128202. * Gets the glow layer (or null if not defined)
  128203. */
  128204. readonly glowLayer: Nullable<GlowLayer>;
  128205. /**
  128206. * Enable or disable the chromaticAberration process from the pipeline
  128207. */
  128208. chromaticAberrationEnabled: boolean;
  128209. /**
  128210. * Enable or disable the grain process from the pipeline
  128211. */
  128212. grainEnabled: boolean;
  128213. /**
  128214. * @constructor
  128215. * @param name - The rendering pipeline name (default: "")
  128216. * @param hdr - If high dynamic range textures should be used (default: true)
  128217. * @param scene - The scene linked to this pipeline (default: the last created scene)
  128218. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  128219. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  128220. */
  128221. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  128222. /**
  128223. * Get the class name
  128224. * @returns "DefaultRenderingPipeline"
  128225. */
  128226. getClassName(): string;
  128227. /**
  128228. * Force the compilation of the entire pipeline.
  128229. */
  128230. prepare(): void;
  128231. private _hasCleared;
  128232. private _prevPostProcess;
  128233. private _prevPrevPostProcess;
  128234. private _setAutoClearAndTextureSharing;
  128235. private _depthOfFieldSceneObserver;
  128236. private _buildPipeline;
  128237. private _disposePostProcesses;
  128238. /**
  128239. * Adds a camera to the pipeline
  128240. * @param camera the camera to be added
  128241. */
  128242. addCamera(camera: Camera): void;
  128243. /**
  128244. * Removes a camera from the pipeline
  128245. * @param camera the camera to remove
  128246. */
  128247. removeCamera(camera: Camera): void;
  128248. /**
  128249. * Dispose of the pipeline and stop all post processes
  128250. */
  128251. dispose(): void;
  128252. /**
  128253. * Serialize the rendering pipeline (Used when exporting)
  128254. * @returns the serialized object
  128255. */
  128256. serialize(): any;
  128257. /**
  128258. * Parse the serialized pipeline
  128259. * @param source Source pipeline.
  128260. * @param scene The scene to load the pipeline to.
  128261. * @param rootUrl The URL of the serialized pipeline.
  128262. * @returns An instantiated pipeline from the serialized object.
  128263. */
  128264. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  128265. }
  128266. }
  128267. declare module BABYLON {
  128268. /** @hidden */
  128269. export var lensHighlightsPixelShader: {
  128270. name: string;
  128271. shader: string;
  128272. };
  128273. }
  128274. declare module BABYLON {
  128275. /** @hidden */
  128276. export var depthOfFieldPixelShader: {
  128277. name: string;
  128278. shader: string;
  128279. };
  128280. }
  128281. declare module BABYLON {
  128282. /**
  128283. * BABYLON.JS Chromatic Aberration GLSL Shader
  128284. * Author: Olivier Guyot
  128285. * Separates very slightly R, G and B colors on the edges of the screen
  128286. * Inspired by Francois Tarlier & Martins Upitis
  128287. */
  128288. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  128289. /**
  128290. * @ignore
  128291. * The chromatic aberration PostProcess id in the pipeline
  128292. */
  128293. LensChromaticAberrationEffect: string;
  128294. /**
  128295. * @ignore
  128296. * The highlights enhancing PostProcess id in the pipeline
  128297. */
  128298. HighlightsEnhancingEffect: string;
  128299. /**
  128300. * @ignore
  128301. * The depth-of-field PostProcess id in the pipeline
  128302. */
  128303. LensDepthOfFieldEffect: string;
  128304. private _scene;
  128305. private _depthTexture;
  128306. private _grainTexture;
  128307. private _chromaticAberrationPostProcess;
  128308. private _highlightsPostProcess;
  128309. private _depthOfFieldPostProcess;
  128310. private _edgeBlur;
  128311. private _grainAmount;
  128312. private _chromaticAberration;
  128313. private _distortion;
  128314. private _highlightsGain;
  128315. private _highlightsThreshold;
  128316. private _dofDistance;
  128317. private _dofAperture;
  128318. private _dofDarken;
  128319. private _dofPentagon;
  128320. private _blurNoise;
  128321. /**
  128322. * @constructor
  128323. *
  128324. * Effect parameters are as follow:
  128325. * {
  128326. * chromatic_aberration: number; // from 0 to x (1 for realism)
  128327. * edge_blur: number; // from 0 to x (1 for realism)
  128328. * distortion: number; // from 0 to x (1 for realism)
  128329. * grain_amount: number; // from 0 to 1
  128330. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  128331. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  128332. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  128333. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  128334. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  128335. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  128336. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  128337. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  128338. * }
  128339. * Note: if an effect parameter is unset, effect is disabled
  128340. *
  128341. * @param name The rendering pipeline name
  128342. * @param parameters - An object containing all parameters (see above)
  128343. * @param scene The scene linked to this pipeline
  128344. * @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)
  128345. * @param cameras The array of cameras that the rendering pipeline will be attached to
  128346. */
  128347. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  128348. /**
  128349. * Get the class name
  128350. * @returns "LensRenderingPipeline"
  128351. */
  128352. getClassName(): string;
  128353. /**
  128354. * Gets associated scene
  128355. */
  128356. readonly scene: Scene;
  128357. /**
  128358. * Gets or sets the edge blur
  128359. */
  128360. edgeBlur: number;
  128361. /**
  128362. * Gets or sets the grain amount
  128363. */
  128364. grainAmount: number;
  128365. /**
  128366. * Gets or sets the chromatic aberration amount
  128367. */
  128368. chromaticAberration: number;
  128369. /**
  128370. * Gets or sets the depth of field aperture
  128371. */
  128372. dofAperture: number;
  128373. /**
  128374. * Gets or sets the edge distortion
  128375. */
  128376. edgeDistortion: number;
  128377. /**
  128378. * Gets or sets the depth of field distortion
  128379. */
  128380. dofDistortion: number;
  128381. /**
  128382. * Gets or sets the darken out of focus amount
  128383. */
  128384. darkenOutOfFocus: number;
  128385. /**
  128386. * Gets or sets a boolean indicating if blur noise is enabled
  128387. */
  128388. blurNoise: boolean;
  128389. /**
  128390. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  128391. */
  128392. pentagonBokeh: boolean;
  128393. /**
  128394. * Gets or sets the highlight grain amount
  128395. */
  128396. highlightsGain: number;
  128397. /**
  128398. * Gets or sets the highlight threshold
  128399. */
  128400. highlightsThreshold: number;
  128401. /**
  128402. * Sets the amount of blur at the edges
  128403. * @param amount blur amount
  128404. */
  128405. setEdgeBlur(amount: number): void;
  128406. /**
  128407. * Sets edge blur to 0
  128408. */
  128409. disableEdgeBlur(): void;
  128410. /**
  128411. * Sets the amout of grain
  128412. * @param amount Amount of grain
  128413. */
  128414. setGrainAmount(amount: number): void;
  128415. /**
  128416. * Set grain amount to 0
  128417. */
  128418. disableGrain(): void;
  128419. /**
  128420. * Sets the chromatic aberration amount
  128421. * @param amount amount of chromatic aberration
  128422. */
  128423. setChromaticAberration(amount: number): void;
  128424. /**
  128425. * Sets chromatic aberration amount to 0
  128426. */
  128427. disableChromaticAberration(): void;
  128428. /**
  128429. * Sets the EdgeDistortion amount
  128430. * @param amount amount of EdgeDistortion
  128431. */
  128432. setEdgeDistortion(amount: number): void;
  128433. /**
  128434. * Sets edge distortion to 0
  128435. */
  128436. disableEdgeDistortion(): void;
  128437. /**
  128438. * Sets the FocusDistance amount
  128439. * @param amount amount of FocusDistance
  128440. */
  128441. setFocusDistance(amount: number): void;
  128442. /**
  128443. * Disables depth of field
  128444. */
  128445. disableDepthOfField(): void;
  128446. /**
  128447. * Sets the Aperture amount
  128448. * @param amount amount of Aperture
  128449. */
  128450. setAperture(amount: number): void;
  128451. /**
  128452. * Sets the DarkenOutOfFocus amount
  128453. * @param amount amount of DarkenOutOfFocus
  128454. */
  128455. setDarkenOutOfFocus(amount: number): void;
  128456. private _pentagonBokehIsEnabled;
  128457. /**
  128458. * Creates a pentagon bokeh effect
  128459. */
  128460. enablePentagonBokeh(): void;
  128461. /**
  128462. * Disables the pentagon bokeh effect
  128463. */
  128464. disablePentagonBokeh(): void;
  128465. /**
  128466. * Enables noise blur
  128467. */
  128468. enableNoiseBlur(): void;
  128469. /**
  128470. * Disables noise blur
  128471. */
  128472. disableNoiseBlur(): void;
  128473. /**
  128474. * Sets the HighlightsGain amount
  128475. * @param amount amount of HighlightsGain
  128476. */
  128477. setHighlightsGain(amount: number): void;
  128478. /**
  128479. * Sets the HighlightsThreshold amount
  128480. * @param amount amount of HighlightsThreshold
  128481. */
  128482. setHighlightsThreshold(amount: number): void;
  128483. /**
  128484. * Disables highlights
  128485. */
  128486. disableHighlights(): void;
  128487. /**
  128488. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  128489. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  128490. */
  128491. dispose(disableDepthRender?: boolean): void;
  128492. private _createChromaticAberrationPostProcess;
  128493. private _createHighlightsPostProcess;
  128494. private _createDepthOfFieldPostProcess;
  128495. private _createGrainTexture;
  128496. }
  128497. }
  128498. declare module BABYLON {
  128499. /** @hidden */
  128500. export var ssao2PixelShader: {
  128501. name: string;
  128502. shader: string;
  128503. };
  128504. }
  128505. declare module BABYLON {
  128506. /** @hidden */
  128507. export var ssaoCombinePixelShader: {
  128508. name: string;
  128509. shader: string;
  128510. };
  128511. }
  128512. declare module BABYLON {
  128513. /**
  128514. * Render pipeline to produce ssao effect
  128515. */
  128516. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  128517. /**
  128518. * @ignore
  128519. * The PassPostProcess id in the pipeline that contains the original scene color
  128520. */
  128521. SSAOOriginalSceneColorEffect: string;
  128522. /**
  128523. * @ignore
  128524. * The SSAO PostProcess id in the pipeline
  128525. */
  128526. SSAORenderEffect: string;
  128527. /**
  128528. * @ignore
  128529. * The horizontal blur PostProcess id in the pipeline
  128530. */
  128531. SSAOBlurHRenderEffect: string;
  128532. /**
  128533. * @ignore
  128534. * The vertical blur PostProcess id in the pipeline
  128535. */
  128536. SSAOBlurVRenderEffect: string;
  128537. /**
  128538. * @ignore
  128539. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  128540. */
  128541. SSAOCombineRenderEffect: string;
  128542. /**
  128543. * The output strength of the SSAO post-process. Default value is 1.0.
  128544. */
  128545. totalStrength: number;
  128546. /**
  128547. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  128548. */
  128549. maxZ: number;
  128550. /**
  128551. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  128552. */
  128553. minZAspect: number;
  128554. private _samples;
  128555. /**
  128556. * Number of samples used for the SSAO calculations. Default value is 8
  128557. */
  128558. samples: number;
  128559. private _textureSamples;
  128560. /**
  128561. * Number of samples to use for antialiasing
  128562. */
  128563. textureSamples: number;
  128564. /**
  128565. * Ratio object used for SSAO ratio and blur ratio
  128566. */
  128567. private _ratio;
  128568. /**
  128569. * Dynamically generated sphere sampler.
  128570. */
  128571. private _sampleSphere;
  128572. /**
  128573. * Blur filter offsets
  128574. */
  128575. private _samplerOffsets;
  128576. private _expensiveBlur;
  128577. /**
  128578. * If bilateral blur should be used
  128579. */
  128580. expensiveBlur: boolean;
  128581. /**
  128582. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  128583. */
  128584. radius: number;
  128585. /**
  128586. * The base color of the SSAO post-process
  128587. * The final result is "base + ssao" between [0, 1]
  128588. */
  128589. base: number;
  128590. /**
  128591. * Support test.
  128592. */
  128593. static readonly IsSupported: boolean;
  128594. private _scene;
  128595. private _depthTexture;
  128596. private _normalTexture;
  128597. private _randomTexture;
  128598. private _originalColorPostProcess;
  128599. private _ssaoPostProcess;
  128600. private _blurHPostProcess;
  128601. private _blurVPostProcess;
  128602. private _ssaoCombinePostProcess;
  128603. private _firstUpdate;
  128604. /**
  128605. * Gets active scene
  128606. */
  128607. readonly scene: Scene;
  128608. /**
  128609. * @constructor
  128610. * @param name The rendering pipeline name
  128611. * @param scene The scene linked to this pipeline
  128612. * @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 }
  128613. * @param cameras The array of cameras that the rendering pipeline will be attached to
  128614. */
  128615. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  128616. /**
  128617. * Get the class name
  128618. * @returns "SSAO2RenderingPipeline"
  128619. */
  128620. getClassName(): string;
  128621. /**
  128622. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  128623. */
  128624. dispose(disableGeometryBufferRenderer?: boolean): void;
  128625. private _createBlurPostProcess;
  128626. /** @hidden */
  128627. _rebuild(): void;
  128628. private _bits;
  128629. private _radicalInverse_VdC;
  128630. private _hammersley;
  128631. private _hemisphereSample_uniform;
  128632. private _generateHemisphere;
  128633. private _createSSAOPostProcess;
  128634. private _createSSAOCombinePostProcess;
  128635. private _createRandomTexture;
  128636. /**
  128637. * Serialize the rendering pipeline (Used when exporting)
  128638. * @returns the serialized object
  128639. */
  128640. serialize(): any;
  128641. /**
  128642. * Parse the serialized pipeline
  128643. * @param source Source pipeline.
  128644. * @param scene The scene to load the pipeline to.
  128645. * @param rootUrl The URL of the serialized pipeline.
  128646. * @returns An instantiated pipeline from the serialized object.
