babylon.2.0.d.ts 195 KB

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  1. declare module BABYLON {
  2. class _DepthCullingState {
  3. private _isDepthTestDirty;
  4. private _isDepthMaskDirty;
  5. private _isDepthFuncDirty;
  6. private _isCullFaceDirty;
  7. private _isCullDirty;
  8. private _depthTest;
  9. private _depthMask;
  10. private _depthFunc;
  11. private _cull;
  12. private _cullFace;
  13. public isDirty : boolean;
  14. public cullFace : number;
  15. public cull : boolean;
  16. public depthFunc : number;
  17. public depthMask : boolean;
  18. public depthTest : boolean;
  19. public reset(): void;
  20. public apply(gl: WebGLRenderingContext): void;
  21. }
  22. class _AlphaState {
  23. private _isAlphaBlendDirty;
  24. private _isBlendFunctionParametersDirty;
  25. private _alphaBlend;
  26. private _blendFunctionParameters;
  27. public isDirty : boolean;
  28. public alphaBlend : boolean;
  29. public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30. public reset(): void;
  31. public apply(gl: WebGLRenderingContext): void;
  32. }
  33. class EngineCapabilities {
  34. public maxTexturesImageUnits: number;
  35. public maxTextureSize: number;
  36. public maxCubemapTextureSize: number;
  37. public maxRenderTextureSize: number;
  38. public standardDerivatives: boolean;
  39. public s3tc: any;
  40. public textureFloat: boolean;
  41. public textureAnisotropicFilterExtension: any;
  42. public maxAnisotropy: number;
  43. public instancedArrays: any;
  44. public uintIndices: boolean;
  45. }
  46. class Engine {
  47. private static _ALPHA_DISABLE;
  48. private static _ALPHA_ADD;
  49. private static _ALPHA_COMBINE;
  50. private static _DELAYLOADSTATE_NONE;
  51. private static _DELAYLOADSTATE_LOADED;
  52. private static _DELAYLOADSTATE_LOADING;
  53. private static _DELAYLOADSTATE_NOTLOADED;
  54. private static _TEXTUREFORMAT_ALPHA;
  55. private static _TEXTUREFORMAT_LUMINANCE;
  56. private static _TEXTUREFORMAT_LUMINANCE_ALPHA;
  57. private static _TEXTUREFORMAT_RGB;
  58. private static _TEXTUREFORMAT_RGBA;
  59. static ALPHA_DISABLE : number;
  60. static ALPHA_ADD : number;
  61. static ALPHA_COMBINE : number;
  62. static DELAYLOADSTATE_NONE : number;
  63. static DELAYLOADSTATE_LOADED : number;
  64. static DELAYLOADSTATE_LOADING : number;
  65. static DELAYLOADSTATE_NOTLOADED : number;
  66. static TEXTUREFORMAT_ALPHA : number;
  67. static TEXTUREFORMAT_LUMINANCE : number;
  68. static TEXTUREFORMAT_LUMINANCE_ALPHA : number;
  69. static TEXTUREFORMAT_RGB : number;
  70. static TEXTUREFORMAT_RGBA : number;
  71. static Version : string;
  72. static Epsilon: number;
  73. static CollisionsEpsilon: number;
  74. static ShadersRepository: string;
  75. public isFullscreen: boolean;
  76. public isPointerLock: boolean;
  77. public cullBackFaces: boolean;
  78. public renderEvenInBackground: boolean;
  79. public scenes: Scene[];
  80. private _gl;
  81. private _renderingCanvas;
  82. private _windowIsBackground;
  83. private _audioEngine;
  84. private _onBlur;
  85. private _onFocus;
  86. private _onFullscreenChange;
  87. private _onPointerLockChange;
  88. private _hardwareScalingLevel;
  89. private _caps;
  90. private _pointerLockRequested;
  91. private _alphaTest;
  92. private _resizeLoadingUI;
  93. private _loadingDiv;
  94. private _loadingTextDiv;
  95. private _loadingDivBackgroundColor;
  96. private _drawCalls;
  97. private _renderingQueueLaunched;
  98. private _activeRenderLoops;
  99. private fpsRange;
  100. private previousFramesDuration;
  101. private fps;
  102. private deltaTime;
  103. private _depthCullingState;
  104. private _alphaState;
  105. private _alphaMode;
  106. private _loadedTexturesCache;
  107. public _activeTexturesCache: BaseTexture[];
  108. private _currentEffect;
  109. private _compiledEffects;
  110. private _vertexAttribArrays;
  111. private _cachedViewport;
  112. private _cachedVertexBuffers;
  113. private _cachedIndexBuffer;
  114. private _cachedEffectForVertexBuffers;
  115. private _currentRenderTarget;
  116. private _canvasClientRect;
  117. private _uintIndicesCurrentlySet;
  118. private _workingCanvas;
  119. private _workingContext;
  120. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
  121. public getAudioEngine(): AudioEngine;
  122. public getAspectRatio(camera: Camera): number;
  123. public getRenderWidth(): number;
  124. public getRenderHeight(): number;
  125. public getRenderingCanvas(): HTMLCanvasElement;
  126. public getRenderingCanvasClientRect(): ClientRect;
  127. public setHardwareScalingLevel(level: number): void;
  128. public getHardwareScalingLevel(): number;
  129. public getLoadedTexturesCache(): WebGLTexture[];
  130. public getCaps(): EngineCapabilities;
  131. public drawCalls : number;
  132. public resetDrawCalls(): void;
  133. public setDepthFunctionToGreater(): void;
  134. public setDepthFunctionToGreaterOrEqual(): void;
  135. public setDepthFunctionToLess(): void;
  136. public setDepthFunctionToLessOrEqual(): void;
  137. public stopRenderLoop(renderFunction?: () => void): void;
  138. public _renderLoop(): void;
  139. public runRenderLoop(renderFunction: () => void): void;
  140. public switchFullscreen(requestPointerLock: boolean): void;
  141. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
  142. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  143. public setDirectViewport(x: number, y: number, width: number, height: number): void;
  144. public beginFrame(): void;
  145. public endFrame(): void;
  146. public resize(): void;
  147. public setSize(width: number, height: number): void;
  148. public bindFramebuffer(texture: WebGLTexture): void;
  149. public unBindFramebuffer(texture: WebGLTexture): void;
  150. public flushFramebuffer(): void;
  151. public restoreDefaultFramebuffer(): void;
  152. private _resetVertexBufferBinding();
  153. public createVertexBuffer(vertices: number[]): WebGLBuffer;
  154. public createDynamicVertexBuffer(capacity: number): WebGLBuffer;
  155. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, offset?: number): void;
  156. private _resetIndexBufferBinding();
  157. public createIndexBuffer(indices: number[]): WebGLBuffer;
  158. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  159. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
  160. public _releaseBuffer(buffer: WebGLBuffer): boolean;
  161. public createInstancesBuffer(capacity: number): WebGLBuffer;
  162. public deleteInstancesBuffer(buffer: WebGLBuffer): void;
  163. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
  164. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
  165. public applyStates(): void;
  166. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  167. public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  168. public _releaseEffect(effect: Effect): void;
  169. public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  170. public createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  171. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
  172. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
  173. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
  174. public enableEffect(effect: Effect): void;
  175. public setArray(uniform: WebGLUniformLocation, array: number[]): void;
  176. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  177. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  178. public setFloat(uniform: WebGLUniformLocation, value: number): void;
  179. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  180. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  181. public setBool(uniform: WebGLUniformLocation, bool: number): void;
  182. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  183. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  184. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  185. public setState(culling: boolean, force?: boolean): void;
  186. public setDepthBuffer(enable: boolean): void;
  187. public getDepthWrite(): boolean;
  188. public setDepthWrite(enable: boolean): void;
  189. public setColorWrite(enable: boolean): void;
  190. public setAlphaMode(mode: number): void;
  191. public getAlphaMode(): number;
  192. public setAlphaTesting(enable: boolean): void;
  193. public getAlphaTesting(): boolean;
  194. public wipeCaches(): void;
  195. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
  196. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
  197. public createRawTexture(data: ArrayBufferView, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number): WebGLTexture;
  198. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture;
  199. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
  200. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
  201. public createRenderTargetTexture(size: any, options: any): WebGLTexture;
  202. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
  203. public _releaseTexture(texture: WebGLTexture): void;
  204. public bindSamplers(effect: Effect): void;
  205. public _bindTexture(channel: number, texture: WebGLTexture): void;
  206. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
  207. public setTexture(channel: number, texture: BaseTexture): void;
  208. public _setAnisotropicLevel(key: number, texture: BaseTexture): void;
  209. public readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  210. public dispose(): void;
  211. public displayLoadingUI(): void;
  212. public loadingUIText : string;
  213. public loadingUIBackgroundColor : string;