  128647. */
  128648. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  128649. }
  128650. }
  128651. declare module BABYLON {
  128652. /** @hidden */
  128653. export var ssaoPixelShader: {
  128654. name: string;
  128655. shader: string;
  128656. };
  128657. }
  128658. declare module BABYLON {
  128659. /**
  128660. * Render pipeline to produce ssao effect
  128661. */
  128662. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  128663. /**
  128664. * @ignore
  128665. * The PassPostProcess id in the pipeline that contains the original scene color
  128666. */
  128667. SSAOOriginalSceneColorEffect: string;
  128668. /**
  128669. * @ignore
  128670. * The SSAO PostProcess id in the pipeline
  128671. */
  128672. SSAORenderEffect: string;
  128673. /**
  128674. * @ignore
  128675. * The horizontal blur PostProcess id in the pipeline
  128676. */
  128677. SSAOBlurHRenderEffect: string;
  128678. /**
  128679. * @ignore
  128680. * The vertical blur PostProcess id in the pipeline
  128681. */
  128682. SSAOBlurVRenderEffect: string;
  128683. /**
  128684. * @ignore
  128685. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  128686. */
  128687. SSAOCombineRenderEffect: string;
  128688. /**
  128689. * The output strength of the SSAO post-process. Default value is 1.0.
  128690. */
  128691. totalStrength: number;
  128692. /**
  128693. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  128694. */
  128695. radius: number;
  128696. /**
  128697. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  128698. * Must not be equal to fallOff and superior to fallOff.
  128699. * Default value is 0.0075
  128700. */
  128701. area: number;
  128702. /**
  128703. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  128704. * Must not be equal to area and inferior to area.
  128705. * Default value is 0.000001
  128706. */
  128707. fallOff: number;
  128708. /**
  128709. * The base color of the SSAO post-process
  128710. * The final result is "base + ssao" between [0, 1]
  128711. */
  128712. base: number;
  128713. private _scene;
  128714. private _depthTexture;
  128715. private _randomTexture;
  128716. private _originalColorPostProcess;
  128717. private _ssaoPostProcess;
  128718. private _blurHPostProcess;
  128719. private _blurVPostProcess;
  128720. private _ssaoCombinePostProcess;
  128721. private _firstUpdate;
  128722. /**
  128723. * Gets active scene
  128724. */
  128725. readonly scene: Scene;
  128726. /**
  128727. * @constructor
  128728. * @param name - The rendering pipeline name
  128729. * @param scene - The scene linked to this pipeline
  128730. * @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 }
  128731. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  128732. */
  128733. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  128734. /**
  128735. * Get the class name
  128736. * @returns "SSAORenderingPipeline"
  128737. */
  128738. getClassName(): string;
  128739. /**
  128740. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  128741. */
  128742. dispose(disableDepthRender?: boolean): void;
  128743. private _createBlurPostProcess;
  128744. /** @hidden */
  128745. _rebuild(): void;
  128746. private _createSSAOPostProcess;
  128747. private _createSSAOCombinePostProcess;
  128748. private _createRandomTexture;
  128749. }
  128750. }
  128751. declare module BABYLON {
  128752. /** @hidden */
  128753. export var standardPixelShader: {
  128754. name: string;
  128755. shader: string;
  128756. };
  128757. }
  128758. declare module BABYLON {
  128759. /**
  128760. * Standard rendering pipeline
  128761. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  128762. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  128763. */
  128764. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  128765. /**
  128766. * Public members
  128767. */
  128768. /**
  128769. * Post-process which contains the original scene color before the pipeline applies all the effects
  128770. */
  128771. originalPostProcess: Nullable<PostProcess>;
  128772. /**
  128773. * Post-process used to down scale an image x4
  128774. */
  128775. downSampleX4PostProcess: Nullable<PostProcess>;
  128776. /**
  128777. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  128778. */
  128779. brightPassPostProcess: Nullable<PostProcess>;
  128780. /**
  128781. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  128782. */
  128783. blurHPostProcesses: PostProcess[];
  128784. /**
  128785. * Post-process array storing all the vertical blur post-processes used by the pipeline
  128786. */
  128787. blurVPostProcesses: PostProcess[];
  128788. /**
  128789. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  128790. */
  128791. textureAdderPostProcess: Nullable<PostProcess>;
  128792. /**
  128793. * Post-process used to create volumetric lighting effect
  128794. */
  128795. volumetricLightPostProcess: Nullable<PostProcess>;
  128796. /**
  128797. * Post-process used to smooth the previous volumetric light post-process on the X axis
  128798. */
  128799. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  128800. /**
  128801. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  128802. */
  128803. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  128804. /**
  128805. * Post-process used to merge the volumetric light effect and the real scene color
  128806. */
  128807. volumetricLightMergePostProces: Nullable<PostProcess>;
  128808. /**
  128809. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  128810. */
  128811. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  128812. /**
  128813. * Base post-process used to calculate the average luminance of the final image for HDR
  128814. */
  128815. luminancePostProcess: Nullable<PostProcess>;
  128816. /**
  128817. * Post-processes used to create down sample post-processes in order to get
  128818. * the average luminance of the final image for HDR
  128819. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  128820. */
  128821. luminanceDownSamplePostProcesses: PostProcess[];
  128822. /**
  128823. * Post-process used to create a HDR effect (light adaptation)
  128824. */
  128825. hdrPostProcess: Nullable<PostProcess>;
  128826. /**
  128827. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  128828. */
  128829. textureAdderFinalPostProcess: Nullable<PostProcess>;
  128830. /**
  128831. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  128832. */
  128833. lensFlareFinalPostProcess: Nullable<PostProcess>;
  128834. /**
  128835. * Post-process used to merge the final HDR post-process and the real scene color
  128836. */
  128837. hdrFinalPostProcess: Nullable<PostProcess>;
  128838. /**
  128839. * Post-process used to create a lens flare effect
  128840. */
  128841. lensFlarePostProcess: Nullable<PostProcess>;
  128842. /**
  128843. * Post-process that merges the result of the lens flare post-process and the real scene color
  128844. */
  128845. lensFlareComposePostProcess: Nullable<PostProcess>;
  128846. /**
  128847. * Post-process used to create a motion blur effect
  128848. */
  128849. motionBlurPostProcess: Nullable<PostProcess>;
  128850. /**
  128851. * Post-process used to create a depth of field effect
  128852. */
  128853. depthOfFieldPostProcess: Nullable<PostProcess>;
  128854. /**
  128855. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  128856. */
  128857. fxaaPostProcess: Nullable<FxaaPostProcess>;
  128858. /**
  128859. * Represents the brightness threshold in order to configure the illuminated surfaces
  128860. */
  128861. brightThreshold: number;
  128862. /**
  128863. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  128864. */
  128865. blurWidth: number;
  128866. /**
  128867. * Sets if the blur for highlighted surfaces must be only horizontal
  128868. */
  128869. horizontalBlur: boolean;
  128870. /**
  128871. * Gets the overall exposure used by the pipeline
  128872. */
  128873. /**
  128874. * Sets the overall exposure used by the pipeline
  128875. */
  128876. exposure: number;
  128877. /**
  128878. * Texture used typically to simulate "dirty" on camera lens
  128879. */
  128880. lensTexture: Nullable<Texture>;
  128881. /**
  128882. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  128883. */
  128884. volumetricLightCoefficient: number;
  128885. /**
  128886. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  128887. */
  128888. volumetricLightPower: number;
  128889. /**
  128890. * Used the set the blur intensity to smooth the volumetric lights
  128891. */
  128892. volumetricLightBlurScale: number;
  128893. /**
  128894. * Light (spot or directional) used to generate the volumetric lights rays
  128895. * The source light must have a shadow generate so the pipeline can get its
  128896. * depth map
  128897. */
  128898. sourceLight: Nullable<SpotLight | DirectionalLight>;
  128899. /**
  128900. * For eye adaptation, represents the minimum luminance the eye can see
  128901. */
  128902. hdrMinimumLuminance: number;
  128903. /**
  128904. * For eye adaptation, represents the decrease luminance speed
  128905. */
  128906. hdrDecreaseRate: number;
  128907. /**
  128908. * For eye adaptation, represents the increase luminance speed
  128909. */
  128910. hdrIncreaseRate: number;
  128911. /**
  128912. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  128913. */
  128914. /**
  128915. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  128916. */
  128917. hdrAutoExposure: boolean;
  128918. /**
  128919. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  128920. */
  128921. lensColorTexture: Nullable<Texture>;
  128922. /**
  128923. * The overall strengh for the lens flare effect
  128924. */
  128925. lensFlareStrength: number;
  128926. /**
  128927. * Dispersion coefficient for lens flare ghosts
  128928. */
  128929. lensFlareGhostDispersal: number;
  128930. /**
  128931. * Main lens flare halo width
  128932. */
  128933. lensFlareHaloWidth: number;
  128934. /**
  128935. * Based on the lens distortion effect, defines how much the lens flare result
  128936. * is distorted
  128937. */
  128938. lensFlareDistortionStrength: number;
  128939. /**
  128940. * Configures the blur intensity used for for lens flare (halo)
  128941. */
  128942. lensFlareBlurWidth: number;
  128943. /**
  128944. * Lens star texture must be used to simulate rays on the flares and is available
  128945. * in the documentation
  128946. */
  128947. lensStarTexture: Nullable<Texture>;
  128948. /**
  128949. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  128950. * flare effect by taking account of the dirt texture
  128951. */
  128952. lensFlareDirtTexture: Nullable<Texture>;
  128953. /**
  128954. * Represents the focal length for the depth of field effect
  128955. */
  128956. depthOfFieldDistance: number;
  128957. /**
  128958. * Represents the blur intensity for the blurred part of the depth of field effect
  128959. */
  128960. depthOfFieldBlurWidth: number;
  128961. /**
  128962. * Gets how much the image is blurred by the movement while using the motion blur post-process
  128963. */
  128964. /**
  128965. * Sets how much the image is blurred by the movement while using the motion blur post-process
  128966. */
  128967. motionStrength: number;
  128968. /**
  128969. * Gets wether or not the motion blur post-process is object based or screen based.
  128970. */
  128971. /**
  128972. * Sets wether or not the motion blur post-process should be object based or screen based
  128973. */
  128974. objectBasedMotionBlur: boolean;
  128975. /**
  128976. * List of animations for the pipeline (IAnimatable implementation)
  128977. */
  128978. animations: Animation[];
  128979. /**
  128980. * Private members
  128981. */
  128982. private _scene;
  128983. private _currentDepthOfFieldSource;
  128984. private _basePostProcess;
  128985. private _fixedExposure;
  128986. private _currentExposure;
  128987. private _hdrAutoExposure;
  128988. private _hdrCurrentLuminance;
  128989. private _motionStrength;
  128990. private _isObjectBasedMotionBlur;
  128991. private _floatTextureType;
  128992. private _camerasToBeAttached;
  128993. private _ratio;
  128994. private _bloomEnabled;
  128995. private _depthOfFieldEnabled;
  128996. private _vlsEnabled;
  128997. private _lensFlareEnabled;
  128998. private _hdrEnabled;
  128999. private _motionBlurEnabled;
  129000. private _fxaaEnabled;
  129001. private _motionBlurSamples;
  129002. private _volumetricLightStepsCount;
  129003. private _samples;
  129004. /**
  129005. * @ignore
  129006. * Specifies if the bloom pipeline is enabled
  129007. */
  129008. BloomEnabled: boolean;
  129009. /**
  129010. * @ignore
  129011. * Specifies if the depth of field pipeline is enabed
  129012. */
  129013. DepthOfFieldEnabled: boolean;
  129014. /**
  129015. * @ignore
  129016. * Specifies if the lens flare pipeline is enabed
  129017. */
  129018. LensFlareEnabled: boolean;
  129019. /**
  129020. * @ignore
  129021. * Specifies if the HDR pipeline is enabled
  129022. */
  129023. HDREnabled: boolean;
  129024. /**
  129025. * @ignore
  129026. * Specifies if the volumetric lights scattering effect is enabled
  129027. */
  129028. VLSEnabled: boolean;
  129029. /**
  129030. * @ignore
  129031. * Specifies if the motion blur effect is enabled
  129032. */
  129033. MotionBlurEnabled: boolean;
  129034. /**
  129035. * Specifies if anti-aliasing is enabled
  129036. */
  129037. fxaaEnabled: boolean;
  129038. /**
  129039. * Specifies the number of steps used to calculate the volumetric lights
  129040. * Typically in interval [50, 200]
  129041. */
  129042. volumetricLightStepsCount: number;
  129043. /**
  129044. * Specifies the number of samples used for the motion blur effect
  129045. * Typically in interval [16, 64]
  129046. */
  129047. motionBlurSamples: number;
  129048. /**
  129049. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  129050. */
  129051. samples: number;
  129052. /**
  129053. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  129054. * @constructor
  129055. * @param name The rendering pipeline name
  129056. * @param scene The scene linked to this pipeline
  129057. * @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)
  129058. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  129059. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129060. */
  129061. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  129062. private _buildPipeline;
  129063. private _createDownSampleX4PostProcess;
  129064. private _createBrightPassPostProcess;
  129065. private _createBlurPostProcesses;
  129066. private _createTextureAdderPostProcess;
  129067. private _createVolumetricLightPostProcess;
  129068. private _createLuminancePostProcesses;
  129069. private _createHdrPostProcess;
  129070. private _createLensFlarePostProcess;
  129071. private _createDepthOfFieldPostProcess;
  129072. private _createMotionBlurPostProcess;
  129073. private _getDepthTexture;
  129074. private _disposePostProcesses;
  129075. /**
  129076. * Dispose of the pipeline and stop all post processes
  129077. */
  129078. dispose(): void;
  129079. /**
  129080. * Serialize the rendering pipeline (Used when exporting)
  129081. * @returns the serialized object
  129082. */
  129083. serialize(): any;
  129084. /**
  129085. * Parse the serialized pipeline
  129086. * @param source Source pipeline.
  129087. * @param scene The scene to load the pipeline to.
  129088. * @param rootUrl The URL of the serialized pipeline.
  129089. * @returns An instantiated pipeline from the serialized object.
  129090. */
  129091. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  129092. /**
  129093. * Luminance steps
  129094. */
  129095. static LuminanceSteps: number;
  129096. }
  129097. }
  129098. declare module BABYLON {
  129099. /** @hidden */
  129100. export var tonemapPixelShader: {
  129101. name: string;
  129102. shader: string;
  129103. };
  129104. }
  129105. declare module BABYLON {
  129106. /** Defines operator used for tonemapping */
  129107. export enum TonemappingOperator {
  129108. /** Hable */
  129109. Hable = 0,
  129110. /** Reinhard */
  129111. Reinhard = 1,
  129112. /** HejiDawson */
  129113. HejiDawson = 2,
  129114. /** Photographic */
  129115. Photographic = 3
  129116. }
  129117. /**
  129118. * Defines a post process to apply tone mapping
  129119. */
  129120. export class TonemapPostProcess extends PostProcess {
  129121. private _operator;
  129122. /** Defines the required exposure adjustement */
  129123. exposureAdjustment: number;
  129124. /**
  129125. * Creates a new TonemapPostProcess
  129126. * @param name defines the name of the postprocess
  129127. * @param _operator defines the operator to use
  129128. * @param exposureAdjustment defines the required exposure adjustement
  129129. * @param camera defines the camera to use (can be null)
  129130. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  129131. * @param engine defines the hosting engine (can be ignore if camera is set)
  129132. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  129133. */
  129134. constructor(name: string, _operator: TonemappingOperator,
  129135. /** Defines the required exposure adjustement */
  129136. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  129137. }
  129138. }
  129139. declare module BABYLON {
  129140. /** @hidden */
  129141. export var depthVertexShader: {
  129142. name: string;
  129143. shader: string;
  129144. };
  129145. }
  129146. declare module BABYLON {
  129147. /** @hidden */
  129148. export var volumetricLightScatteringPixelShader: {
  129149. name: string;
  129150. shader: string;
  129151. };
  129152. }
  129153. declare module BABYLON {
  129154. /** @hidden */
  129155. export var volumetricLightScatteringPassVertexShader: {
  129156. name: string;
  129157. shader: string;
  129158. };
  129159. }
  129160. declare module BABYLON {
  129161. /** @hidden */
  129162. export var volumetricLightScatteringPassPixelShader: {
  129163. name: string;
  129164. shader: string;
  129165. };
  129166. }
  129167. declare module BABYLON {
  129168. /**
  129169. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  129170. */
  129171. export class VolumetricLightScatteringPostProcess extends PostProcess {
  129172. private _volumetricLightScatteringPass;
  129173. private _volumetricLightScatteringRTT;
  129174. private _viewPort;
  129175. private _screenCoordinates;
  129176. private _cachedDefines;
  129177. /**
  129178. * If not undefined, the mesh position is computed from the attached node position
  129179. */
  129180. attachedNode: {
  129181. position: Vector3;
  129182. };
  129183. /**
  129184. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  129185. */
  129186. customMeshPosition: Vector3;
  129187. /**
  129188. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  129189. */
  129190. useCustomMeshPosition: boolean;
  129191. /**
  129192. * If the post-process should inverse the light scattering direction
  129193. */
  129194. invert: boolean;
  129195. /**
  129196. * The internal mesh used by the post-process
  129197. */
  129198. mesh: Mesh;
  129199. /**
  129200. * @hidden
  129201. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  129202. */
  129203. useDiffuseColor: boolean;
  129204. /**
  129205. * Array containing the excluded meshes not rendered in the internal pass
  129206. */
  129207. excludedMeshes: AbstractMesh[];
  129208. /**
  129209. * Controls the overall intensity of the post-process
  129210. */
  129211. exposure: number;
  129212. /**
  129213. * Dissipates each sample's contribution in range [0, 1]
  129214. */
  129215. decay: number;
  129216. /**
  129217. * Controls the overall intensity of each sample
  129218. */
  129219. weight: number;
  129220. /**
  129221. * Controls the density of each sample
  129222. */
  129223. density: number;
  129224. /**
  129225. * @constructor
  129226. * @param name The post-process name
  129227. * @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)
  129228. * @param camera The camera that the post-process will be attached to
  129229. * @param mesh The mesh used to create the light scattering
  129230. * @param samples The post-process quality, default 100
  129231. * @param samplingModeThe post-process filtering mode
  129232. * @param engine The babylon engine
  129233. * @param reusable If the post-process is reusable
  129234. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  129235. */
  129236. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  129237. /**
  129238. * Returns the string "VolumetricLightScatteringPostProcess"
  129239. * @returns "VolumetricLightScatteringPostProcess"
  129240. */
  129241. getClassName(): string;
  129242. private _isReady;
  129243. /**
  129244. * Sets the new light position for light scattering effect
  129245. * @param position The new custom light position
  129246. */
  129247. setCustomMeshPosition(position: Vector3): void;
  129248. /**
  129249. * Returns the light position for light scattering effect
  129250. * @return Vector3 The custom light position
  129251. */
  129252. getCustomMeshPosition(): Vector3;
  129253. /**
  129254. * Disposes the internal assets and detaches the post-process from the camera
  129255. */
  129256. dispose(camera: Camera): void;
  129257. /**
  129258. * Returns the render target texture used by the post-process
  129259. * @return the render target texture used by the post-process
  129260. */
  129261. getPass(): RenderTargetTexture;
  129262. private _meshExcluded;
  129263. private _createPass;
  129264. private _updateMeshScreenCoordinates;
  129265. /**
  129266. * Creates a default mesh for the Volumeric Light Scattering post-process
  129267. * @param name The mesh name
  129268. * @param scene The scene where to create the mesh
  129269. * @return the default mesh
  129270. */
  129271. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  129272. }
  129273. }
  129274. declare module BABYLON {
  129275. interface Scene {
  129276. /** @hidden (Backing field) */
  129277. _boundingBoxRenderer: BoundingBoxRenderer;
  129278. /** @hidden (Backing field) */
  129279. _forceShowBoundingBoxes: boolean;
  129280. /**
  129281. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  129282. */
  129283. forceShowBoundingBoxes: boolean;
  129284. /**
  129285. * Gets the bounding box renderer associated with the scene
  129286. * @returns a BoundingBoxRenderer
  129287. */
  129288. getBoundingBoxRenderer(): BoundingBoxRenderer;
  129289. }
  129290. interface AbstractMesh {
  129291. /** @hidden (Backing field) */
  129292. _showBoundingBox: boolean;
  129293. /**
  129294. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  129295. */
  129296. showBoundingBox: boolean;
  129297. }
  129298. /**
  129299. * Component responsible of rendering the bounding box of the meshes in a scene.
  129300. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  129301. */
  129302. export class BoundingBoxRenderer implements ISceneComponent {
  129303. /**
  129304. * The component name helpfull to identify the component in the list of scene components.
  129305. */
  129306. readonly name: string;
  129307. /**
  129308. * The scene the component belongs to.
  129309. */
  129310. scene: Scene;
  129311. /**
  129312. * Color of the bounding box lines placed in front of an object
  129313. */
  129314. frontColor: Color3;
  129315. /**
  129316. * Color of the bounding box lines placed behind an object
  129317. */
  129318. backColor: Color3;
  129319. /**
  129320. * Defines if the renderer should show the back lines or not
  129321. */
  129322. showBackLines: boolean;
  129323. /**
  129324. * @hidden
  129325. */
  129326. renderList: SmartArray<BoundingBox>;
  129327. private _colorShader;
  129328. private _vertexBuffers;
  129329. private _indexBuffer;
  129330. private _fillIndexBuffer;
  129331. private _fillIndexData;
  129332. /**
  129333. * Instantiates a new bounding box renderer in a scene.
  129334. * @param scene the scene the renderer renders in
  129335. */
  129336. constructor(scene: Scene);
  129337. /**
  129338. * Registers the component in a given scene
  129339. */
  129340. register(): void;
  129341. private _evaluateSubMesh;
  129342. private _activeMesh;
  129343. private _prepareRessources;
  129344. private _createIndexBuffer;
  129345. /**
  129346. * Rebuilds the elements related to this component in case of
  129347. * context lost for instance.
  129348. */
  129349. rebuild(): void;
  129350. /**
  129351. * @hidden
  129352. */
  129353. reset(): void;
  129354. /**
  129355. * Render the bounding boxes of a specific rendering group
  129356. * @param renderingGroupId defines the rendering group to render
  129357. */
  129358. render(renderingGroupId: number): void;
  129359. /**
  129360. * In case of occlusion queries, we can render the occlusion bounding box through this method
  129361. * @param mesh Define the mesh to render the occlusion bounding box for
  129362. */
  129363. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  129364. /**
  129365. * Dispose and release the resources attached to this renderer.
  129366. */
  129367. dispose(): void;
  129368. }
  129369. }
  129370. declare module BABYLON {
  129371. /** @hidden */
  129372. export var depthPixelShader: {
  129373. name: string;
  129374. shader: string;
  129375. };
  129376. }
  129377. declare module BABYLON {
  129378. /**
  129379. * This represents a depth renderer in Babylon.
  129380. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  129381. */
  129382. export class DepthRenderer {
  129383. private _scene;
  129384. private _depthMap;
  129385. private _effect;
  129386. private readonly _storeNonLinearDepth;
  129387. private readonly _clearColor;
  129388. /** Get if the depth renderer is using packed depth or not */
  129389. readonly isPacked: boolean;
  129390. private _cachedDefines;
  129391. private _camera;
  129392. /**
  129393. * Specifiess that the depth renderer will only be used within
  129394. * the camera it is created for.
  129395. * This can help forcing its rendering during the camera processing.
  129396. */
  129397. useOnlyInActiveCamera: boolean;
  129398. /** @hidden */
  129399. static _SceneComponentInitialization: (scene: Scene) => void;
  129400. /**
  129401. * Instantiates a depth renderer
  129402. * @param scene The scene the renderer belongs to
  129403. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  129404. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  129405. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  129406. */
  129407. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  129408. /**
  129409. * Creates the depth rendering effect and checks if the effect is ready.
  129410. * @param subMesh The submesh to be used to render the depth map of
  129411. * @param useInstances If multiple world instances should be used
  129412. * @returns if the depth renderer is ready to render the depth map
  129413. */
  129414. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129415. /**
  129416. * Gets the texture which the depth map will be written to.
  129417. * @returns The depth map texture
  129418. */
  129419. getDepthMap(): RenderTargetTexture;
  129420. /**
  129421. * Disposes of the depth renderer.
  129422. */
  129423. dispose(): void;
  129424. }
  129425. }
  129426. declare module BABYLON {
  129427. interface Scene {
  129428. /** @hidden (Backing field) */
  129429. _depthRenderer: {
  129430. [id: string]: DepthRenderer;
  129431. };
  129432. /**
  129433. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  129434. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  129435. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  129436. * @returns the created depth renderer
  129437. */
  129438. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  129439. /**
  129440. * Disables a depth renderer for a given camera
  129441. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  129442. */
  129443. disableDepthRenderer(camera?: Nullable<Camera>): void;
  129444. }
  129445. /**
  129446. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  129447. * in several rendering techniques.
  129448. */
  129449. export class DepthRendererSceneComponent implements ISceneComponent {
  129450. /**
  129451. * The component name helpfull to identify the component in the list of scene components.
  129452. */
  129453. readonly name: string;
  129454. /**
  129455. * The scene the component belongs to.
  129456. */
  129457. scene: Scene;
  129458. /**
  129459. * Creates a new instance of the component for the given scene
  129460. * @param scene Defines the scene to register the component in
  129461. */
  129462. constructor(scene: Scene);
  129463. /**
  129464. * Registers the component in a given scene
  129465. */
  129466. register(): void;
  129467. /**
  129468. * Rebuilds the elements related to this component in case of
  129469. * context lost for instance.
  129470. */
  129471. rebuild(): void;
  129472. /**
  129473. * Disposes the component and the associated ressources
  129474. */
  129475. dispose(): void;
  129476. private _gatherRenderTargets;
  129477. private _gatherActiveCameraRenderTargets;
  129478. }
  129479. }
  129480. declare module BABYLON {
  129481. /** @hidden */
  129482. export var outlinePixelShader: {
  129483. name: string;
  129484. shader: string;
  129485. };
  129486. }
  129487. declare module BABYLON {
  129488. /** @hidden */
  129489. export var outlineVertexShader: {
  129490. name: string;
  129491. shader: string;
  129492. };
  129493. }
  129494. declare module BABYLON {
  129495. interface Scene {
  129496. /** @hidden */
  129497. _outlineRenderer: OutlineRenderer;
  129498. /**
  129499. * Gets the outline renderer associated with the scene
  129500. * @returns a OutlineRenderer
  129501. */
  129502. getOutlineRenderer(): OutlineRenderer;
  129503. }
  129504. interface AbstractMesh {
  129505. /** @hidden (Backing field) */
  129506. _renderOutline: boolean;
  129507. /**
  129508. * Gets or sets a boolean indicating if the outline must be rendered as well
  129509. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  129510. */
  129511. renderOutline: boolean;
  129512. /** @hidden (Backing field) */
  129513. _renderOverlay: boolean;
  129514. /**
  129515. * Gets or sets a boolean indicating if the overlay must be rendered as well
  129516. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  129517. */
  129518. renderOverlay: boolean;
  129519. }
  129520. /**
  129521. * This class is responsible to draw bothe outline/overlay of meshes.
  129522. * It should not be used directly but through the available method on mesh.
  129523. */
  129524. export class OutlineRenderer implements ISceneComponent {
  129525. /**
  129526. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  129527. */
  129528. private static _StencilReference;
  129529. /**
  129530. * The name of the component. Each component must have a unique name.
  129531. */
  129532. name: string;
  129533. /**
  129534. * The scene the component belongs to.
  129535. */
  129536. scene: Scene;
  129537. /**
  129538. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  129539. */
  129540. zOffset: number;
  129541. private _engine;
  129542. private _effect;
  129543. private _cachedDefines;
  129544. private _savedDepthWrite;
  129545. /**
  129546. * Instantiates a new outline renderer. (There could be only one per scene).
  129547. * @param scene Defines the scene it belongs to
  129548. */
  129549. constructor(scene: Scene);
  129550. /**
  129551. * Register the component to one instance of a scene.
  129552. */
  129553. register(): void;
  129554. /**
  129555. * Rebuilds the elements related to this component in case of
  129556. * context lost for instance.
  129557. */
  129558. rebuild(): void;
  129559. /**
  129560. * Disposes the component and the associated ressources.
  129561. */
  129562. dispose(): void;
  129563. /**
  129564. * Renders the outline in the canvas.