  214. public hideLoadingUI(): void;
  215. public getFps(): number;
  216. public getDeltaTime(): number;
  217. private _measureFps();
  218. static isSupported(): boolean;
  219. }
  220. }
  221. interface Window {
  222. mozIndexedDB(func: any): any;
  223. webkitIndexedDB(func: any): any;
  224. IDBTransaction(func: any): any;
  225. webkitIDBTransaction(func: any): any;
  226. msIDBTransaction(func: any): any;
  227. IDBKeyRange(func: any): any;
  228. webkitIDBKeyRange(func: any): any;
  229. msIDBKeyRange(func: any): any;
  230. URL: HTMLURL;
  231. webkitURL: HTMLURL;
  232. webkitRequestAnimationFrame(func: any): any;
  233. mozRequestAnimationFrame(func: any): any;
  234. oRequestAnimationFrame(func: any): any;
  235. WebGLRenderingContext: WebGLRenderingContext;
  236. MSGesture: MSGesture;
  237. }
  238. interface HTMLURL {
  239. createObjectURL(param1: any, param2?: any): any;
  240. }
  241. interface Document {
  242. exitFullscreen(): void;
  243. webkitCancelFullScreen(): void;
  244. mozCancelFullScreen(): void;
  245. msCancelFullScreen(): void;
  246. webkitIsFullScreen: boolean;
  247. mozFullScreen: boolean;
  248. msIsFullScreen: boolean;
  249. fullscreen: boolean;
  250. mozPointerLockElement: HTMLElement;
  251. msPointerLockElement: HTMLElement;
  252. webkitPointerLockElement: HTMLElement;
  253. pointerLockElement: HTMLElement;
  254. }
  255. interface HTMLCanvasElement {
  256. requestPointerLock(): void;
  257. msRequestPointerLock(): void;
  258. mozRequestPointerLock(): void;
  259. webkitRequestPointerLock(): void;
  260. }
  261. interface WebGLTexture {
  262. isReady: boolean;
  263. isCube: boolean;
  264. url: string;
  265. noMipmap: boolean;
  266. samplingMode: number;
  267. references: number;
  268. generateMipMaps: boolean;
  269. _size: number;
  270. _baseWidth: number;
  271. _baseHeight: number;
  272. _width: number;
  273. _height: number;
  274. _workingCanvas: HTMLCanvasElement;
  275. _workingContext: CanvasRenderingContext2D;
  276. _framebuffer: WebGLFramebuffer;
  277. _depthBuffer: WebGLRenderbuffer;
  278. _cachedCoordinatesMode: number;
  279. _cachedWrapU: number;
  280. _cachedWrapV: number;
  281. }
  282. interface WebGLBuffer {
  283. references: number;
  284. capacity: number;
  285. is32Bits: boolean;
  286. }
  287. interface MouseEvent {
  288. movementX: number;
  289. movementY: number;
  290. mozMovementX: number;
  291. mozMovementY: number;
  292. webkitMovementX: number;
  293. webkitMovementY: number;
  294. msMovementX: number;
  295. msMovementY: number;
  296. }
  297. interface MSStyleCSSProperties {
  298. webkitTransform: string;
  299. webkitTransition: string;
  300. }
  301. interface Navigator {
  302. getVRDevices: () => any;
  303. mozGetVRDevices: (any: any) => any;
  304. isCocoonJS: boolean;
  305. }
  306. declare module BABYLON {
  307. class Node {
  308. public parent: Node;
  309. public name: string;
  310. public id: string;
  311. public state: string;
  312. public animations: Animation[];
  313. public onReady: (node: Node) => void;
  314. private _childrenFlag;
  315. private _isEnabled;
  316. private _isReady;
  317. public _currentRenderId: number;
  318. public _waitingParentId: string;
  319. private _scene;
  320. public _cache: any;
  321. constructor(name: string, scene: any);
  322. public getScene(): Scene;
  323. public getEngine(): Engine;
  324. public getWorldMatrix(): Matrix;
  325. public _initCache(): void;
  326. public updateCache(force?: boolean): void;
  327. public _updateCache(ignoreParentClass?: boolean): void;
  328. public _isSynchronized(): boolean;
  329. public isSynchronizedWithParent(): boolean;
  330. public isSynchronized(updateCache?: boolean): boolean;
  331. public hasNewParent(update?: boolean): boolean;
  332. public isReady(): boolean;
  333. public isEnabled(): boolean;
  334. public setEnabled(value: boolean): void;
  335. public isDescendantOf(ancestor: Node): boolean;
  336. public _getDescendants(list: Node[], results: Node[]): void;
  337. public getDescendants(): Node[];
  338. public _setReady(state: boolean): void;
  339. }
  340. }
  341. declare module BABYLON {
  342. interface IDisposable {
  343. dispose(): void;
  344. }
  345. class Scene {
  346. static FOGMODE_NONE: number;
  347. static FOGMODE_EXP: number;
  348. static FOGMODE_EXP2: number;
  349. static FOGMODE_LINEAR: number;
  350. static MinDeltaTime: number;
  351. static MaxDeltaTime: number;
  352. public autoClear: boolean;
  353. public clearColor: any;
  354. public ambientColor: Color3;
  355. public beforeRender: () => void;
  356. public afterRender: () => void;
  357. public onDispose: () => void;
  358. public beforeCameraRender: (camera: Camera) => void;
  359. public afterCameraRender: (camera: Camera) => void;
  360. public forceWireframe: boolean;
  361. public forcePointsCloud: boolean;
  362. public forceShowBoundingBoxes: boolean;
  363. public clipPlane: Plane;
  364. public animationsEnabled: boolean;
  365. private _onPointerMove;
  366. private _onPointerDown;
  367. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  368. public cameraToUseForPointers: Camera;
  369. private _pointerX;
  370. private _pointerY;
  371. private _meshUnderPointer;
  372. private _onKeyDown;
  373. private _onKeyUp;
  374. public fogEnabled: boolean;
  375. public fogMode: number;
  376. public fogColor: Color3;
  377. public fogDensity: number;
  378. public fogStart: number;
  379. public fogEnd: number;
  380. public shadowsEnabled: boolean;
  381. public lightsEnabled: boolean;
  382. public lights: Light[];
  383. public cameras: Camera[];
  384. public activeCameras: Camera[];
  385. public activeCamera: Camera;
  386. public meshes: AbstractMesh[];
  387. private _geometries;
  388. public materials: Material[];
  389. public multiMaterials: MultiMaterial[];
  390. public defaultMaterial: StandardMaterial;
  391. public texturesEnabled: boolean;
  392. public textures: BaseTexture[];
  393. public particlesEnabled: boolean;
  394. public particleSystems: ParticleSystem[];
  395. public spriteManagers: SpriteManager[];
  396. public layers: Layer[];
  397. public skeletonsEnabled: boolean;
  398. public skeletons: Skeleton[];
  399. public lensFlaresEnabled: boolean;
  400. public lensFlareSystems: LensFlareSystem[];
  401. public collisionsEnabled: boolean;
  402. public gravity: Vector3;
  403. public postProcessesEnabled: boolean;
  404. public postProcessManager: PostProcessManager;
  405. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  406. public renderTargetsEnabled: boolean;
  407. public customRenderTargets: RenderTargetTexture[];
  408. public useDelayedTextureLoading: boolean;
  409. public importedMeshesFiles: String[];
  410. public database: any;
  411. public actionManager: ActionManager;
  412. public _actionManagers: ActionManager[];
  413. private _meshesForIntersections;
  414. public proceduralTexturesEnabled: boolean;
  415. public _proceduralTextures: ProceduralTexture[];
  416. public mainSoundTrack: SoundTrack;
  417. public soundTracks: SoundTrack[];
  418. private _engine;
  419. private _totalVertices;
  420. public _activeVertices: number;
  421. public _activeParticles: number;
  422. private _lastFrameDuration;
  423. private _evaluateActiveMeshesDuration;
  424. private _renderTargetsDuration;
  425. public _particlesDuration: number;
  426. private _renderDuration;
  427. public _spritesDuration: number;
  428. private _animationRatio;
  429. private _animationStartDate;
  430. public _cachedMaterial: Material;
  431. private _renderId;
  432. private _executeWhenReadyTimeoutId;
  433. public _toBeDisposed: SmartArray<IDisposable>;
  434. private _onReadyCallbacks;
  435. private _pendingData;
  436. private _onBeforeRenderCallbacks;
  437. private _onAfterRenderCallbacks;
  438. private _activeMeshes;
  439. private _processedMaterials;
  440. private _renderTargets;
  441. public _activeParticleSystems: SmartArray<ParticleSystem>;
  442. private _activeSkeletons;
  443. private _activeBones;
  444. private _renderingManager;
  445. private _physicsEngine;
  446. public _activeAnimatables: Animatable[];
  447. private _transformMatrix;
  448. private _pickWithRayInverseMatrix;
  449. private _scaledPosition;
  450. private _scaledVelocity;
  451. private _boundingBoxRenderer;
  452. private _outlineRenderer;
  453. private _viewMatrix;
  454. private _projectionMatrix;
  455. private _frustumPlanes;
  456. private _selectionOctree;
  457. private _pointerOverMesh;
  458. private _debugLayer;
  459. constructor(engine: Engine);
  460. public debugLayer : DebugLayer;
  461. public meshUnderPointer : AbstractMesh;
  462. public pointerX : number;
  463. public pointerY : number;
  464. public getCachedMaterial(): Material;
  465. public getBoundingBoxRenderer(): BoundingBoxRenderer;
  466. public getOutlineRenderer(): OutlineRenderer;
  467. public getEngine(): Engine;
  468. public getTotalVertices(): number;
  469. public getActiveVertices(): number;
  470. public getActiveParticles(): number;
  471. public getActiveBones(): number;
  472. public getLastFrameDuration(): number;
  473. public getEvaluateActiveMeshesDuration(): number;
  474. public getActiveMeshes(): SmartArray<Mesh>;
  475. public getRenderTargetsDuration(): number;
  476. public getRenderDuration(): number;
  477. public getParticlesDuration(): number;
  478. public getSpritesDuration(): number;
  479. public getAnimationRatio(): number;
  480. public getRenderId(): number;
  481. private _updatePointerPosition(evt);
  482. public attachControl(): void;
  483. public detachControl(): void;
  484. public isReady(): boolean;
  485. public resetCachedMaterial(): void;
  486. public registerBeforeRender(func: () => void): void;
  487. public unregisterBeforeRender(func: () => void): void;
  488. public registerAfterRender(func: () => void): void;
  489. public unregisterAfterRender(func: () => void): void;
  490. public _addPendingData(data: any): void;
  491. public _removePendingData(data: any): void;
  492. public getWaitingItemsCount(): number;
  493. public executeWhenReady(func: () => void): void;
  494. public _checkIsReady(): void;
  495. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
  496. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
  497. public getAnimatableByTarget(target: any): Animatable;
  498. public stopAnimation(target: any): void;
  499. private _animate();
  500. public getViewMatrix(): Matrix;
  501. public getProjectionMatrix(): Matrix;
  502. public getTransformMatrix(): Matrix;
  503. public setTransformMatrix(view: Matrix, projection: Matrix): void;
  504. public setActiveCameraByID(id: string): Camera;
  505. public setActiveCameraByName(name: string): Camera;
  506. public getMaterialByID(id: string): Material;
  507. public getMaterialByName(name: string): Material;
  508. public getCameraByID(id: string): Camera;
  509. public getCameraByName(name: string): Camera;
  510. public getLightByName(name: string): Light;
  511. public getLightByID(id: string): Light;
  512. public getGeometryByID(id: string): Geometry;
  513. public pushGeometry(geometry: Geometry, force?: boolean): boolean;
  514. public getGeometries(): Geometry[];
  515. public getMeshByID(id: string): AbstractMesh;
  516. public getLastMeshByID(id: string): AbstractMesh;
  517. public getLastEntryByID(id: string): Node;
  518. public getMeshByName(name: string): AbstractMesh;
  519. public getLastSkeletonByID(id: string): Skeleton;
  520. public getSkeletonById(id: string): Skeleton;
  521. public getSkeletonByName(name: string): Skeleton;
  522. public isActiveMesh(mesh: Mesh): boolean;
  523. private _evaluateSubMesh(subMesh, mesh);
  524. private _evaluateActiveMeshes();
  525. private _activeMesh(mesh);
  526. public updateTransformMatrix(force?: boolean): void;
  527. private _renderForCamera(camera);
  528. private _processSubCameras(camera);
  529. private _checkIntersections();
  530. public render(): void;
  531. private _updateAudioParameters();
  532. public dispose(): void;
  533. public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh?: AbstractMesh): void;
  534. private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
  535. public createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  536. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
  537. private _internalPick(rayFunction, predicate, fastCheck?);
  538. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
  539. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
  540. public setPointerOverMesh(mesh: AbstractMesh): void;
  541. public getPointerOverMesh(): AbstractMesh;
  542. public getPhysicsEngine(): PhysicsEngine;
  543. public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
  544. public disablePhysicsEngine(): void;
  545. public isPhysicsEnabled(): boolean;
  546. public setGravity(gravity: Vector3): void;
  547. public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
  548. public deleteCompoundImpostor(compound: any): void;
  549. private _getByTags(list, tagsQuery);
  550. public getMeshesByTags(tagsQuery: string): Mesh[];
  551. public getCamerasByTags(tagsQuery: string): Camera[];
  552. public getLightsByTags(tagsQuery: string): Light[];
  553. public getMaterialByTags(tagsQuery: string): Material[];
  554. }
  555. }
  556. declare module BABYLON {
  557. class Action {
  558. public triggerOptions: any;
  559. public trigger: number;
  560. public _actionManager: ActionManager;
  561. private _nextActiveAction;
  562. private _child;
  563. private _condition;
  564. private _triggerParameter;
  565. constructor(triggerOptions: any, condition?: Condition);
  566. public _prepare(): void;
  567. public getTriggerParameter(): any;
  568. public _executeCurrent(evt: ActionEvent): void;
  569. public execute(evt: ActionEvent): void;
  570. public then(action: Action): Action;
  571. public _getProperty(propertyPath: string): string;
  572. public _getEffectiveTarget(target: any, propertyPath: string): any;
  573. }
  574. }
  575. declare module BABYLON {
  576. class ActionEvent {
  577. public source: AbstractMesh;
  578. public pointerX: number;
  579. public pointerY: number;
  580. public meshUnderPointer: AbstractMesh;
  581. public sourceEvent: any;
  582. constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any);
  583. static CreateNew(source: AbstractMesh, evt?: Event): ActionEvent;
  584. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  585. }
  586. class ActionManager {
  587. private static _NothingTrigger;
  588. private static _OnPickTrigger;
  589. private static _OnLeftPickTrigger;
  590. private static _OnRightPickTrigger;
  591. private static _OnCenterPickTrigger;
  592. private static _OnPointerOverTrigger;
  593. private static _OnPointerOutTrigger;
  594. private static _OnEveryFrameTrigger;
  595. private static _OnIntersectionEnterTrigger;
  596. private static _OnIntersectionExitTrigger;
  597. private static _OnKeyDownTrigger;
  598. private static _OnKeyUpTrigger;
  599. static NothingTrigger : number;
  600. static OnPickTrigger : number;
  601. static OnLeftPickTrigger : number;
  602. static OnRightPickTrigger : number;
  603. static OnCenterPickTrigger : number;
  604. static OnPointerOverTrigger : number;
  605. static OnPointerOutTrigger : number;
  606. static OnEveryFrameTrigger : number;
  607. static OnIntersectionEnterTrigger : number;
  608. static OnIntersectionExitTrigger : number;
  609. static OnKeyDownTrigger : number;
  610. static OnKeyUpTrigger : number;
  611. public actions: Action[];
  612. private _scene;
  613. constructor(scene: Scene);
  614. public dispose(): void;
  615. public getScene(): Scene;
  616. public hasSpecificTriggers(triggers: number[]): boolean;
  617. public hasPointerTriggers : boolean;
  618. public hasPickTriggers : boolean;
  619. public registerAction(action: Action): Action;
  620. public processTrigger(trigger: number, evt: ActionEvent): void;
  621. public _getEffectiveTarget(target: any, propertyPath: string): any;
  622. public _getProperty(propertyPath: string): string;
  623. }
  624. }
  625. declare module BABYLON {
  626. class Condition {
  627. public _actionManager: ActionManager;
  628. public _evaluationId: number;
  629. public _currentResult: boolean;
  630. constructor(actionManager: ActionManager);
  631. public isValid(): boolean;
  632. public _getProperty(propertyPath: string): string;
  633. public _getEffectiveTarget(target: any, propertyPath: string): any;
  634. }
  635. class ValueCondition extends Condition {
  636. public propertyPath: string;
  637. public value: any;
  638. public operator: number;
  639. private static _IsEqual;
  640. private static _IsDifferent;
  641. private static _IsGreater;
  642. private static _IsLesser;
  643. static IsEqual : number;
  644. static IsDifferent : number;
  645. static IsGreater : number;
  646. static IsLesser : number;
  647. public _actionManager: ActionManager;
  648. private _target;
  649. private _property;
  650. constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
  651. public isValid(): boolean;
  652. }
  653. class PredicateCondition extends Condition {
  654. public predicate: () => boolean;
  655. public _actionManager: ActionManager;
  656. constructor(actionManager: ActionManager, predicate: () => boolean);
  657. public isValid(): boolean;
  658. }
  659. class StateCondition extends Condition {
  660. public value: string;
  661. public _actionManager: ActionManager;
  662. private _target;
  663. constructor(actionManager: ActionManager, target: any, value: string);
  664. public isValid(): boolean;
  665. }
  666. }
  667. declare module BABYLON {
  668. class SwitchBooleanAction extends Action {
  669. public propertyPath: string;
  670. private _target;
  671. private _property;
  672. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  673. public _prepare(): void;
  674. public execute(): void;
  675. }
  676. class SetStateAction extends Action {
  677. public value: string;
  678. private _target;
  679. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  680. public execute(): void;
  681. }
  682. class SetValueAction extends Action {
  683. public propertyPath: string;
  684. public value: any;
  685. private _target;
  686. private _property;
  687. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  688. public _prepare(): void;
  689. public execute(): void;
  690. }
  691. class IncrementValueAction extends Action {
  692. public propertyPath: string;
  693. public value: any;
  694. private _target;
  695. private _property;
  696. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  697. public _prepare(): void;
  698. public execute(): void;
  699. }
  700. class PlayAnimationAction extends Action {
  701. public from: number;
  702. public to: number;
  703. public loop: boolean;
  704. private _target;
  705. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  706. public _prepare(): void;