  129565. * @param subMesh Defines the sumesh to render
  129566. * @param batch Defines the batch of meshes in case of instances
  129567. * @param useOverlay Defines if the rendering is for the overlay or the outline
  129568. */
  129569. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  129570. /**
  129571. * Returns whether or not the outline renderer is ready for a given submesh.
  129572. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  129573. * @param subMesh Defines the submesh to check readyness for
  129574. * @param useInstances Defines wheter wee are trying to render instances or not
  129575. * @returns true if ready otherwise false
  129576. */
  129577. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129578. private _beforeRenderingMesh;
  129579. private _afterRenderingMesh;
  129580. }
  129581. }
  129582. declare module BABYLON {
  129583. /**
  129584. * Class used to manage multiple sprites of different sizes on the same spritesheet
  129585. * @see http://doc.babylonjs.com/babylon101/sprites
  129586. */
  129587. export class SpritePackedManager extends SpriteManager {
  129588. /** defines the packed manager's name */
  129589. name: string;
  129590. /**
  129591. * Creates a new sprite manager from a packed sprite sheet
  129592. * @param name defines the manager's name
  129593. * @param imgUrl defines the sprite sheet url
  129594. * @param capacity defines the maximum allowed number of sprites
  129595. * @param scene defines the hosting scene
  129596. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  129597. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  129598. * @param samplingMode defines the smapling mode to use with spritesheet
  129599. * @param fromPacked set to true; do not alter
  129600. */
  129601. constructor(
  129602. /** defines the packed manager's name */
  129603. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  129604. }
  129605. }
  129606. declare module BABYLON {
  129607. /**
  129608. * Defines the list of states available for a task inside a AssetsManager
  129609. */
  129610. export enum AssetTaskState {
  129611. /**
  129612. * Initialization
  129613. */
  129614. INIT = 0,
  129615. /**
  129616. * Running
  129617. */
  129618. RUNNING = 1,
  129619. /**
  129620. * Done
  129621. */
  129622. DONE = 2,
  129623. /**
  129624. * Error
  129625. */
  129626. ERROR = 3
  129627. }
  129628. /**
  129629. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  129630. */
  129631. export abstract class AbstractAssetTask {
  129632. /**
  129633. * Task name
  129634. */ name: string;
  129635. /**
  129636. * Callback called when the task is successful
  129637. */
  129638. onSuccess: (task: any) => void;
  129639. /**
  129640. * Callback called when the task is not successful
  129641. */
  129642. onError: (task: any, message?: string, exception?: any) => void;
  129643. /**
  129644. * Creates a new AssetsManager
  129645. * @param name defines the name of the task
  129646. */
  129647. constructor(
  129648. /**
  129649. * Task name
  129650. */ name: string);
  129651. private _isCompleted;
  129652. private _taskState;
  129653. private _errorObject;
  129654. /**
  129655. * Get if the task is completed
  129656. */
  129657. readonly isCompleted: boolean;
  129658. /**
  129659. * Gets the current state of the task
  129660. */
  129661. readonly taskState: AssetTaskState;
  129662. /**
  129663. * Gets the current error object (if task is in error)
  129664. */
  129665. readonly errorObject: {
  129666. message?: string;
  129667. exception?: any;
  129668. };
  129669. /**
  129670. * Internal only
  129671. * @hidden
  129672. */
  129673. _setErrorObject(message?: string, exception?: any): void;
  129674. /**
  129675. * Execute the current task
  129676. * @param scene defines the scene where you want your assets to be loaded
  129677. * @param onSuccess is a callback called when the task is successfully executed
  129678. * @param onError is a callback called if an error occurs
  129679. */
  129680. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  129681. /**
  129682. * Execute the current task
  129683. * @param scene defines the scene where you want your assets to be loaded
  129684. * @param onSuccess is a callback called when the task is successfully executed
  129685. * @param onError is a callback called if an error occurs
  129686. */
  129687. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  129688. /**
  129689. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  129690. * This can be used with failed tasks that have the reason for failure fixed.
  129691. */
  129692. reset(): void;
  129693. private onErrorCallback;
  129694. private onDoneCallback;
  129695. }
  129696. /**
  129697. * Define the interface used by progress events raised during assets loading
  129698. */
  129699. export interface IAssetsProgressEvent {
  129700. /**
  129701. * Defines the number of remaining tasks to process
  129702. */
  129703. remainingCount: number;
  129704. /**
  129705. * Defines the total number of tasks
  129706. */
  129707. totalCount: number;
  129708. /**
  129709. * Defines the task that was just processed
  129710. */
  129711. task: AbstractAssetTask;
  129712. }
  129713. /**
  129714. * Class used to share progress information about assets loading
  129715. */
  129716. export class AssetsProgressEvent implements IAssetsProgressEvent {
  129717. /**
  129718. * Defines the number of remaining tasks to process
  129719. */
  129720. remainingCount: number;
  129721. /**
  129722. * Defines the total number of tasks
  129723. */
  129724. totalCount: number;
  129725. /**
  129726. * Defines the task that was just processed
  129727. */
  129728. task: AbstractAssetTask;
  129729. /**
  129730. * Creates a AssetsProgressEvent
  129731. * @param remainingCount defines the number of remaining tasks to process
  129732. * @param totalCount defines the total number of tasks
  129733. * @param task defines the task that was just processed
  129734. */
  129735. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  129736. }
  129737. /**
  129738. * Define a task used by AssetsManager to load meshes
  129739. */
  129740. export class MeshAssetTask extends AbstractAssetTask {
  129741. /**
  129742. * Defines the name of the task
  129743. */
  129744. name: string;
  129745. /**
  129746. * Defines the list of mesh's names you want to load
  129747. */
  129748. meshesNames: any;
  129749. /**
  129750. * Defines the root url to use as a base to load your meshes and associated resources
  129751. */
  129752. rootUrl: string;
  129753. /**
  129754. * Defines the filename of the scene to load from
  129755. */
  129756. sceneFilename: string;
  129757. /**
  129758. * Gets the list of loaded meshes
  129759. */
  129760. loadedMeshes: Array<AbstractMesh>;
  129761. /**
  129762. * Gets the list of loaded particle systems
  129763. */
  129764. loadedParticleSystems: Array<IParticleSystem>;
  129765. /**
  129766. * Gets the list of loaded skeletons
  129767. */
  129768. loadedSkeletons: Array<Skeleton>;
  129769. /**
  129770. * Gets the list of loaded animation groups
  129771. */
  129772. loadedAnimationGroups: Array<AnimationGroup>;
  129773. /**
  129774. * Callback called when the task is successful
  129775. */
  129776. onSuccess: (task: MeshAssetTask) => void;
  129777. /**
  129778. * Callback called when the task is successful
  129779. */
  129780. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  129781. /**
  129782. * Creates a new MeshAssetTask
  129783. * @param name defines the name of the task
  129784. * @param meshesNames defines the list of mesh's names you want to load
  129785. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  129786. * @param sceneFilename defines the filename of the scene to load from
  129787. */
  129788. constructor(
  129789. /**
  129790. * Defines the name of the task
  129791. */
  129792. name: string,
  129793. /**
  129794. * Defines the list of mesh's names you want to load
  129795. */
  129796. meshesNames: any,
  129797. /**
  129798. * Defines the root url to use as a base to load your meshes and associated resources
  129799. */
  129800. rootUrl: string,
  129801. /**
  129802. * Defines the filename of the scene to load from
  129803. */
  129804. sceneFilename: string);
  129805. /**
  129806. * Execute the current task
  129807. * @param scene defines the scene where you want your assets to be loaded
  129808. * @param onSuccess is a callback called when the task is successfully executed
  129809. * @param onError is a callback called if an error occurs
  129810. */
  129811. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  129812. }
  129813. /**
  129814. * Define a task used by AssetsManager to load text content
  129815. */
  129816. export class TextFileAssetTask extends AbstractAssetTask {
  129817. /**
  129818. * Defines the name of the task
  129819. */
  129820. name: string;
  129821. /**
  129822. * Defines the location of the file to load
  129823. */
  129824. url: string;
  129825. /**
  129826. * Gets the loaded text string
  129827. */
  129828. text: string;
  129829. /**
  129830. * Callback called when the task is successful
  129831. */
  129832. onSuccess: (task: TextFileAssetTask) => void;
  129833. /**
  129834. * Callback called when the task is successful
  129835. */
  129836. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  129837. /**
  129838. * Creates a new TextFileAssetTask object
  129839. * @param name defines the name of the task
  129840. * @param url defines the location of the file to load
  129841. */
  129842. constructor(
  129843. /**
  129844. * Defines the name of the task
  129845. */
  129846. name: string,
  129847. /**
  129848. * Defines the location of the file to load
  129849. */
  129850. url: string);
  129851. /**
  129852. * Execute the current task
  129853. * @param scene defines the scene where you want your assets to be loaded
  129854. * @param onSuccess is a callback called when the task is successfully executed
  129855. * @param onError is a callback called if an error occurs
  129856. */
  129857. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  129858. }
  129859. /**
  129860. * Define a task used by AssetsManager to load binary data
  129861. */
  129862. export class BinaryFileAssetTask extends AbstractAssetTask {
  129863. /**
  129864. * Defines the name of the task
  129865. */
  129866. name: string;
  129867. /**
  129868. * Defines the location of the file to load
  129869. */
  129870. url: string;
  129871. /**
  129872. * Gets the lodaded data (as an array buffer)
  129873. */
  129874. data: ArrayBuffer;
  129875. /**
  129876. * Callback called when the task is successful
  129877. */
  129878. onSuccess: (task: BinaryFileAssetTask) => void;
  129879. /**
  129880. * Callback called when the task is successful
  129881. */
  129882. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  129883. /**
  129884. * Creates a new BinaryFileAssetTask object
  129885. * @param name defines the name of the new task
  129886. * @param url defines the location of the file to load
  129887. */
  129888. constructor(
  129889. /**
  129890. * Defines the name of the task
  129891. */
  129892. name: string,
  129893. /**
  129894. * Defines the location of the file to load
  129895. */
  129896. url: string);
  129897. /**
  129898. * Execute the current task
  129899. * @param scene defines the scene where you want your assets to be loaded
  129900. * @param onSuccess is a callback called when the task is successfully executed
  129901. * @param onError is a callback called if an error occurs
  129902. */
  129903. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  129904. }
  129905. /**
  129906. * Define a task used by AssetsManager to load images
  129907. */
  129908. export class ImageAssetTask extends AbstractAssetTask {
  129909. /**
  129910. * Defines the name of the task
  129911. */
  129912. name: string;
  129913. /**
  129914. * Defines the location of the image to load
  129915. */
  129916. url: string;
  129917. /**
  129918. * Gets the loaded images
  129919. */
  129920. image: HTMLImageElement;
  129921. /**
  129922. * Callback called when the task is successful
  129923. */
  129924. onSuccess: (task: ImageAssetTask) => void;
  129925. /**
  129926. * Callback called when the task is successful
  129927. */
  129928. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  129929. /**
  129930. * Creates a new ImageAssetTask
  129931. * @param name defines the name of the task
  129932. * @param url defines the location of the image to load
  129933. */
  129934. constructor(
  129935. /**
  129936. * Defines the name of the task
  129937. */
  129938. name: string,
  129939. /**
  129940. * Defines the location of the image to load
  129941. */
  129942. url: string);
  129943. /**
  129944. * Execute the current task
  129945. * @param scene defines the scene where you want your assets to be loaded
  129946. * @param onSuccess is a callback called when the task is successfully executed
  129947. * @param onError is a callback called if an error occurs
  129948. */
  129949. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  129950. }
  129951. /**
  129952. * Defines the interface used by texture loading tasks
  129953. */
  129954. export interface ITextureAssetTask<TEX extends BaseTexture> {
  129955. /**
  129956. * Gets the loaded texture
  129957. */
  129958. texture: TEX;
  129959. }
  129960. /**
  129961. * Define a task used by AssetsManager to load 2D textures
  129962. */
  129963. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  129964. /**
  129965. * Defines the name of the task
  129966. */
  129967. name: string;
  129968. /**
  129969. * Defines the location of the file to load
  129970. */
  129971. url: string;
  129972. /**
  129973. * Defines if mipmap should not be generated (default is false)
  129974. */
  129975. noMipmap?: boolean | undefined;
  129976. /**
  129977. * Defines if texture must be inverted on Y axis (default is false)
  129978. */
  129979. invertY?: boolean | undefined;
  129980. /**
  129981. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  129982. */
  129983. samplingMode: number;
  129984. /**
  129985. * Gets the loaded texture
  129986. */
  129987. texture: Texture;
  129988. /**
  129989. * Callback called when the task is successful
  129990. */
  129991. onSuccess: (task: TextureAssetTask) => void;
  129992. /**
  129993. * Callback called when the task is successful
  129994. */
  129995. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  129996. /**
  129997. * Creates a new TextureAssetTask object
  129998. * @param name defines the name of the task
  129999. * @param url defines the location of the file to load
  130000. * @param noMipmap defines if mipmap should not be generated (default is false)
  130001. * @param invertY defines if texture must be inverted on Y axis (default is false)
  130002. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130003. */
  130004. constructor(
  130005. /**
  130006. * Defines the name of the task
  130007. */
  130008. name: string,
  130009. /**
  130010. * Defines the location of the file to load
  130011. */
  130012. url: string,
  130013. /**
  130014. * Defines if mipmap should not be generated (default is false)
  130015. */
  130016. noMipmap?: boolean | undefined,
  130017. /**
  130018. * Defines if texture must be inverted on Y axis (default is false)
  130019. */
  130020. invertY?: boolean | undefined,
  130021. /**
  130022. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130023. */
  130024. samplingMode?: number);
  130025. /**
  130026. * Execute the current task
  130027. * @param scene defines the scene where you want your assets to be loaded
  130028. * @param onSuccess is a callback called when the task is successfully executed
  130029. * @param onError is a callback called if an error occurs
  130030. */
  130031. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130032. }
  130033. /**
  130034. * Define a task used by AssetsManager to load cube textures
  130035. */
  130036. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  130037. /**
  130038. * Defines the name of the task
  130039. */
  130040. name: string;
  130041. /**
  130042. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130043. */
  130044. url: string;
  130045. /**
  130046. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130047. */
  130048. extensions?: string[] | undefined;
  130049. /**
  130050. * Defines if mipmaps should not be generated (default is false)
  130051. */
  130052. noMipmap?: boolean | undefined;
  130053. /**
  130054. * Defines the explicit list of files (undefined by default)
  130055. */
  130056. files?: string[] | undefined;
  130057. /**
  130058. * Gets the loaded texture
  130059. */
  130060. texture: CubeTexture;
  130061. /**
  130062. * Callback called when the task is successful
  130063. */
  130064. onSuccess: (task: CubeTextureAssetTask) => void;
  130065. /**
  130066. * Callback called when the task is successful
  130067. */
  130068. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  130069. /**
  130070. * Creates a new CubeTextureAssetTask
  130071. * @param name defines the name of the task
  130072. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130073. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130074. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130075. * @param files defines the explicit list of files (undefined by default)
  130076. */
  130077. constructor(
  130078. /**
  130079. * Defines the name of the task
  130080. */
  130081. name: string,
  130082. /**
  130083. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130084. */
  130085. url: string,
  130086. /**
  130087. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130088. */
  130089. extensions?: string[] | undefined,
  130090. /**
  130091. * Defines if mipmaps should not be generated (default is false)
  130092. */
  130093. noMipmap?: boolean | undefined,
  130094. /**
  130095. * Defines the explicit list of files (undefined by default)
  130096. */
  130097. files?: string[] | undefined);
  130098. /**
  130099. * Execute the current task
  130100. * @param scene defines the scene where you want your assets to be loaded
  130101. * @param onSuccess is a callback called when the task is successfully executed
  130102. * @param onError is a callback called if an error occurs
  130103. */
  130104. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130105. }
  130106. /**
  130107. * Define a task used by AssetsManager to load HDR cube textures
  130108. */
  130109. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  130110. /**
  130111. * Defines the name of the task
  130112. */
  130113. name: string;
  130114. /**
  130115. * Defines the location of the file to load
  130116. */
  130117. url: string;
  130118. /**
  130119. * Defines the desired size (the more it increases the longer the generation will be)
  130120. */
  130121. size: number;
  130122. /**
  130123. * Defines if mipmaps should not be generated (default is false)
  130124. */
  130125. noMipmap: boolean;
  130126. /**
  130127. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130128. */
  130129. generateHarmonics: boolean;
  130130. /**
  130131. * 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)
  130132. */
  130133. gammaSpace: boolean;
  130134. /**
  130135. * Internal Use Only
  130136. */
  130137. reserved: boolean;
  130138. /**
  130139. * Gets the loaded texture
  130140. */
  130141. texture: HDRCubeTexture;
  130142. /**
  130143. * Callback called when the task is successful
  130144. */
  130145. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  130146. /**
  130147. * Callback called when the task is successful
  130148. */
  130149. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  130150. /**
  130151. * Creates a new HDRCubeTextureAssetTask object
  130152. * @param name defines the name of the task
  130153. * @param url defines the location of the file to load
  130154. * @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.