  707. public execute(): void;
  708. }
  709. class StopAnimationAction extends Action {
  710. private _target;
  711. constructor(triggerOptions: any, target: any, condition?: Condition);
  712. public _prepare(): void;
  713. public execute(): void;
  714. }
  715. class DoNothingAction extends Action {
  716. constructor(triggerOptions?: any, condition?: Condition);
  717. public execute(): void;
  718. }
  719. class CombineAction extends Action {
  720. public children: Action[];
  721. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  722. public _prepare(): void;
  723. public execute(evt: ActionEvent): void;
  724. }
  725. class ExecuteCodeAction extends Action {
  726. public func: (evt: ActionEvent) => void;
  727. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  728. public execute(evt: ActionEvent): void;
  729. }
  730. class SetParentAction extends Action {
  731. private _parent;
  732. private _target;
  733. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  734. public _prepare(): void;
  735. public execute(): void;
  736. }
  737. }
  738. declare module BABYLON {
  739. class InterpolateValueAction extends Action {
  740. public propertyPath: string;
  741. public value: any;
  742. public duration: number;
  743. public stopOtherAnimations: boolean;
  744. private _target;
  745. private _property;
  746. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
  747. public _prepare(): void;
  748. public execute(): void;
  749. }
  750. }
  751. declare module BABYLON {
  752. class Animatable {
  753. public target: any;
  754. public fromFrame: number;
  755. public toFrame: number;
  756. public loopAnimation: boolean;
  757. public speedRatio: number;
  758. public onAnimationEnd: any;
  759. private _localDelayOffset;
  760. private _pausedDelay;
  761. private _animations;
  762. private _paused;
  763. private _scene;
  764. public animationStarted: boolean;
  765. constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
  766. public appendAnimations(target: any, animations: Animation[]): void;
  767. public getAnimationByTargetProperty(property: string): Animation;
  768. public pause(): void;
  769. public restart(): void;
  770. public stop(): void;
  771. public _animate(delay: number): boolean;
  772. }
  773. }
  774. declare module BABYLON {
  775. class Animation {
  776. public name: string;
  777. public targetProperty: string;
  778. public framePerSecond: number;
  779. public dataType: number;
  780. public loopMode: number;
  781. private _keys;
  782. private _offsetsCache;
  783. private _highLimitsCache;
  784. private _stopped;
  785. public _target: any;
  786. private _easingFunction;
  787. public targetPropertyPath: string[];
  788. public currentFrame: number;
  789. static CreateAndStartAnimation(name: string, mesh: AbstractMesh, tartgetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number): void;
  790. constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
  791. public isStopped(): boolean;
  792. public getKeys(): any[];
  793. public getEasingFunction(): IEasingFunction;
  794. public setEasingFunction(easingFunction: EasingFunction): void;
  795. public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  796. public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  797. public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  798. public vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  799. public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  800. public clone(): Animation;
  801. public setKeys(values: any[]): void;
  802. private _getKeyValue(value);
  803. private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
  804. public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
  805. private static _ANIMATIONTYPE_FLOAT;
  806. private static _ANIMATIONTYPE_VECTOR3;
  807. private static _ANIMATIONTYPE_QUATERNION;
  808. private static _ANIMATIONTYPE_MATRIX;
  809. private static _ANIMATIONTYPE_COLOR3;
  810. private static _ANIMATIONTYPE_VECTOR2;
  811. private static _ANIMATIONLOOPMODE_RELATIVE;
  812. private static _ANIMATIONLOOPMODE_CYCLE;
  813. private static _ANIMATIONLOOPMODE_CONSTANT;
  814. static ANIMATIONTYPE_FLOAT : number;
  815. static ANIMATIONTYPE_VECTOR3 : number;
  816. static ANIMATIONTYPE_VECTOR2 : number;
  817. static ANIMATIONTYPE_QUATERNION : number;
  818. static ANIMATIONTYPE_MATRIX : number;
  819. static ANIMATIONTYPE_COLOR3 : number;
  820. static ANIMATIONLOOPMODE_RELATIVE : number;
  821. static ANIMATIONLOOPMODE_CYCLE : number;
  822. static ANIMATIONLOOPMODE_CONSTANT : number;
  823. }
  824. }
  825. declare module BABYLON {
  826. interface IEasingFunction {
  827. ease(gradient: number): number;
  828. }
  829. class EasingFunction implements IEasingFunction {
  830. private static _EASINGMODE_EASEIN;
  831. private static _EASINGMODE_EASEOUT;
  832. private static _EASINGMODE_EASEINOUT;
  833. static EASINGMODE_EASEIN : number;
  834. static EASINGMODE_EASEOUT : number;
  835. static EASINGMODE_EASEINOUT : number;
  836. private _easingMode;
  837. public setEasingMode(easingMode: number): void;
  838. public getEasingMode(): number;
  839. public easeInCore(gradient: number): number;
  840. public ease(gradient: number): number;
  841. }
  842. class CircleEase extends EasingFunction implements IEasingFunction {
  843. public easeInCore(gradient: number): number;
  844. }
  845. class BackEase extends EasingFunction implements IEasingFunction {
  846. public amplitude: number;
  847. constructor(amplitude?: number);
  848. public easeInCore(gradient: number): number;
  849. }
  850. class BounceEase extends EasingFunction implements IEasingFunction {
  851. public bounces: number;
  852. public bounciness: number;
  853. constructor(bounces?: number, bounciness?: number);
  854. public easeInCore(gradient: number): number;
  855. }
  856. class CubicEase extends EasingFunction implements IEasingFunction {
  857. public easeInCore(gradient: number): number;
  858. }
  859. class ElasticEase extends EasingFunction implements IEasingFunction {
  860. public oscillations: number;
  861. public springiness: number;
  862. constructor(oscillations?: number, springiness?: number);
  863. public easeInCore(gradient: number): number;
  864. }
  865. class ExponentialEase extends EasingFunction implements IEasingFunction {
  866. public exponent: number;
  867. constructor(exponent?: number);
  868. public easeInCore(gradient: number): number;
  869. }
  870. class PowerEase extends EasingFunction implements IEasingFunction {
  871. public power: number;
  872. constructor(power?: number);
  873. public easeInCore(gradient: number): number;
  874. }
  875. class QuadraticEase extends EasingFunction implements IEasingFunction {
  876. public easeInCore(gradient: number): number;
  877. }
  878. class QuarticEase extends EasingFunction implements IEasingFunction {
  879. public easeInCore(gradient: number): number;
  880. }
  881. class QuinticEase extends EasingFunction implements IEasingFunction {
  882. public easeInCore(gradient: number): number;
  883. }
  884. class SineEase extends EasingFunction implements IEasingFunction {
  885. public easeInCore(gradient: number): number;
  886. }
  887. class BezierCurveEase extends EasingFunction implements IEasingFunction {
  888. public x1: number;
  889. public y1: number;
  890. public x2: number;
  891. public y2: number;
  892. constructor(x1?: number, y1?: number, x2?: number, y2?: number);
  893. public easeInCore(gradient: number): number;
  894. }
  895. }
  896. declare module BABYLON {
  897. class AudioEngine {
  898. public audioContext: AudioContext;
  899. public canUseWebAudio: boolean;
  900. public masterGain: GainNode;
  901. constructor();
  902. public getGlobalVolume(): number;
  903. public setGlobalVolume(newVolume: number): void;
  904. }
  905. }
  906. declare module BABYLON {
  907. class Sound {
  908. public autoplay: boolean;
  909. public loop: boolean;
  910. public useCustomAttenuation: boolean;
  911. public soundTrackId: number;
  912. public spatialSound: boolean;
  913. public refDistance: number;
  914. public rolloffFactor: number;
  915. public maxDistance: number;
  916. public distanceModel: string;
  917. public panningModel: string;
  918. private startTime;
  919. private startOffset;
  920. private _position;
  921. private _localDirection;
  922. private _volume;
  923. private _isLoaded;
  924. private _isReadyToPlay;
  925. private _isPlaying;
  926. private _isDirectional;
  927. private _audioEngine;
  928. private _readyToPlayCallback;
  929. private _audioBuffer;
  930. private _soundSource;
  931. private _soundPanner;
  932. private _soundGain;
  933. private _audioNode;
  934. private _coneInnerAngle;
  935. private _coneOuterAngle;
  936. private _coneOuterGain;
  937. private _scene;
  938. private _name;
  939. private _connectedMesh;
  940. private _customAttenuationFunction;
  941. /**
  942. * Create a sound and attach it to a scene
  943. * @param name Name of your sound
  944. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
  945. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  946. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
  947. */
  948. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
  949. public updateOptions(options: any): void;
  950. private _createSpatialParameters();
  951. public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  952. /**
  953. * Transform this sound into a directional source
  954. * @param coneInnerAngle Size of the inner cone in degree
  955. * @param coneOuterAngle Size of the outer cone in degree
  956. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  957. */
  958. public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  959. public setPosition(newPosition: Vector3): void;
  960. public setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  961. private _updateDirection();
  962. public updateDistanceFromListener(): void;
  963. public setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  964. /**
  965. * Play the sound
  966. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  967. */
  968. public play(time?: number): void;
  969. /**
  970. * Stop the sound
  971. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  972. */
  973. public stop(time?: number): void;
  974. public pause(): void;
  975. public setVolume(newVolume: number): void;
  976. public getVolume(): number;
  977. public attachToMesh(meshToConnectTo: AbstractMesh): void;
  978. private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
  979. private _soundLoaded(audioData);
  980. }
  981. }
  982. declare module BABYLON {
  983. class SoundTrack {
  984. private _audioEngine;
  985. private _trackGain;
  986. private _trackConvolver;
  987. private _scene;
  988. public id: number;
  989. public soundCollection: Sound[];
  990. private _isMainTrack;
  991. constructor(scene: Scene, options?: any);
  992. public AddSound(sound: Sound): void;
  993. public RemoveSound(sound: Sound): void;
  994. public setVolume(newVolume: number): void;
  995. }
  996. }
  997. declare module BABYLON {
  998. class Bone {
  999. public name: string;
  1000. public children: Bone[];
  1001. public animations: Animation[];
  1002. private _skeleton;
  1003. private _matrix;
  1004. private _baseMatrix;
  1005. private _worldTransform;
  1006. private _absoluteTransform;
  1007. private _invertedAbsoluteTransform;
  1008. private _parent;
  1009. constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
  1010. public getParent(): Bone;
  1011. public getLocalMatrix(): Matrix;
  1012. public getBaseMatrix(): Matrix;
  1013. public getWorldMatrix(): Matrix;
  1014. public getInvertedAbsoluteTransform(): Matrix;
  1015. public getAbsoluteMatrix(): Matrix;
  1016. public updateMatrix(matrix: Matrix): void;
  1017. private _updateDifferenceMatrix();
  1018. public markAsDirty(): void;
  1019. }
  1020. }
  1021. declare module BABYLON {
  1022. class Skeleton {
  1023. public name: string;
  1024. public id: string;
  1025. public bones: Bone[];
  1026. private _scene;
  1027. private _isDirty;
  1028. private _transformMatrices;
  1029. private _animatables;
  1030. private _identity;
  1031. constructor(name: string, id: string, scene: Scene);
  1032. public getTransformMatrices(): Float32Array;
  1033. public _markAsDirty(): void;
  1034. public prepare(): void;
  1035. public getAnimatables(): IAnimatable[];
  1036. public clone(name: string, id: string): Skeleton;
  1037. }
  1038. }
  1039. declare module BABYLON {
  1040. class AnaglyphArcRotateCamera extends ArcRotateCamera {
  1041. private _eyeSpace;
  1042. private _leftCamera;
  1043. private _rightCamera;
  1044. constructor(name: string, alpha: number, beta: number, radius: number, target: any, eyeSpace: number, scene: any);
  1045. public _update(): void;
  1046. public _updateCamera(camera: ArcRotateCamera): void;
  1047. }
  1048. class AnaglyphFreeCamera extends FreeCamera {
  1049. private _eyeSpace;
  1050. private _leftCamera;
  1051. private _rightCamera;
  1052. private _transformMatrix;
  1053. constructor(name: string, position: Vector3, eyeSpace: number, scene: Scene);
  1054. public _getSubCameraPosition(eyeSpace: any, result: any): void;
  1055. public _update(): void;
  1056. public _updateCamera(camera: FreeCamera): void;
  1057. }
  1058. }
  1059. declare module BABYLON {
  1060. class ArcRotateCamera extends Camera {
  1061. public alpha: number;
  1062. public beta: number;
  1063. public radius: number;
  1064. public target: any;
  1065. public inertialAlphaOffset: number;
  1066. public inertialBetaOffset: number;
  1067. public inertialRadiusOffset: number;
  1068. public lowerAlphaLimit: any;
  1069. public upperAlphaLimit: any;
  1070. public lowerBetaLimit: number;
  1071. public upperBetaLimit: number;
  1072. public lowerRadiusLimit: any;
  1073. public upperRadiusLimit: any;
  1074. public angularSensibility: number;
  1075. public wheelPrecision: number;
  1076. public keysUp: number[];
  1077. public keysDown: number[];
  1078. public keysLeft: number[];
  1079. public keysRight: number[];
  1080. public zoomOnFactor: number;
  1081. public targetScreenOffset: Vector2;
  1082. private _keys;
  1083. private _viewMatrix;
  1084. private _attachedElement;
  1085. private _onPointerDown;
  1086. private _onPointerUp;
  1087. private _onPointerMove;
  1088. private _wheel;
  1089. private _onMouseMove;
  1090. private _onKeyDown;
  1091. private _onKeyUp;
  1092. private _onLostFocus;
  1093. private _reset;
  1094. private _onGestureStart;
  1095. private _onGesture;
  1096. private _MSGestureHandler;
  1097. public onCollide: (collidedMesh: AbstractMesh) => void;
  1098. public checkCollisions: boolean;
  1099. public collisionRadius: Vector3;
  1100. private _collider;
  1101. private _previousPosition;
  1102. private _collisionVelocity;
  1103. private _newPosition;
  1104. private _previousAlpha;
  1105. private _previousBeta;
  1106. private _previousRadius;
  1107. public pinchPrecision: number;
  1108. private _touchStart;
  1109. private _touchMove;
  1110. private _touchEnd;
  1111. private _pinchStart;
  1112. private _pinchMove;
  1113. private _pinchEnd;
  1114. constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
  1115. public _getTargetPosition(): Vector3;
  1116. public _initCache(): void;
  1117. public _updateCache(ignoreParentClass?: boolean): void;
  1118. public _isSynchronizedViewMatrix(): boolean;
  1119. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1120. public detachControl(element: HTMLElement): void;
  1121. public _update(): void;
  1122. public setPosition(position: Vector3): void;
  1123. public _getViewMatrix(): Matrix;
  1124. public zoomOn(meshes?: AbstractMesh[]): void;
  1125. public focusOn(meshesOrMinMaxVectorAndDistance: any): void;
  1126. }
  1127. }
  1128. declare module BABYLON {
  1129. class Camera extends Node {
  1130. public position: Vector3;
  1131. static PERSPECTIVE_CAMERA: number;
  1132. static ORTHOGRAPHIC_CAMERA: number;
  1133. public upVector: Vector3;
  1134. public orthoLeft: any;
  1135. public orthoRight: any;
  1136. public orthoBottom: any;
  1137. public orthoTop: any;
  1138. public fov: number;
  1139. public minZ: number;
  1140. public maxZ: number;
  1141. public inertia: number;
  1142. public mode: number;
  1143. public isIntermediate: boolean;
  1144. public viewport: Viewport;
  1145. public subCameras: any[];
  1146. public layerMask: number;
  1147. private _computedViewMatrix;
  1148. public _projectionMatrix: Matrix;
  1149. private _worldMatrix;
  1150. public _postProcesses: PostProcess[];
  1151. public _postProcessesTakenIndices: any[];
  1152. constructor(name: string, position: Vector3, scene: Scene);
  1153. public _initCache(): void;
  1154. public _updateCache(ignoreParentClass?: boolean): void;
  1155. public _updateFromScene(): void;
  1156. public _isSynchronized(): boolean;
  1157. public _isSynchronizedViewMatrix(): boolean;
  1158. public _isSynchronizedProjectionMatrix(): boolean;
  1159. public attachControl(element: HTMLElement): void;
  1160. public detachControl(element: HTMLElement): void;
  1161. public _update(): void;
  1162. public attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
  1163. public detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
  1164. public getWorldMatrix(): Matrix;
  1165. public _getViewMatrix(): Matrix;
  1166. public getViewMatrix(): Matrix;
  1167. public _computeViewMatrix(force?: boolean): Matrix;
  1168. public getProjectionMatrix(force?: boolean): Matrix;
  1169. public dispose(): void;
  1170. }
  1171. }
  1172. declare module BABYLON {
  1173. class DeviceOrientationCamera extends FreeCamera {
  1174. private _offsetX;
  1175. private _offsetY;
  1176. private _orientationGamma;
  1177. private _orientationBeta;
  1178. private _initialOrientationGamma;
  1179. private _initialOrientationBeta;
  1180. private _attachedCanvas;
  1181. private _orientationChanged;
  1182. public angularSensibility: number;
  1183. public moveSensibility: number;
  1184. constructor(name: string, position: Vector3, scene: Scene);
  1185. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1186. public detachControl(canvas: HTMLCanvasElement): void;
  1187. public _checkInputs(): void;
  1188. }
  1189. }
  1190. declare module BABYLON {
  1191. class FollowCamera extends TargetCamera {
  1192. public radius: number;
  1193. public rotationOffset: number;
  1194. public heightOffset: number;
  1195. public cameraAcceleration: number;
  1196. public maxCameraSpeed: number;
  1197. public target: AbstractMesh;
  1198. constructor(name: string, position: Vector3, scene: Scene);
  1199. private getRadians(degrees);
  1200. private follow(cameraTarget);
  1201. public _update(): void;
  1202. }
  1203. }
  1204. declare module BABYLON {
  1205. class FreeCamera extends TargetCamera {
  1206. public ellipsoid: Vector3;
  1207. public keysUp: number[];