  130155. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130156. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130157. * @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)
  130158. * @param reserved Internal use only
  130159. */
  130160. constructor(
  130161. /**
  130162. * Defines the name of the task
  130163. */
  130164. name: string,
  130165. /**
  130166. * Defines the location of the file to load
  130167. */
  130168. url: string,
  130169. /**
  130170. * Defines the desired size (the more it increases the longer the generation will be)
  130171. */
  130172. size: number,
  130173. /**
  130174. * Defines if mipmaps should not be generated (default is false)
  130175. */
  130176. noMipmap?: boolean,
  130177. /**
  130178. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130179. */
  130180. generateHarmonics?: boolean,
  130181. /**
  130182. * 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)
  130183. */
  130184. gammaSpace?: boolean,
  130185. /**
  130186. * Internal Use Only
  130187. */
  130188. reserved?: boolean);
  130189. /**
  130190. * Execute the current task
  130191. * @param scene defines the scene where you want your assets to be loaded
  130192. * @param onSuccess is a callback called when the task is successfully executed
  130193. * @param onError is a callback called if an error occurs
  130194. */
  130195. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130196. }
  130197. /**
  130198. * Define a task used by AssetsManager to load Equirectangular cube textures
  130199. */
  130200. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  130201. /**
  130202. * Defines the name of the task
  130203. */
  130204. name: string;
  130205. /**
  130206. * Defines the location of the file to load
  130207. */
  130208. url: string;
  130209. /**
  130210. * Defines the desired size (the more it increases the longer the generation will be)
  130211. */
  130212. size: number;
  130213. /**
  130214. * Defines if mipmaps should not be generated (default is false)
  130215. */
  130216. noMipmap: boolean;
  130217. /**
  130218. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  130219. * but the standard material would require them in Gamma space) (default is true)
  130220. */
  130221. gammaSpace: boolean;
  130222. /**
  130223. * Gets the loaded texture
  130224. */
  130225. texture: EquiRectangularCubeTexture;
  130226. /**
  130227. * Callback called when the task is successful
  130228. */
  130229. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  130230. /**
  130231. * Callback called when the task is successful
  130232. */
  130233. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  130234. /**
  130235. * Creates a new EquiRectangularCubeTextureAssetTask object
  130236. * @param name defines the name of the task
  130237. * @param url defines the location of the file to load
  130238. * @param size defines the desired size (the more it increases the longer the generation will be)
  130239. * If the size is omitted this implies you are using a preprocessed cubemap.
  130240. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130241. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  130242. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  130243. * (default is true)
  130244. */
  130245. constructor(
  130246. /**
  130247. * Defines the name of the task
  130248. */
  130249. name: string,
  130250. /**
  130251. * Defines the location of the file to load
  130252. */
  130253. url: string,
  130254. /**
  130255. * Defines the desired size (the more it increases the longer the generation will be)
  130256. */
  130257. size: number,
  130258. /**
  130259. * Defines if mipmaps should not be generated (default is false)
  130260. */
  130261. noMipmap?: boolean,
  130262. /**
  130263. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  130264. * but the standard material would require them in Gamma space) (default is true)
  130265. */
  130266. gammaSpace?: boolean);
  130267. /**
  130268. * Execute the current task
  130269. * @param scene defines the scene where you want your assets to be loaded
  130270. * @param onSuccess is a callback called when the task is successfully executed
  130271. * @param onError is a callback called if an error occurs
  130272. */
  130273. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130274. }
  130275. /**
  130276. * This class can be used to easily import assets into a scene
  130277. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  130278. */
  130279. export class AssetsManager {
  130280. private _scene;
  130281. private _isLoading;
  130282. protected _tasks: AbstractAssetTask[];
  130283. protected _waitingTasksCount: number;
  130284. protected _totalTasksCount: number;
  130285. /**
  130286. * Callback called when all tasks are processed
  130287. */
  130288. onFinish: (tasks: AbstractAssetTask[]) => void;
  130289. /**
  130290. * Callback called when a task is successful
  130291. */
  130292. onTaskSuccess: (task: AbstractAssetTask) => void;
  130293. /**
  130294. * Callback called when a task had an error
  130295. */
  130296. onTaskError: (task: AbstractAssetTask) => void;
  130297. /**
  130298. * Callback called when a task is done (whatever the result is)
  130299. */
  130300. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  130301. /**
  130302. * Observable called when all tasks are processed
  130303. */
  130304. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  130305. /**
  130306. * Observable called when a task had an error
  130307. */
  130308. onTaskErrorObservable: Observable<AbstractAssetTask>;
  130309. /**
  130310. * Observable called when all tasks were executed
  130311. */
  130312. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  130313. /**
  130314. * Observable called when a task is done (whatever the result is)
  130315. */
  130316. onProgressObservable: Observable<IAssetsProgressEvent>;
  130317. /**
  130318. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  130319. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  130320. */
  130321. useDefaultLoadingScreen: boolean;
  130322. /**
  130323. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  130324. * when all assets have been downloaded.
  130325. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  130326. */
  130327. autoHideLoadingUI: boolean;
  130328. /**
  130329. * Creates a new AssetsManager
  130330. * @param scene defines the scene to work on
  130331. */
  130332. constructor(scene: Scene);
  130333. /**
  130334. * Add a MeshAssetTask to the list of active tasks
  130335. * @param taskName defines the name of the new task
  130336. * @param meshesNames defines the name of meshes to load
  130337. * @param rootUrl defines the root url to use to locate files
  130338. * @param sceneFilename defines the filename of the scene file
  130339. * @returns a new MeshAssetTask object
  130340. */
  130341. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  130342. /**
  130343. * Add a TextFileAssetTask to the list of active tasks
  130344. * @param taskName defines the name of the new task
  130345. * @param url defines the url of the file to load
  130346. * @returns a new TextFileAssetTask object
  130347. */
  130348. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  130349. /**
  130350. * Add a BinaryFileAssetTask to the list of active tasks
  130351. * @param taskName defines the name of the new task
  130352. * @param url defines the url of the file to load
  130353. * @returns a new BinaryFileAssetTask object
  130354. */
  130355. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  130356. /**
  130357. * Add a ImageAssetTask to the list of active tasks
  130358. * @param taskName defines the name of the new task
  130359. * @param url defines the url of the file to load
  130360. * @returns a new ImageAssetTask object
  130361. */
  130362. addImageTask(taskName: string, url: string): ImageAssetTask;
  130363. /**
  130364. * Add a TextureAssetTask to the list of active tasks
  130365. * @param taskName defines the name of the new task
  130366. * @param url defines the url of the file to load
  130367. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130368. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  130369. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  130370. * @returns a new TextureAssetTask object
  130371. */
  130372. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  130373. /**
  130374. * Add a CubeTextureAssetTask to the list of active tasks
  130375. * @param taskName defines the name of the new task
  130376. * @param url defines the url of the file to load
  130377. * @param extensions defines the extension to use to load the cube map (can be null)
  130378. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130379. * @param files defines the list of files to load (can be null)
  130380. * @returns a new CubeTextureAssetTask object
  130381. */
  130382. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  130383. /**
  130384. *
  130385. * Add a HDRCubeTextureAssetTask to the list of active tasks
  130386. * @param taskName defines the name of the new task
  130387. * @param url defines the url of the file to load
  130388. * @param size defines the size you want for the cubemap (can be null)
  130389. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130390. * @param generateHarmonics defines if you want to automatically generate (true by default)
  130391. * @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)
  130392. * @param reserved Internal use only
  130393. * @returns a new HDRCubeTextureAssetTask object
  130394. */
  130395. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  130396. /**
  130397. *
  130398. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  130399. * @param taskName defines the name of the new task
  130400. * @param url defines the url of the file to load
  130401. * @param size defines the size you want for the cubemap (can be null)
  130402. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130403. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  130404. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  130405. * @returns a new EquiRectangularCubeTextureAssetTask object
  130406. */
  130407. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  130408. /**
  130409. * Remove a task from the assets manager.
  130410. * @param task the task to remove
  130411. */
  130412. removeTask(task: AbstractAssetTask): void;
  130413. private _decreaseWaitingTasksCount;
  130414. private _runTask;
  130415. /**
  130416. * Reset the AssetsManager and remove all tasks
  130417. * @return the current instance of the AssetsManager
  130418. */
  130419. reset(): AssetsManager;
  130420. /**
  130421. * Start the loading process
  130422. * @return the current instance of the AssetsManager
  130423. */
  130424. load(): AssetsManager;
  130425. /**
  130426. * Start the loading process as an async operation
  130427. * @return a promise returning the list of failed tasks
  130428. */
  130429. loadAsync(): Promise<void>;
  130430. }
  130431. }
  130432. declare module BABYLON {
  130433. /**
  130434. * Wrapper class for promise with external resolve and reject.
  130435. */
  130436. export class Deferred<T> {
  130437. /**
  130438. * The promise associated with this deferred object.
  130439. */
  130440. readonly promise: Promise<T>;
  130441. private _resolve;
  130442. private _reject;
  130443. /**
  130444. * The resolve method of the promise associated with this deferred object.
  130445. */
  130446. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  130447. /**
  130448. * The reject method of the promise associated with this deferred object.
  130449. */
  130450. readonly reject: (reason?: any) => void;
  130451. /**
  130452. * Constructor for this deferred object.
  130453. */
  130454. constructor();
  130455. }
  130456. }
  130457. declare module BABYLON {
  130458. /**
  130459. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  130460. */
  130461. export class MeshExploder {
  130462. private _centerMesh;
  130463. private _meshes;
  130464. private _meshesOrigins;
  130465. private _toCenterVectors;
  130466. private _scaledDirection;
  130467. private _newPosition;
  130468. private _centerPosition;
  130469. /**
  130470. * Explodes meshes from a center mesh.
  130471. * @param meshes The meshes to explode.
  130472. * @param centerMesh The mesh to be center of explosion.
  130473. */
  130474. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  130475. private _setCenterMesh;
  130476. /**
  130477. * Get class name
  130478. * @returns "MeshExploder"
  130479. */
  130480. getClassName(): string;
  130481. /**
  130482. * "Exploded meshes"
  130483. * @returns Array of meshes with the centerMesh at index 0.