  1208. public keysDown: number[];
  1209. public keysLeft: number[];
  1210. public keysRight: number[];
  1211. public checkCollisions: boolean;
  1212. public applyGravity: boolean;
  1213. public angularSensibility: number;
  1214. public onCollide: (collidedMesh: AbstractMesh) => void;
  1215. private _keys;
  1216. private _collider;
  1217. private _needMoveForGravity;
  1218. private _oldPosition;
  1219. private _diffPosition;
  1220. private _newPosition;
  1221. private _attachedElement;
  1222. private _localDirection;
  1223. private _transformedDirection;
  1224. private _onMouseDown;
  1225. private _onMouseUp;
  1226. private _onMouseOut;
  1227. private _onMouseMove;
  1228. private _onKeyDown;
  1229. private _onKeyUp;
  1230. public _onLostFocus: (e: FocusEvent) => any;
  1231. public _waitingLockedTargetId: string;
  1232. constructor(name: string, position: Vector3, scene: Scene);
  1233. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1234. public detachControl(element: HTMLElement): void;
  1235. public _collideWithWorld(velocity: Vector3): void;
  1236. public _checkInputs(): void;
  1237. public _decideIfNeedsToMove(): boolean;
  1238. public _updatePosition(): void;
  1239. public _update(): void;
  1240. }
  1241. }
  1242. declare module BABYLON {
  1243. class GamepadCamera extends FreeCamera {
  1244. private _gamepad;
  1245. private _gamepads;
  1246. public angularSensibility: number;
  1247. public moveSensibility: number;
  1248. constructor(name: string, position: Vector3, scene: Scene);
  1249. private _onNewGameConnected(gamepad);
  1250. public _checkInputs(): void;
  1251. public dispose(): void;
  1252. }
  1253. }
  1254. declare module BABYLON {
  1255. class OculusCamera extends FreeCamera {
  1256. private _leftCamera;
  1257. private _rightCamera;
  1258. private _offsetOrientation;
  1259. private _deviceOrientationHandler;
  1260. constructor(name: string, position: Vector3, scene: Scene);
  1261. public _update(): void;
  1262. public _updateCamera(camera: FreeCamera): void;
  1263. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1264. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1265. public detachControl(element: HTMLElement): void;
  1266. }
  1267. }
  1268. declare module BABYLON {
  1269. class OculusGamepadCamera extends FreeCamera {
  1270. private _leftCamera;
  1271. private _rightCamera;
  1272. private _offsetOrientation;
  1273. private _deviceOrientationHandler;
  1274. private _gamepad;
  1275. private _gamepads;
  1276. public angularSensibility: number;
  1277. public moveSensibility: number;
  1278. constructor(name: string, position: Vector3, scene: Scene);
  1279. private _onNewGameConnected(gamepad);
  1280. public _update(): void;
  1281. public _checkInputs(): void;
  1282. public _updateCamera(camera: FreeCamera): void;
  1283. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1284. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1285. public detachControl(element: HTMLElement): void;
  1286. public dispose(): void;
  1287. }
  1288. }
  1289. declare module BABYLON {
  1290. class TargetCamera extends Camera {
  1291. public cameraDirection: Vector3;
  1292. public cameraRotation: Vector2;
  1293. public rotation: Vector3;
  1294. public speed: number;
  1295. public noRotationConstraint: boolean;
  1296. public lockedTarget: any;
  1297. public _currentTarget: Vector3;
  1298. public _viewMatrix: Matrix;
  1299. public _camMatrix: Matrix;
  1300. public _cameraTransformMatrix: Matrix;
  1301. public _cameraRotationMatrix: Matrix;
  1302. public _referencePoint: Vector3;
  1303. public _transformedReferencePoint: Vector3;
  1304. public _lookAtTemp: Matrix;
  1305. public _tempMatrix: Matrix;
  1306. public _reset: () => void;
  1307. public _waitingLockedTargetId: string;
  1308. constructor(name: string, position: Vector3, scene: Scene);
  1309. public _getLockedTargetPosition(): Vector3;
  1310. public _initCache(): void;
  1311. public _updateCache(ignoreParentClass?: boolean): void;
  1312. public _isSynchronizedViewMatrix(): boolean;
  1313. public _computeLocalCameraSpeed(): number;
  1314. public setTarget(target: Vector3): void;
  1315. public getTarget(): Vector3;
  1316. public _decideIfNeedsToMove(): boolean;
  1317. public _updatePosition(): void;
  1318. public _update(): void;
  1319. public _getViewMatrix(): Matrix;
  1320. }
  1321. }
  1322. declare module BABYLON {
  1323. class TouchCamera extends FreeCamera {
  1324. private _offsetX;
  1325. private _offsetY;
  1326. private _pointerCount;
  1327. private _pointerPressed;
  1328. private _attachedCanvas;
  1329. private _onPointerDown;
  1330. private _onPointerUp;
  1331. private _onPointerMove;
  1332. public angularSensibility: number;
  1333. public moveSensibility: number;
  1334. constructor(name: string, position: Vector3, scene: Scene);
  1335. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1336. public detachControl(canvas: HTMLCanvasElement): void;
  1337. public _checkInputs(): void;
  1338. }
  1339. }
  1340. declare module BABYLON {
  1341. class VirtualJoysticksCamera extends FreeCamera {
  1342. private _leftjoystick;
  1343. private _rightjoystick;
  1344. constructor(name: string, position: Vector3, scene: Scene);
  1345. public _checkInputs(): void;
  1346. public dispose(): void;
  1347. }
  1348. }
  1349. declare module BABYLON {
  1350. class VRDeviceOrientationCamera extends OculusCamera {
  1351. public _alpha: number;
  1352. public _beta: number;
  1353. public _gamma: number;
  1354. constructor(name: string, position: Vector3, scene: Scene);
  1355. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1356. }
  1357. }
  1358. declare var HMDVRDevice: any;
  1359. declare var PositionSensorVRDevice: any;
  1360. declare module BABYLON {
  1361. class WebVRCamera extends OculusCamera {
  1362. public _hmdDevice: any;
  1363. public _sensorDevice: any;
  1364. public _cacheState: any;
  1365. public _cacheQuaternion: Quaternion;
  1366. public _cacheRotation: Vector3;
  1367. public _vrEnabled: boolean;
  1368. constructor(name: string, position: Vector3, scene: Scene);
  1369. private _getWebVRDevices(devices);
  1370. public _update(): void;
  1371. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1372. public detachControl(element: HTMLElement): void;
  1373. }
  1374. }
  1375. declare module BABYLON {
  1376. class OculusCamera extends FreeCamera {
  1377. private _leftCamera;
  1378. private _rightCamera;
  1379. private _offsetOrientation;
  1380. private _deviceOrientationHandler;
  1381. constructor(name: string, position: Vector3, scene: Scene);
  1382. public _update(): void;
  1383. public _updateCamera(camera: FreeCamera): void;
  1384. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1385. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1386. public detachControl(element: HTMLElement): void;
  1387. }
  1388. }
  1389. declare module BABYLON {
  1390. class OculusGamepadCamera extends FreeCamera {
  1391. private _leftCamera;
  1392. private _rightCamera;
  1393. private _offsetOrientation;
  1394. private _deviceOrientationHandler;
  1395. private _gamepad;
  1396. private _gamepads;
  1397. public angularSensibility: number;
  1398. public moveSensibility: number;
  1399. constructor(name: string, position: Vector3, scene: Scene);
  1400. private _onNewGameConnected(gamepad);
  1401. public _update(): void;
  1402. public _checkInputs(): void;
  1403. public _updateCamera(camera: FreeCamera): void;
  1404. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1405. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1406. public detachControl(element: HTMLElement): void;
  1407. public dispose(): void;
  1408. }
  1409. }
  1410. declare module BABYLON {
  1411. class VRDeviceOrientationCamera extends OculusCamera {
  1412. public _alpha: number;
  1413. public _beta: number;
  1414. public _gamma: number;
  1415. constructor(name: string, position: Vector3, scene: Scene);
  1416. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1417. }
  1418. }
  1419. declare var HMDVRDevice: any;
  1420. declare var PositionSensorVRDevice: any;
  1421. declare module BABYLON {
  1422. class WebVRCamera extends OculusCamera {
  1423. public _hmdDevice: any;
  1424. public _sensorDevice: any;
  1425. public _cacheState: any;
  1426. public _cacheQuaternion: Quaternion;
  1427. public _cacheRotation: Vector3;
  1428. public _vrEnabled: boolean;
  1429. constructor(name: string, position: Vector3, scene: Scene);
  1430. private _getWebVRDevices(devices);
  1431. public _update(): void;
  1432. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1433. public detachControl(element: HTMLElement): void;
  1434. }
  1435. }
  1436. declare module BABYLON {
  1437. class Collider {
  1438. public radius: Vector3;
  1439. public retry: number;
  1440. public velocity: Vector3;
  1441. public basePoint: Vector3;
  1442. public epsilon: number;
  1443. public collisionFound: boolean;
  1444. public velocityWorldLength: number;
  1445. public basePointWorld: Vector3;
  1446. public velocityWorld: Vector3;
  1447. public normalizedVelocity: Vector3;
  1448. public initialVelocity: Vector3;
  1449. public initialPosition: Vector3;
  1450. public nearestDistance: number;
  1451. public intersectionPoint: Vector3;
  1452. public collidedMesh: AbstractMesh;
  1453. private _collisionPoint;
  1454. private _planeIntersectionPoint;
  1455. private _tempVector;
  1456. private _tempVector2;
  1457. private _tempVector3;