  130484. */
  130485. getMeshes(): Array<Mesh>;
  130486. /**
  130487. * Explodes meshes giving a specific direction
  130488. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  130489. */
  130490. explode(direction?: number): void;
  130491. }
  130492. }
  130493. declare module BABYLON {
  130494. /**
  130495. * Class used to help managing file picking and drag'n'drop
  130496. */
  130497. export class FilesInput {
  130498. /**
  130499. * List of files ready to be loaded
  130500. */
  130501. static readonly FilesToLoad: {
  130502. [key: string]: File;
  130503. };
  130504. /**
  130505. * Callback called when a file is processed
  130506. */
  130507. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  130508. private _engine;
  130509. private _currentScene;
  130510. private _sceneLoadedCallback;
  130511. private _progressCallback;
  130512. private _additionalRenderLoopLogicCallback;
  130513. private _textureLoadingCallback;
  130514. private _startingProcessingFilesCallback;
  130515. private _onReloadCallback;
  130516. private _errorCallback;
  130517. private _elementToMonitor;
  130518. private _sceneFileToLoad;
  130519. private _filesToLoad;
  130520. /**
  130521. * Creates a new FilesInput
  130522. * @param engine defines the rendering engine
  130523. * @param scene defines the hosting scene
  130524. * @param sceneLoadedCallback callback called when scene is loaded
  130525. * @param progressCallback callback called to track progress
  130526. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  130527. * @param textureLoadingCallback callback called when a texture is loading
  130528. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  130529. * @param onReloadCallback callback called when a reload is requested
  130530. * @param errorCallback callback call if an error occurs
  130531. */
  130532. 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);
  130533. private _dragEnterHandler;
  130534. private _dragOverHandler;
  130535. private _dropHandler;
  130536. /**
  130537. * Calls this function to listen to drag'n'drop events on a specific DOM element
  130538. * @param elementToMonitor defines the DOM element to track
  130539. */
  130540. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  130541. /**
  130542. * Release all associated resources
  130543. */
  130544. dispose(): void;
  130545. private renderFunction;
  130546. private drag;
  130547. private drop;
  130548. private _traverseFolder;
  130549. private _processFiles;
  130550. /**
  130551. * Load files from a drop event
  130552. * @param event defines the drop event to use as source
  130553. */
  130554. loadFiles(event: any): void;
  130555. private _processReload;
  130556. /**
  130557. * Reload the current scene from the loaded files
  130558. */
  130559. reload(): void;
  130560. }
  130561. }
  130562. declare module BABYLON {
  130563. /**
  130564. * Defines the root class used to create scene optimization to use with SceneOptimizer
  130565. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130566. */
  130567. export class SceneOptimization {
  130568. /**
  130569. * Defines the priority of this optimization (0 by default which means first in the list)
  130570. */
  130571. priority: number;
  130572. /**
  130573. * Gets a string describing the action executed by the current optimization
  130574. * @returns description string
  130575. */
  130576. getDescription(): string;
  130577. /**
  130578. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130579. * @param scene defines the current scene where to apply this optimization
  130580. * @param optimizer defines the current optimizer
  130581. * @returns true if everything that can be done was applied
  130582. */
  130583. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130584. /**
  130585. * Creates the SceneOptimization object
  130586. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  130587. * @param desc defines the description associated with the optimization
  130588. */
  130589. constructor(
  130590. /**
  130591. * Defines the priority of this optimization (0 by default which means first in the list)
  130592. */
  130593. priority?: number);
  130594. }
  130595. /**
  130596. * Defines an optimization used to reduce the size of render target textures
  130597. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130598. */
  130599. export class TextureOptimization extends SceneOptimization {
  130600. /**
  130601. * Defines the priority of this optimization (0 by default which means first in the list)
  130602. */
  130603. priority: number;
  130604. /**
  130605. * 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
  130606. */
  130607. maximumSize: number;
  130608. /**
  130609. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  130610. */
  130611. step: number;
  130612. /**
  130613. * Gets a string describing the action executed by the current optimization
  130614. * @returns description string
  130615. */
  130616. getDescription(): string;
  130617. /**
  130618. * Creates the TextureOptimization object
  130619. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  130620. * @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
  130621. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  130622. */
  130623. constructor(
  130624. /**
  130625. * Defines the priority of this optimization (0 by default which means first in the list)
  130626. */
  130627. priority?: number,
  130628. /**
  130629. * 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
  130630. */
  130631. maximumSize?: number,
  130632. /**
  130633. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  130634. */
  130635. step?: number);
  130636. /**
  130637. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130638. * @param scene defines the current scene where to apply this optimization
  130639. * @param optimizer defines the current optimizer
  130640. * @returns true if everything that can be done was applied
  130641. */
  130642. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130643. }
  130644. /**
  130645. * Defines an optimization used to increase or decrease the rendering resolution
  130646. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130647. */
  130648. export class HardwareScalingOptimization extends SceneOptimization {
  130649. /**
  130650. * Defines the priority of this optimization (0 by default which means first in the list)
  130651. */
  130652. priority: number;
  130653. /**
  130654. * Defines the maximum scale to use (2 by default)
  130655. */
  130656. maximumScale: number;
  130657. /**
  130658. * Defines the step to use between two passes (0.5 by default)
  130659. */
  130660. step: number;
  130661. private _currentScale;
  130662. private _directionOffset;
  130663. /**
  130664. * Gets a string describing the action executed by the current optimization
  130665. * @return description string
  130666. */
  130667. getDescription(): string;
  130668. /**
  130669. * Creates the HardwareScalingOptimization object
  130670. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  130671. * @param maximumScale defines the maximum scale to use (2 by default)
  130672. * @param step defines the step to use between two passes (0.5 by default)
  130673. */
  130674. constructor(
  130675. /**
  130676. * Defines the priority of this optimization (0 by default which means first in the list)
  130677. */
  130678. priority?: number,
  130679. /**
  130680. * Defines the maximum scale to use (2 by default)
  130681. */
  130682. maximumScale?: number,
  130683. /**
  130684. * Defines the step to use between two passes (0.5 by default)
  130685. */
  130686. step?: number);
  130687. /**
  130688. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130689. * @param scene defines the current scene where to apply this optimization
  130690. * @param optimizer defines the current optimizer
  130691. * @returns true if everything that can be done was applied
  130692. */
  130693. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130694. }
  130695. /**
  130696. * Defines an optimization used to remove shadows
  130697. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130698. */
  130699. export class ShadowsOptimization extends SceneOptimization {
  130700. /**
  130701. * Gets a string describing the action executed by the current optimization
  130702. * @return description string
  130703. */
  130704. getDescription(): string;
  130705. /**
  130706. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130707. * @param scene defines the current scene where to apply this optimization
  130708. * @param optimizer defines the current optimizer
  130709. * @returns true if everything that can be done was applied
  130710. */
  130711. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130712. }
  130713. /**
  130714. * Defines an optimization used to turn post-processes off
  130715. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130716. */
  130717. export class PostProcessesOptimization extends SceneOptimization {
  130718. /**
  130719. * Gets a string describing the action executed by the current optimization
  130720. * @return description string
  130721. */
  130722. getDescription(): string;
  130723. /**
  130724. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130725. * @param scene defines the current scene where to apply this optimization
  130726. * @param optimizer defines the current optimizer
  130727. * @returns true if everything that can be done was applied
  130728. */
  130729. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130730. }
  130731. /**
  130732. * Defines an optimization used to turn lens flares off
  130733. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130734. */
  130735. export class LensFlaresOptimization extends SceneOptimization {
  130736. /**
  130737. * Gets a string describing the action executed by the current optimization
  130738. * @return description string
  130739. */
  130740. getDescription(): string;
  130741. /**
  130742. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130743. * @param scene defines the current scene where to apply this optimization
  130744. * @param optimizer defines the current optimizer
  130745. * @returns true if everything that can be done was applied
  130746. */
  130747. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130748. }
  130749. /**
  130750. * Defines an optimization based on user defined callback.
  130751. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130752. */
  130753. export class CustomOptimization extends SceneOptimization {
  130754. /**
  130755. * Callback called to apply the custom optimization.
  130756. */
  130757. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  130758. /**
  130759. * Callback called to get custom description
  130760. */
  130761. onGetDescription: () => string;
  130762. /**
  130763. * Gets a string describing the action executed by the current optimization
  130764. * @returns description string
  130765. */
  130766. getDescription(): string;
  130767. /**
  130768. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130769. * @param scene defines the current scene where to apply this optimization
  130770. * @param optimizer defines the current optimizer
  130771. * @returns true if everything that can be done was applied
  130772. */
  130773. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130774. }
  130775. /**
  130776. * Defines an optimization used to turn particles off
  130777. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130778. */
  130779. export class ParticlesOptimization extends SceneOptimization {
  130780. /**
  130781. * Gets a string describing the action executed by the current optimization
  130782. * @return description string
  130783. */
  130784. getDescription(): string;
  130785. /**
  130786. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130787. * @param scene defines the current scene where to apply this optimization
  130788. * @param optimizer defines the current optimizer
  130789. * @returns true if everything that can be done was applied
  130790. */
  130791. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130792. }
  130793. /**
  130794. * Defines an optimization used to turn render targets off
  130795. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130796. */
  130797. export class RenderTargetsOptimization extends SceneOptimization {
  130798. /**
  130799. * Gets a string describing the action executed by the current optimization
  130800. * @return description string
  130801. */
  130802. getDescription(): string;
  130803. /**
  130804. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130805. * @param scene defines the current scene where to apply this optimization
  130806. * @param optimizer defines the current optimizer
  130807. * @returns true if everything that can be done was applied
  130808. */
  130809. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  130810. }
  130811. /**
  130812. * Defines an optimization used to merge meshes with compatible materials
  130813. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130814. */
  130815. export class MergeMeshesOptimization extends SceneOptimization {
  130816. private static _UpdateSelectionTree;
  130817. /**
  130818. * Gets or sets a boolean which defines if optimization octree has to be updated
  130819. */
  130820. /**
  130821. * Gets or sets a boolean which defines if optimization octree has to be updated
  130822. */
  130823. static UpdateSelectionTree: boolean;
  130824. /**
  130825. * Gets a string describing the action executed by the current optimization
  130826. * @return description string
  130827. */
  130828. getDescription(): string;
  130829. private _canBeMerged;
  130830. /**
  130831. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  130832. * @param scene defines the current scene where to apply this optimization
  130833. * @param optimizer defines the current optimizer
  130834. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  130835. * @returns true if everything that can be done was applied
  130836. */
  130837. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  130838. }
  130839. /**
  130840. * Defines a list of options used by SceneOptimizer
  130841. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130842. */
  130843. export class SceneOptimizerOptions {
  130844. /**
  130845. * Defines the target frame rate to reach (60 by default)
  130846. */
  130847. targetFrameRate: number;
  130848. /**
  130849. * Defines the interval between two checkes (2000ms by default)
  130850. */
  130851. trackerDuration: number;
  130852. /**
  130853. * Gets the list of optimizations to apply
  130854. */
  130855. optimizations: SceneOptimization[];
  130856. /**
  130857. * Creates a new list of options used by SceneOptimizer
  130858. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  130859. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  130860. */
  130861. constructor(
  130862. /**
  130863. * Defines the target frame rate to reach (60 by default)
  130864. */
  130865. targetFrameRate?: number,
  130866. /**
  130867. * Defines the interval between two checkes (2000ms by default)
  130868. */
  130869. trackerDuration?: number);
  130870. /**
  130871. * Add a new optimization
  130872. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  130873. * @returns the current SceneOptimizerOptions
  130874. */
  130875. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  130876. /**
  130877. * Add a new custom optimization
  130878. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  130879. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  130880. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  130881. * @returns the current SceneOptimizerOptions
  130882. */
  130883. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  130884. /**
  130885. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  130886. * @param targetFrameRate defines the target frame rate (60 by default)
  130887. * @returns a SceneOptimizerOptions object
  130888. */
  130889. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  130890. /**
  130891. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  130892. * @param targetFrameRate defines the target frame rate (60 by default)
  130893. * @returns a SceneOptimizerOptions object
  130894. */
  130895. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  130896. /**
  130897. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  130898. * @param targetFrameRate defines the target frame rate (60 by default)
  130899. * @returns a SceneOptimizerOptions object
  130900. */
  130901. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  130902. }
  130903. /**
  130904. * Class used to run optimizations in order to reach a target frame rate
  130905. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130906. */
  130907. export class SceneOptimizer implements IDisposable {
  130908. private _isRunning;
  130909. private _options;
  130910. private _scene;
  130911. private _currentPriorityLevel;
  130912. private _targetFrameRate;
  130913. private _trackerDuration;
  130914. private _currentFrameRate;
  130915. private _sceneDisposeObserver;
  130916. private _improvementMode;
  130917. /**
  130918. * Defines an observable called when the optimizer reaches the target frame rate
  130919. */
  130920. onSuccessObservable: Observable<SceneOptimizer>;
  130921. /**
  130922. * Defines an observable called when the optimizer enables an optimization
  130923. */
  130924. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  130925. /**
  130926. * Defines an observable called when the optimizer is not able to reach the target frame rate
  130927. */
  130928. onFailureObservable: Observable<SceneOptimizer>;
  130929. /**
  130930. * Gets a boolean indicating if the optimizer is in improvement mode
  130931. */
  130932. readonly isInImprovementMode: boolean;
  130933. /**
  130934. * Gets the current priority level (0 at start)
  130935. */
  130936. readonly currentPriorityLevel: number;
  130937. /**
  130938. * Gets the current frame rate checked by the SceneOptimizer
  130939. */
  130940. readonly currentFrameRate: number;
  130941. /**
  130942. * Gets or sets the current target frame rate (60 by default)
  130943. */
  130944. /**
  130945. * Gets or sets the current target frame rate (60 by default)
  130946. */
  130947. targetFrameRate: number;
  130948. /**
  130949. * Gets or sets the current interval between two checks (every 2000ms by default)
  130950. */
  130951. /**
  130952. * Gets or sets the current interval between two checks (every 2000ms by default)
  130953. */
  130954. trackerDuration: number;
  130955. /**
  130956. * Gets the list of active optimizations
  130957. */
  130958. readonly optimizations: SceneOptimization[];
  130959. /**
  130960. * Creates a new SceneOptimizer
  130961. * @param scene defines the scene to work on
  130962. * @param options defines the options to use with the SceneOptimizer
  130963. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  130964. * @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)
  130965. */
  130966. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  130967. /**
  130968. * Stops the current optimizer
  130969. */
  130970. stop(): void;
  130971. /**
  130972. * Reset the optimizer to initial step (current priority level = 0)
  130973. */
  130974. reset(): void;
  130975. /**
  130976. * Start the optimizer. By default it will try to reach a specific framerate
  130977. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  130978. */
  130979. start(): void;
  130980. private _checkCurrentState;
  130981. /**
  130982. * Release all resources
  130983. */
  130984. dispose(): void;
  130985. /**
  130986. * Helper function to create a SceneOptimizer with one single line of code
  130987. * @param scene defines the scene to work on
  130988. * @param options defines the options to use with the SceneOptimizer
  130989. * @param onSuccess defines a callback to call on success
  130990. * @param onFailure defines a callback to call on failure
  130991. * @returns the new SceneOptimizer object
  130992. */
  130993. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  130994. }
  130995. }
  130996. declare module BABYLON {
  130997. /**
  130998. * Class used to serialize a scene into a string
  130999. */
  131000. export class SceneSerializer {
  131001. /**
  131002. * Clear cache used by a previous serialization
  131003. */
  131004. static ClearCache(): void;
  131005. /**
  131006. * Serialize a scene into a JSON compatible object
  131007. * @param scene defines the scene to serialize
  131008. * @returns a JSON compatible object
  131009. */
  131010. static Serialize(scene: Scene): any;
  131011. /**
  131012. * Serialize a mesh into a JSON compatible object
  131013. * @param toSerialize defines the mesh to serialize
  131014. * @param withParents defines if parents must be serialized as well
  131015. * @param withChildren defines if children must be serialized as well
  131016. * @returns a JSON compatible object
  131017. */
  131018. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  131019. }
  131020. }
  131021. declare module BABYLON {
  131022. /**
  131023. * Class used to host texture specific utilities
  131024. */
  131025. export class TextureTools {
  131026. /**
  131027. * Uses the GPU to create a copy texture rescaled at a given size
  131028. * @param texture Texture to copy from
  131029. * @param width defines the desired width
  131030. * @param height defines the desired height
  131031. * @param useBilinearMode defines if bilinear mode has to be used
  131032. * @return the generated texture
  131033. */
  131034. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  131035. }
  131036. }
  131037. declare module BABYLON {
  131038. /**
  131039. * This represents the different options available for the video capture.
  131040. */
  131041. export interface VideoRecorderOptions {
  131042. /** Defines the mime type of the video. */
  131043. mimeType: string;
  131044. /** Defines the FPS the video should be recorded at. */
  131045. fps: number;
  131046. /** Defines the chunk size for the recording data. */
  131047. recordChunckSize: number;
  131048. /** The audio tracks to attach to the recording. */
  131049. audioTracks?: MediaStreamTrack[];
  131050. }
  131051. /**
  131052. * This can help with recording videos from BabylonJS.
  131053. * This is based on the available WebRTC functionalities of the browser.
  131054. *
  131055. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  131056. */
  131057. export class VideoRecorder {
  131058. private static readonly _defaultOptions;
  131059. /**
  131060. * Returns whether or not the VideoRecorder is available in your browser.
  131061. * @param engine Defines the Babylon Engine.
  131062. * @returns true if supported otherwise false.
  131063. */
  131064. static IsSupported(engine: Engine): boolean;
  131065. private readonly _options;
  131066. private _canvas;
  131067. private _mediaRecorder;
  131068. private _recordedChunks;
  131069. private _fileName;
  131070. private _resolve;
  131071. private _reject;
  131072. /**
  131073. * True when a recording is already in progress.
  131074. */
  131075. readonly isRecording: boolean;
  131076. /**
  131077. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  131078. * @param engine Defines the BabylonJS Engine you wish to record.
  131079. * @param options Defines options that can be used to customize the capture.
  131080. */
  131081. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  131082. /**
  131083. * Stops the current recording before the default capture timeout passed in the startRecording function.
  131084. */
  131085. stopRecording(): void;
  131086. /**
  131087. * Starts recording the canvas for a max duration specified in parameters.
  131088. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  131089. * If null no automatic download will start and you can rely on the promise to get the data back.
  131090. * @param maxDuration Defines the maximum recording time in seconds.
  131091. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  131092. * @return A promise callback at the end of the recording with the video data in Blob.
  131093. */
  131094. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  131095. /**
  131096. * Releases internal resources used during the recording.
  131097. */
  131098. dispose(): void;
  131099. private _handleDataAvailable;
  131100. private _handleError;
  131101. private _handleStop;
  131102. }
  131103. }
  131104. declare module BABYLON {
  131105. /**
  131106. * Class containing a set of static utilities functions for screenshots
  131107. */
  131108. export class ScreenshotTools {
  131109. /**
  131110. * Captures a screenshot of the current rendering
  131111. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131112. * @param engine defines the rendering engine
  131113. * @param camera defines the source camera
  131114. * @param size This parameter can be set to a single number or to an object with the
  131115. * following (optional) properties: precision, width, height. If a single number is passed,
  131116. * it will be used for both width and height. If an object is passed, the screenshot size
  131117. * will be derived from the parameters. The precision property is a multiplier allowing
  131118. * rendering at a higher or lower resolution
  131119. * @param successCallback defines the callback receives a single parameter which contains the
  131120. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  131121. * src parameter of an <img> to display it
  131122. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  131123. * Check your browser for supported MIME types
  131124. */
  131125. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  131126. /**
  131127. * Captures a screenshot of the current rendering
  131128. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131129. * @param engine defines the rendering engine
  131130. * @param camera defines the source camera
  131131. * @param size This parameter can be set to a single number or to an object with the
  131132. * following (optional) properties: precision, width, height. If a single number is passed,
  131133. * it will be used for both width and height. If an object is passed, the screenshot size
  131134. * will be derived from the parameters. The precision property is a multiplier allowing
  131135. * rendering at a higher or lower resolution
  131136. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  131137. * Check your browser for supported MIME types
  131138. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  131139. * to the src parameter of an <img> to display it
  131140. */
  131141. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  131142. /**
  131143. * Generates an image screenshot from the specified camera.
  131144. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131145. * @param engine The engine to use for rendering
  131146. * @param camera The camera to use for rendering
  131147. * @param size This parameter can be set to a single number or to an object with the
  131148. * following (optional) properties: precision, width, height. If a single number is passed,
  131149. * it will be used for both width and height. If an object is passed, the screenshot size
  131150. * will be derived from the parameters. The precision property is a multiplier allowing
  131151. * rendering at a higher or lower resolution
  131152. * @param successCallback The callback receives a single parameter which contains the
  131153. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  131154. * src parameter of an <img> to display it
  131155. * @param mimeType The MIME type of the screenshot image (default: image/png).
  131156. * Check your browser for supported MIME types
  131157. * @param samples Texture samples (default: 1)
  131158. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  131159. * @param fileName A name for for the downloaded file.
  131160. */
  131161. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  131162. /**
  131163. * Generates an image screenshot from the specified camera.
  131164. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131165. * @param engine The engine to use for rendering
  131166. * @param camera The camera to use for rendering
  131167. * @param size This parameter can be set to a single number or to an object with the
  131168. * following (optional) properties: precision, width, height. If a single number is passed,
  131169. * it will be used for both width and height. If an object is passed, the screenshot size
  131170. * will be derived from the parameters. The precision property is a multiplier allowing
  131171. * rendering at a higher or lower resolution
  131172. * @param mimeType The MIME type of the screenshot image (default: image/png).
  131173. * Check your browser for supported MIME types
  131174. * @param samples Texture samples (default: 1)
  131175. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  131176. * @param fileName A name for for the downloaded file.
  131177. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  131178. * to the src parameter of an <img> to display it
  131179. */
  131180. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  131181. /**
  131182. * Gets height and width for screenshot size
  131183. * @private
  131184. */
  131185. private static _getScreenshotSize;
  131186. }
  131187. }
  131188. declare module BABYLON {
  131189. /**
  131190. * A cursor which tracks a point on a path
  131191. */
  131192. export class PathCursor {
  131193. private path;
  131194. /**
  131195. * Stores path cursor callbacks for when an onchange event is triggered
  131196. */
  131197. private _onchange;
  131198. /**
  131199. * The value of the path cursor
  131200. */
  131201. value: number;
  131202. /**
  131203. * The animation array of the path cursor
  131204. */
  131205. animations: Animation[];
  131206. /**
  131207. * Initializes the path cursor
  131208. * @param path The path to track
  131209. */
  131210. constructor(path: Path2);
  131211. /**
  131212. * Gets the cursor point on the path
  131213. * @returns A point on the path cursor at the cursor location
  131214. */
  131215. getPoint(): Vector3;
  131216. /**
  131217. * Moves the cursor ahead by the step amount
  131218. * @param step The amount to move the cursor forward
  131219. * @returns This path cursor
  131220. */
  131221. moveAhead(step?: number): PathCursor;
  131222. /**
  131223. * Moves the cursor behind by the step amount
  131224. * @param step The amount to move the cursor back
  131225. * @returns This path cursor
  131226. */
  131227. moveBack(step?: number): PathCursor;
  131228. /**
  131229. * Moves the cursor by the step amount
  131230. * If the step amount is greater than one, an exception is thrown
  131231. * @param step The amount to move the cursor
  131232. * @returns This path cursor
  131233. */
  131234. move(step: number): PathCursor;
  131235. /**
  131236. * Ensures that the value is limited between zero and one
  131237. * @returns This path cursor
  131238. */
  131239. private ensureLimits;
  131240. /**
  131241. * Runs onchange callbacks on change (used by the animation engine)
  131242. * @returns This path cursor
  131243. */
  131244. private raiseOnChange;
  131245. /**
  131246. * Executes a function on change
  131247. * @param f A path cursor onchange callback
  131248. * @returns This path cursor
  131249. */
  131250. onchange(f: (cursor: PathCursor) => void): PathCursor;
  131251. }
  131252. }
  131253. declare module BABYLON {
  131254. /** @hidden */
  131255. export var blurPixelShader: {
  131256. name: string;
  131257. shader: string;
  131258. };
  131259. }
  131260. declare module BABYLON {
  131261. /** @hidden */
  131262. export var pointCloudVertexDeclaration: {
  131263. name: string;
  131264. shader: string;
  131265. };
  131266. }
  131267. // Mixins
  131268. interface Window {
  131269. mozIndexedDB: IDBFactory;
  131270. webkitIndexedDB: IDBFactory;
  131271. msIndexedDB: IDBFactory;
  131272. webkitURL: typeof URL;
  131273. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  131274. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  131275. WebGLRenderingContext: WebGLRenderingContext;
  131276. MSGesture: MSGesture;
  131277. CANNON: any;
  131278. AudioContext: AudioContext;
  131279. webkitAudioContext: AudioContext;
  131280. PointerEvent: any;
  131281. Math: Math;
  131282. Uint8Array: Uint8ArrayConstructor;
  131283. Float32Array: Float32ArrayConstructor;
  131284. mozURL: typeof URL;
  131285. msURL: typeof URL;
  131286. VRFrameData: any; // WebVR, from specs 1.1
  131287. DracoDecoderModule: any;
  131288. setImmediate(handler: (...args: any[]) => void): number;
  131289. }
  131290. interface HTMLCanvasElement {
  131291. requestPointerLock(): void;
  131292. msRequestPointerLock?(): void;
  131293. mozRequestPointerLock?(): void;
  131294. webkitRequestPointerLock?(): void;
  131295. /** Track wether a record is in progress */
  131296. isRecording: boolean;
  131297. /** Capture Stream method defined by some browsers */
  131298. captureStream(fps?: number): MediaStream;
  131299. }
  131300. interface CanvasRenderingContext2D {
  131301. msImageSmoothingEnabled: boolean;
  131302. }
  131303. interface MouseEvent {
  131304. mozMovementX: number;
  131305. mozMovementY: number;
  131306. webkitMovementX: number;
  131307. webkitMovementY: number;
  131308. msMovementX: number;
  131309. msMovementY: number;
  131310. }
  131311. interface Navigator {
  131312. mozGetVRDevices: (any: any) => any;
  131313. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131314. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131315. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131316. webkitGetGamepads(): Gamepad[];
  131317. msGetGamepads(): Gamepad[];
  131318. webkitGamepads(): Gamepad[];
  131319. }
  131320. interface HTMLVideoElement {
  131321. mozSrcObject: any;
  131322. }
  131323. interface Math {
  131324. fround(x: number): number;
  131325. imul(a: number, b: number): number;
  131326. }
  131327. interface WebGLRenderingContext {
  131328. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  131329. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  131330. vertexAttribDivisor(index: number, divisor: number): void;
  131331. createVertexArray(): any;
  131332. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  131333. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  131334. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  131335. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  131336. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  131337. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  131338. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  131339. // Queries
  131340. createQuery(): WebGLQuery;
  131341. deleteQuery(query: WebGLQuery): void;
  131342. beginQuery(target: number, query: WebGLQuery): void;
  131343. endQuery(target: number): void;
  131344. getQueryParameter(query: WebGLQuery, pname: number): any;
  131345. getQuery(target: number, pname: number): any;
  131346. MAX_SAMPLES: number;
  131347. RGBA8: number;
  131348. READ_FRAMEBUFFER: number;
  131349. DRAW_FRAMEBUFFER: number;
  131350. UNIFORM_BUFFER: number;
  131351. HALF_FLOAT_OES: number;
  131352. RGBA16F: number;
  131353. RGBA32F: number;
  131354. R32F: number;
  131355. RG32F: number;
  131356. RGB32F: number;
  131357. R16F: number;
  131358. RG16F: number;
  131359. RGB16F: number;
  131360. RED: number;
  131361. RG: number;
  131362. R8: number;
  131363. RG8: number;
  131364. UNSIGNED_INT_24_8: number;
  131365. DEPTH24_STENCIL8: number;
  131366. MIN: number;
  131367. MAX: number;
  131368. /* Multiple Render Targets */
  131369. drawBuffers(buffers: number[]): void;
  131370. readBuffer(src: number): void;
  131371. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  131372. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  131373. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  131374. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  131375. // Occlusion Query
  131376. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  131377. ANY_SAMPLES_PASSED: number;
  131378. QUERY_RESULT_AVAILABLE: number;
  131379. QUERY_RESULT: number;
  131380. }
  131381. interface WebGLProgram {
  131382. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  131383. }
  131384. interface EXT_disjoint_timer_query {
  131385. QUERY_COUNTER_BITS_EXT: number;
  131386. TIME_ELAPSED_EXT: number;
  131387. TIMESTAMP_EXT: number;
  131388. GPU_DISJOINT_EXT: number;
  131389. QUERY_RESULT_EXT: number;
  131390. QUERY_RESULT_AVAILABLE_EXT: number;
  131391. queryCounterEXT(query: WebGLQuery, target: number): void;
  131392. createQueryEXT(): WebGLQuery;
  131393. beginQueryEXT(target: number, query: WebGLQuery): void;
  131394. endQueryEXT(target: number): void;
  131395. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  131396. deleteQueryEXT(query: WebGLQuery): void;
  131397. }
  131398. interface WebGLUniformLocation {
  131399. _currentState: any;
  131400. }
  131401. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  131402. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  131403. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  131404. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  131405. interface WebGLRenderingContext {
  131406. readonly RASTERIZER_DISCARD: number;
  131407. readonly DEPTH_COMPONENT24: number;
  131408. readonly TEXTURE_3D: number;
  131409. readonly TEXTURE_2D_ARRAY: number;
  131410. readonly TEXTURE_COMPARE_FUNC: number;
  131411. readonly TEXTURE_COMPARE_MODE: number;
  131412. readonly COMPARE_REF_TO_TEXTURE: number;
  131413. readonly TEXTURE_WRAP_R: number;
  131414. readonly HALF_FLOAT: number;
  131415. readonly RGB8: number;
  131416. readonly RED_INTEGER: number;
  131417. readonly RG_INTEGER: number;
  131418. readonly RGB_INTEGER: number;
  131419. readonly RGBA_INTEGER: number;
  131420. readonly R8_SNORM: number;
  131421. readonly RG8_SNORM: number;
  131422. readonly RGB8_SNORM: number;
  131423. readonly RGBA8_SNORM: number;
  131424. readonly R8I: number;
  131425. readonly RG8I: number;
  131426. readonly RGB8I: number;
  131427. readonly RGBA8I: number;
  131428. readonly R8UI: number;
  131429. readonly RG8UI: number;
  131430. readonly RGB8UI: number;
  131431. readonly RGBA8UI: number;
  131432. readonly R16I: number;
  131433. readonly RG16I: number;
  131434. readonly RGB16I: number;
  131435. readonly RGBA16I: number;
  131436. readonly R16UI: number;
  131437. readonly RG16UI: number;
  131438. readonly RGB16UI: number;
  131439. readonly RGBA16UI: number;
  131440. readonly R32I: number;
  131441. readonly RG32I: number;
  131442. readonly RGB32I: number;
  131443. readonly RGBA32I: number;
  131444. readonly R32UI: number;
  131445. readonly RG32UI: number;
  131446. readonly RGB32UI: number;
  131447. readonly RGBA32UI: number;
  131448. readonly RGB10_A2UI: number;
  131449. readonly R11F_G11F_B10F: number;
  131450. readonly RGB9_E5: number;
  131451. readonly RGB10_A2: number;
  131452. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  131453. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  131454. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  131455. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  131456. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  131457. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  131458. 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;
  131459. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  131460. readonly TRANSFORM_FEEDBACK: number;
  131461. readonly INTERLEAVED_ATTRIBS: number;
  131462. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  131463. createTransformFeedback(): WebGLTransformFeedback;
  131464. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  131465. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  131466. beginTransformFeedback(primitiveMode: number): void;
  131467. endTransformFeedback(): void;
  131468. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  131469. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  131470. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  131471. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  131472. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  131473. }
  131474. interface ImageBitmap {
  131475. readonly width: number;
  131476. readonly height: number;
  131477. close(): void;
  131478. }
  131479. interface WebGLQuery extends WebGLObject {
  131480. }
  131481. declare var WebGLQuery: {
  131482. prototype: WebGLQuery;
  131483. new(): WebGLQuery;
  131484. };
  131485. interface WebGLSampler extends WebGLObject {
  131486. }
  131487. declare var WebGLSampler: {
  131488. prototype: WebGLSampler;
  131489. new(): WebGLSampler;
  131490. };
  131491. interface WebGLSync extends WebGLObject {
  131492. }
  131493. declare var WebGLSync: {
  131494. prototype: WebGLSync;
  131495. new(): WebGLSync;
  131496. };
  131497. interface WebGLTransformFeedback extends WebGLObject {
  131498. }
  131499. declare var WebGLTransformFeedback: {
  131500. prototype: WebGLTransformFeedback;
  131501. new(): WebGLTransformFeedback;
  131502. };
  131503. interface WebGLVertexArrayObject extends WebGLObject {
  131504. }
  131505. declare var WebGLVertexArrayObject: {
  131506. prototype: WebGLVertexArrayObject;
  131507. new(): WebGLVertexArrayObject;
  131508. };
  131509. // Type definitions for WebVR API
  131510. // Project: https://w3c.github.io/webvr/
  131511. // Definitions by: six a <https://github.com/lostfictions>
  131512. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  131513. interface VRDisplay extends EventTarget {
  131514. /**
  131515. * Dictionary of capabilities describing the VRDisplay.