  1458. private _tempVector4;
  1459. private _edge;
  1460. private _baseToVertex;
  1461. private _destinationPoint;
  1462. private _slidePlaneNormal;
  1463. private _displacementVector;
  1464. public _initialize(source: Vector3, dir: Vector3, e: number): void;
  1465. public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  1466. public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  1467. public _testTriangle(faceIndex: number, subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
  1468. public _collide(subMesh: any, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number): void;
  1469. public _getResponse(pos: Vector3, vel: Vector3): void;
  1470. }
  1471. }
  1472. declare module BABYLON {
  1473. class IntersectionInfo {
  1474. public bu: number;
  1475. public bv: number;
  1476. public distance: number;
  1477. public faceId: number;
  1478. constructor(bu: number, bv: number, distance: number);
  1479. }
  1480. class PickingInfo {
  1481. public hit: boolean;
  1482. public distance: number;
  1483. public pickedPoint: Vector3;
  1484. public pickedMesh: AbstractMesh;
  1485. public bu: number;
  1486. public bv: number;
  1487. public faceId: number;
  1488. public getNormal(): Vector3;
  1489. public getTextureCoordinates(): Vector2;
  1490. }
  1491. }
  1492. declare module BABYLON {
  1493. class BoundingBox {
  1494. public minimum: Vector3;
  1495. public maximum: Vector3;
  1496. public vectors: Vector3[];
  1497. public center: Vector3;
  1498. public extendSize: Vector3;
  1499. public directions: Vector3[];
  1500. public vectorsWorld: Vector3[];
  1501. public minimumWorld: Vector3;
  1502. public maximumWorld: Vector3;
  1503. private _worldMatrix;
  1504. constructor(minimum: Vector3, maximum: Vector3);
  1505. public getWorldMatrix(): Matrix;
  1506. public _update(world: Matrix): void;
  1507. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1508. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1509. public intersectsPoint(point: Vector3): boolean;
  1510. public intersectsSphere(sphere: BoundingSphere): boolean;
  1511. public intersectsMinMax(min: Vector3, max: Vector3): boolean;
  1512. static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
  1513. static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
  1514. static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1515. static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1516. }
  1517. }
  1518. declare module BABYLON {
  1519. class BoundingInfo {
  1520. public minimum: Vector3;
  1521. public maximum: Vector3;
  1522. public boundingBox: BoundingBox;
  1523. public boundingSphere: BoundingSphere;
  1524. constructor(minimum: Vector3, maximum: Vector3);
  1525. public _update(world: Matrix): void;
  1526. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1527. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1528. public _checkCollision(collider: Collider): boolean;
  1529. public intersectsPoint(point: Vector3): boolean;
  1530. public intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
  1531. }
  1532. }
  1533. declare module BABYLON {
  1534. class BoundingSphere {
  1535. public minimum: Vector3;
  1536. public maximum: Vector3;
  1537. public center: Vector3;
  1538. public radius: number;
  1539. public centerWorld: Vector3;
  1540. public radiusWorld: number;
  1541. private _tempRadiusVector;
  1542. constructor(minimum: Vector3, maximum: Vector3);
  1543. public _update(world: Matrix): void;
  1544. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1545. public intersectsPoint(point: Vector3): boolean;
  1546. static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
  1547. }
  1548. }
  1549. declare module BABYLON {
  1550. interface IOctreeContainer<T> {
  1551. blocks: OctreeBlock<T>[];
  1552. }
  1553. class Octree<T> {
  1554. public maxDepth: number;
  1555. public blocks: OctreeBlock<T>[];
  1556. public dynamicContent: T[];
  1557. private _maxBlockCapacity;
  1558. private _selectionContent;
  1559. private _creationFunc;
  1560. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
  1561. public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  1562. public addMesh(entry: T): void;
  1563. public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  1564. public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  1565. public intersectsRay(ray: Ray): SmartArray<T>;
  1566. 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;
  1567. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  1568. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  1569. }
  1570. }
  1571. declare module BABYLON {
  1572. class OctreeBlock<T> {
  1573. public entries: T[];
  1574. public blocks: OctreeBlock<T>[];
  1575. private _depth;
  1576. private _maxDepth;
  1577. private _capacity;
  1578. private _minPoint;
  1579. private _maxPoint;
  1580. private _boundingVectors;
  1581. private _creationFunc;
  1582. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  1583. public capacity : number;
  1584. public minPoint : Vector3;
  1585. public maxPoint : Vector3;
  1586. public addEntry(entry: T): void;
  1587. public addEntries(entries: T[]): void;
  1588. public select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1589. public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1590. public intersectsRay(ray: Ray, selection: SmartArray<T>): void;
  1591. public createInnerBlocks(): void;
  1592. }
  1593. }
  1594. declare module BABYLON {
  1595. class DebugLayer {
  1596. private _scene;
  1597. private _enabled;
  1598. private _labelsEnabled;
  1599. private _displayStatistics;
  1600. private _displayTree;
  1601. private _displayLogs;
  1602. private _globalDiv;
  1603. private _statsDiv;
  1604. private _statsSubsetDiv;
  1605. private _optionsDiv;
  1606. private _optionsSubsetDiv;
  1607. private _logDiv;
  1608. private _logSubsetDiv;
  1609. private _treeDiv;
  1610. private _treeSubsetDiv;
  1611. private _drawingCanvas;
  1612. private _drawingContext;
  1613. private _syncPositions;
  1614. private _syncData;
  1615. private _onCanvasClick;
  1616. private _clickPosition;
  1617. private _ratio;
  1618. private _identityMatrix;
  1619. private _showUI;
  1620. private _needToRefreshMeshesTree;
  1621. public shouldDisplayLabel: (node: Node) => boolean;
  1622. public shouldDisplayAxis: (mesh: Mesh) => boolean;
  1623. public axisRatio: number;
  1624. public accentColor: string;
  1625. constructor(scene: Scene);
  1626. private _refreshMeshesTreeContent();
  1627. private _renderSingleAxis(zero, unit, unitText, label, color);
  1628. private _renderAxis(projectedPosition, mesh, globalViewport);
  1629. private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
  1630. private _isClickInsideRect(x, y, width, height);
  1631. public isVisible(): boolean;
  1632. public hide(): void;
  1633. public show(showUI?: boolean): void;
  1634. private _clearLabels();
  1635. private _generateheader(root, text);
  1636. private _generateTexBox(root, title, color);
  1637. private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
  1638. private _generateCheckBox(root, title, initialState, task, tag?);
  1639. private _generateRadio(root, title, name, initialState, task, tag?);
  1640. private _generateDOMelements();
  1641. private _displayStats();
  1642. }
  1643. }
  1644. declare module BABYLON {
  1645. class Layer {
  1646. public name: string;
  1647. public texture: Texture;
  1648. public isBackground: boolean;
  1649. public color: Color4;
  1650. public onDispose: () => void;
  1651. private _scene;
  1652. private _vertexDeclaration;
  1653. private _vertexStrideSize;
  1654. private _vertexBuffer;
  1655. private _indexBuffer;
  1656. private _effect;
  1657. constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
  1658. public render(): void;
  1659. public dispose(): void;
  1660. }
  1661. }
  1662. declare module BABYLON {
  1663. class LensFlare {
  1664. public size: number;
  1665. public position: number;
  1666. public color: Color3;
  1667. public texture: Texture;
  1668. private _system;
  1669. constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
  1670. public dispose: () => void;
  1671. }
  1672. }
  1673. declare module BABYLON {
  1674. class LensFlareSystem {
  1675. public name: string;
  1676. public lensFlares: LensFlare[];
  1677. public borderLimit: number;
  1678. public meshesSelectionPredicate: (mesh: Mesh) => boolean;
  1679. private _scene;
  1680. private _emitter;
  1681. private _vertexDeclaration;
  1682. private _vertexStrideSize;
  1683. private _vertexBuffer;
  1684. private _indexBuffer;
  1685. private _effect;
  1686. private _positionX;
  1687. private _positionY;
  1688. private _isEnabled;
  1689. constructor(name: string, emitter: any, scene: Scene);
  1690. public isEnabled : boolean;
  1691. public getScene(): Scene;
  1692. public getEmitter(): any;
  1693. public getEmitterPosition(): Vector3;
  1694. public computeEffectivePosition(globalViewport: Viewport): boolean;
  1695. public _isVisible(): boolean;
  1696. public render(): boolean;
  1697. public dispose(): void;
  1698. }
  1699. }
  1700. declare module BABYLON {
  1701. class DirectionalLight extends Light {
  1702. public direction: Vector3;
  1703. public position: Vector3;
  1704. private _transformedDirection;
  1705. public _transformedPosition: Vector3;
  1706. private _worldMatrix;
  1707. constructor(name: string, direction: Vector3, scene: Scene);