  131516. */
  131517. readonly capabilities: VRDisplayCapabilities;
  131518. /**
  131519. * z-depth defining the far plane of the eye view frustum
  131520. * enables mapping of values in the render target depth
  131521. * attachment to scene coordinates. Initially set to 10000.0.
  131522. */
  131523. depthFar: number;
  131524. /**
  131525. * z-depth defining the near plane of the eye view frustum
  131526. * enables mapping of values in the render target depth
  131527. * attachment to scene coordinates. Initially set to 0.01.
  131528. */
  131529. depthNear: number;
  131530. /**
  131531. * An identifier for this distinct VRDisplay. Used as an
  131532. * association point in the Gamepad API.
  131533. */
  131534. readonly displayId: number;
  131535. /**
  131536. * A display name, a user-readable name identifying it.
  131537. */
  131538. readonly displayName: string;
  131539. readonly isConnected: boolean;
  131540. readonly isPresenting: boolean;
  131541. /**
  131542. * If this VRDisplay supports room-scale experiences, the optional
  131543. * stage attribute contains details on the room-scale parameters.
  131544. */
  131545. readonly stageParameters: VRStageParameters | null;
  131546. /**
  131547. * Passing the value returned by `requestAnimationFrame` to
  131548. * `cancelAnimationFrame` will unregister the callback.
  131549. * @param handle Define the hanle of the request to cancel
  131550. */
  131551. cancelAnimationFrame(handle: number): void;
  131552. /**
  131553. * Stops presenting to the VRDisplay.
  131554. * @returns a promise to know when it stopped
  131555. */
  131556. exitPresent(): Promise<void>;
  131557. /**
  131558. * Return the current VREyeParameters for the given eye.
  131559. * @param whichEye Define the eye we want the parameter for
  131560. * @returns the eye parameters
  131561. */
  131562. getEyeParameters(whichEye: string): VREyeParameters;
  131563. /**
  131564. * Populates the passed VRFrameData with the information required to render
  131565. * the current frame.
  131566. * @param frameData Define the data structure to populate
  131567. * @returns true if ok otherwise false
  131568. */
  131569. getFrameData(frameData: VRFrameData): boolean;
  131570. /**
  131571. * Get the layers currently being presented.
  131572. * @returns the list of VR layers
  131573. */
  131574. getLayers(): VRLayer[];
  131575. /**
  131576. * Return a VRPose containing the future predicted pose of the VRDisplay
  131577. * when the current frame will be presented. The value returned will not
  131578. * change until JavaScript has returned control to the browser.
  131579. *
  131580. * The VRPose will contain the position, orientation, velocity,
  131581. * and acceleration of each of these properties.
  131582. * @returns the pose object
  131583. */
  131584. getPose(): VRPose;
  131585. /**
  131586. * Return the current instantaneous pose of the VRDisplay, with no
  131587. * prediction applied.
  131588. * @returns the current instantaneous pose
  131589. */
  131590. getImmediatePose(): VRPose;
  131591. /**
  131592. * The callback passed to `requestAnimationFrame` will be called
  131593. * any time a new frame should be rendered. When the VRDisplay is
  131594. * presenting the callback will be called at the native refresh
  131595. * rate of the HMD. When not presenting this function acts
  131596. * identically to how window.requestAnimationFrame acts. Content should
  131597. * make no assumptions of frame rate or vsync behavior as the HMD runs
  131598. * asynchronously from other displays and at differing refresh rates.
  131599. * @param callback Define the eaction to run next frame
  131600. * @returns the request handle it
  131601. */
  131602. requestAnimationFrame(callback: FrameRequestCallback): number;
  131603. /**
  131604. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  131605. * Repeat calls while already presenting will update the VRLayers being displayed.
  131606. * @param layers Define the list of layer to present
  131607. * @returns a promise to know when the request has been fulfilled
  131608. */
  131609. requestPresent(layers: VRLayer[]): Promise<void>;
  131610. /**
  131611. * Reset the pose for this display, treating its current position and
  131612. * orientation as the "origin/zero" values. VRPose.position,
  131613. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  131614. * updated when calling resetPose(). This should be called in only
  131615. * sitting-space experiences.
  131616. */
  131617. resetPose(): void;
  131618. /**
  131619. * The VRLayer provided to the VRDisplay will be captured and presented
  131620. * in the HMD. Calling this function has the same effect on the source
  131621. * canvas as any other operation that uses its source image, and canvases
  131622. * created without preserveDrawingBuffer set to true will be cleared.
  131623. * @param pose Define the pose to submit
  131624. */
  131625. submitFrame(pose?: VRPose): void;
  131626. }
  131627. declare var VRDisplay: {
  131628. prototype: VRDisplay;
  131629. new(): VRDisplay;
  131630. };
  131631. interface VRLayer {
  131632. leftBounds?: number[] | Float32Array | null;
  131633. rightBounds?: number[] | Float32Array | null;
  131634. source?: HTMLCanvasElement | null;
  131635. }
  131636. interface VRDisplayCapabilities {
  131637. readonly canPresent: boolean;
  131638. readonly hasExternalDisplay: boolean;
  131639. readonly hasOrientation: boolean;
  131640. readonly hasPosition: boolean;
  131641. readonly maxLayers: number;
  131642. }
  131643. interface VREyeParameters {
  131644. /** @deprecated */
  131645. readonly fieldOfView: VRFieldOfView;
  131646. readonly offset: Float32Array;
  131647. readonly renderHeight: number;
  131648. readonly renderWidth: number;
  131649. }
  131650. interface VRFieldOfView {
  131651. readonly downDegrees: number;
  131652. readonly leftDegrees: number;
  131653. readonly rightDegrees: number;
  131654. readonly upDegrees: number;
  131655. }
  131656. interface VRFrameData {
  131657. readonly leftProjectionMatrix: Float32Array;
  131658. readonly leftViewMatrix: Float32Array;
  131659. readonly pose: VRPose;
  131660. readonly rightProjectionMatrix: Float32Array;
  131661. readonly rightViewMatrix: Float32Array;
  131662. readonly timestamp: number;
  131663. }
  131664. interface VRPose {
  131665. readonly angularAcceleration: Float32Array | null;
  131666. readonly angularVelocity: Float32Array | null;
  131667. readonly linearAcceleration: Float32Array | null;
  131668. readonly linearVelocity: Float32Array | null;
  131669. readonly orientation: Float32Array | null;
  131670. readonly position: Float32Array | null;
  131671. readonly timestamp: number;
  131672. }
  131673. interface VRStageParameters {
  131674. sittingToStandingTransform?: Float32Array;
  131675. sizeX?: number;
  131676. sizeY?: number;
  131677. }
  131678. interface Navigator {
  131679. getVRDisplays(): Promise<VRDisplay[]>;
  131680. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  131681. }
  131682. interface Window {
  131683. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  131684. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  131685. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  131686. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  131687. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  131688. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  131689. }
  131690. interface Gamepad {
  131691. readonly displayId: number;
  131692. }
  131693. type XRSessionMode =
  131694. | "inline"
  131695. | "immersive-vr"
  131696. | "immersive-ar";
  131697. type XRReferenceSpaceType =
  131698. | "viewer"
  131699. | "local"
  131700. | "local-floor"
  131701. | "bounded-floor"
  131702. | "unbounded";
  131703. type XREnvironmentBlendMode =
  131704. | "opaque"
  131705. | "additive"
  131706. | "alpha-blend";
  131707. type XRVisibilityState =
  131708. | "visible"
  131709. | "visible-blurred"
  131710. | "hidden";
  131711. type XRHandedness =
  131712. | "none"
  131713. | "left"
  131714. | "right";
  131715. type XRTargetRayMode =
  131716. | "gaze"
  131717. | "tracked-pointer"
  131718. | "screen";
  131719. type XREye =
  131720. | "none"
  131721. | "left"
  131722. | "right";
  131723. interface XRSpace extends EventTarget {
  131724. }
  131725. interface XRRenderState {
  131726. depthNear?: number;
  131727. depthFar?: number;
  131728. inlineVerticalFieldOfView?: number;
  131729. baseLayer?: XRWebGLLayer;
  131730. }
  131731. interface XRInputSource {
  131732. handedness: XRHandedness;
  131733. targetRayMode: XRTargetRayMode;
  131734. targetRaySpace: XRSpace;
  131735. gripSpace: XRSpace | undefined;
  131736. gamepad: Gamepad | undefined;
  131737. profiles: Array<string>;
  131738. }
  131739. interface XRSession {
  131740. addEventListener: Function;
  131741. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  131742. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  131743. requestAnimationFrame: Function;
  131744. end(): Promise<void>;
  131745. renderState: XRRenderState;
  131746. inputSources: Array<XRInputSource>;
  131747. }
  131748. interface XRReferenceSpace extends XRSpace {
  131749. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  131750. onreset: any;
  131751. }
  131752. interface XRFrame {
  131753. session: XRSession;
  131754. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  131755. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  131756. }
  131757. interface XRViewerPose extends XRPose {
  131758. views: Array<XRView>;
  131759. }
  131760. interface XRPose {
  131761. transform: XRRigidTransform;
  131762. emulatedPosition: boolean;
  131763. }
  131764. declare var XRWebGLLayer: {
  131765. prototype: XRWebGLLayer;
  131766. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  131767. };
  131768. interface XRWebGLLayer {
  131769. framebuffer: WebGLFramebuffer;
  131770. framebufferWidth: number;
  131771. framebufferHeight: number;
  131772. getViewport: Function;
  131773. }
  131774. interface XRRigidTransform {
  131775. position: DOMPointReadOnly;
  131776. orientation: DOMPointReadOnly;
  131777. matrix: Float32Array;
  131778. inverse: XRRigidTransform;
  131779. }
  131780. interface XRView {
  131781. eye: XREye;
  131782. projectionMatrix: Float32Array;
  131783. transform: XRRigidTransform;
  131784. }
  131785. interface XRInputSourceChangeEvent {
  131786. session: XRSession;
  131787. removed: Array<XRInputSource>;
  131788. added: Array<XRInputSource>;
  131789. }