  1708. public getAbsolutePosition(): Vector3;
  1709. public setDirectionToTarget(target: Vector3): Vector3;
  1710. public _computeTransformedPosition(): boolean;
  1711. public transferToEffect(effect: Effect, directionUniformName: string): void;
  1712. public _getWorldMatrix(): Matrix;
  1713. }
  1714. }
  1715. declare module BABYLON {
  1716. class HemisphericLight extends Light {
  1717. public direction: Vector3;
  1718. public groundColor: Color3;
  1719. private _worldMatrix;
  1720. constructor(name: string, direction: Vector3, scene: Scene);
  1721. public setDirectionToTarget(target: Vector3): Vector3;
  1722. public getShadowGenerator(): ShadowGenerator;
  1723. public transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
  1724. public _getWorldMatrix(): Matrix;
  1725. }
  1726. }
  1727. declare module BABYLON {
  1728. class Light extends Node {
  1729. public diffuse: Color3;
  1730. public specular: Color3;
  1731. public intensity: number;
  1732. public range: number;
  1733. public includedOnlyMeshes: AbstractMesh[];
  1734. public excludedMeshes: AbstractMesh[];
  1735. public _shadowGenerator: ShadowGenerator;
  1736. private _parentedWorldMatrix;
  1737. public _excludedMeshesIds: string[];
  1738. public _includedOnlyMeshesIds: string[];
  1739. constructor(name: string, scene: Scene);
  1740. public getShadowGenerator(): ShadowGenerator;
  1741. public getAbsolutePosition(): Vector3;
  1742. public transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
  1743. public _getWorldMatrix(): Matrix;
  1744. public canAffectMesh(mesh: AbstractMesh): boolean;
  1745. public getWorldMatrix(): Matrix;
  1746. public dispose(): void;
  1747. }
  1748. }
  1749. declare module BABYLON {
  1750. class PointLight extends Light {
  1751. public position: Vector3;
  1752. private _worldMatrix;
  1753. private _transformedPosition;
  1754. constructor(name: string, position: Vector3, scene: Scene);
  1755. public getAbsolutePosition(): Vector3;
  1756. public transferToEffect(effect: Effect, positionUniformName: string): void;
  1757. public getShadowGenerator(): ShadowGenerator;
  1758. public _getWorldMatrix(): Matrix;
  1759. }
  1760. }
  1761. declare module BABYLON {
  1762. class SpotLight extends Light {
  1763. public position: Vector3;
  1764. public direction: Vector3;
  1765. public angle: number;
  1766. public exponent: number;
  1767. private _transformedDirection;
  1768. private _transformedPosition;
  1769. private _worldMatrix;
  1770. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  1771. public getAbsolutePosition(): Vector3;
  1772. public setDirectionToTarget(target: Vector3): Vector3;
  1773. public transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
  1774. public _getWorldMatrix(): Matrix;
  1775. }
  1776. }
  1777. declare module BABYLON {
  1778. class ShadowGenerator {
  1779. private static _FILTER_NONE;
  1780. private static _FILTER_VARIANCESHADOWMAP;
  1781. private static _FILTER_POISSONSAMPLING;
  1782. static FILTER_NONE : number;
  1783. static FILTER_VARIANCESHADOWMAP : number;
  1784. static FILTER_POISSONSAMPLING : number;
  1785. public filter: number;
  1786. public useVarianceShadowMap : boolean;
  1787. public usePoissonSampling : boolean;
  1788. private _light;
  1789. private _scene;
  1790. private _shadowMap;
  1791. private _darkness;
  1792. private _transparencyShadow;
  1793. private _effect;
  1794. private _viewMatrix;
  1795. private _projectionMatrix;
  1796. private _transformMatrix;
  1797. private _worldViewProjection;
  1798. private _cachedPosition;
  1799. private _cachedDirection;
  1800. private _cachedDefines;
  1801. constructor(mapSize: number, light: DirectionalLight);
  1802. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  1803. public getShadowMap(): RenderTargetTexture;
  1804. public getLight(): DirectionalLight;
  1805. public getTransformMatrix(): Matrix;
  1806. public getDarkness(): number;
  1807. public setDarkness(darkness: number): void;
  1808. public setTransparencyShadow(hasShadow: boolean): void;
  1809. public dispose(): void;
  1810. }
  1811. }
  1812. declare module BABYLON {
  1813. interface ISceneLoaderPlugin {
  1814. extensions: string;
  1815. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
  1816. load: (scene: Scene, data: string, rootUrl: string) => boolean;
  1817. }
  1818. class SceneLoader {
  1819. private static _ForceFullSceneLoadingForIncremental;
  1820. private static _ShowLoadingScreen;
  1821. static ForceFullSceneLoadingForIncremental : boolean;
  1822. static ShowLoadingScreen : boolean;
  1823. private static _registeredPlugins;
  1824. private static _getPluginForFilename(sceneFilename);
  1825. static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
  1826. static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: any) => void): void;
  1827. /**
  1828. * Load a scene
  1829. * @param rootUrl a string that defines the root url for scene and resources
  1830. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1831. * @param engine is the instance of BABYLON.Engine to use to create the scene
  1832. */
  1833. static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1834. /**
  1835. * Append a scene
  1836. * @param rootUrl a string that defines the root url for scene and resources
  1837. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1838. * @param scene is the instance of BABYLON.Scene to append to
  1839. */
  1840. static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1841. }
  1842. }
  1843. declare module BABYLON.Internals {
  1844. }
  1845. declare module BABYLON {
  1846. class EffectFallbacks {
  1847. private _defines;
  1848. private _currentRank;
  1849. private _maxRank;
  1850. public addFallback(rank: number, define: string): void;
  1851. public isMoreFallbacks : boolean;
  1852. public reduce(currentDefines: string): string;
  1853. }
  1854. class Effect {
  1855. public name: any;
  1856. public defines: string;
  1857. public onCompiled: (effect: Effect) => void;
  1858. public onError: (effect: Effect, errors: string) => void;
  1859. public onBind: (effect: Effect) => void;
  1860. private _engine;
  1861. private _uniformsNames;
  1862. private _samplers;
  1863. private _isReady;
  1864. private _compilationError;
  1865. private _attributesNames;
  1866. private _attributes;
  1867. private _uniforms;
  1868. public _key: string;
  1869. private _program;
  1870. private _valueCache;
  1871. constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
  1872. public isReady(): boolean;
  1873. public getProgram(): WebGLProgram;
  1874. public getAttributesNames(): string[];
  1875. public getAttributeLocation(index: number): number;
  1876. public getAttributeLocationByName(name: string): number;
  1877. public getAttributesCount(): number;
  1878. public getUniformIndex(uniformName: string): number;
  1879. public getUniform(uniformName: string): WebGLUniformLocation;
  1880. public getSamplers(): string[];
  1881. public getCompilationError(): string;
  1882. public _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  1883. public _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  1884. private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
  1885. public _bindTexture(channel: string, texture: WebGLTexture): void;
  1886. public setTexture(channel: string, texture: BaseTexture): void;
  1887. public setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
  1888. public _cacheFloat2(uniformName: string, x: number, y: number): void;
  1889. public _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
  1890. public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
  1891. public setArray(uniformName: string, array: number[]): Effect;
  1892. public setMatrices(uniformName: string, matrices: Float32Array): Effect;
  1893. public setMatrix(uniformName: string, matrix: Matrix): Effect;
  1894. public setFloat(uniformName: string, value: number): Effect;
  1895. public setBool(uniformName: string, bool: boolean): Effect;
  1896. public setVector2(uniformName: string, vector2: Vector2): Effect;
  1897. public setFloat2(uniformName: string, x: number, y: number): Effect;
  1898. public setVector3(uniformName: string, vector3: Vector3): Effect;
  1899. public setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  1900. public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  1901. public setColor3(uniformName: string, color3: Color3): Effect;
  1902. public setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
  1903. static ShadersStore: {};
  1904. }
  1905. }
  1906. declare module BABYLON {
  1907. class Material {
  1908. public name: string;
  1909. private static _TriangleFillMode;
  1910. private static _WireFrameFillMode;
  1911. private static _PointFillMode;
  1912. static TriangleFillMode : number;
  1913. static WireFrameFillMode : number;
  1914. static PointFillMode : number;
  1915. public id: string;
  1916. public checkReadyOnEveryCall: boolean;
  1917. public checkReadyOnlyOnce: boolean;
  1918. public state: string;
  1919. public alpha: number;
  1920. public backFaceCulling: boolean;
  1921. public onCompiled: (effect: Effect) => void;
  1922. public onError: (effect: Effect, errors: string) => void;
  1923. public onDispose: () => void;
  1924. public onBind: (material: Material) => void;
  1925. public getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
  1926. public _effect: Effect;
  1927. public _wasPreviouslyReady: boolean;
  1928. private _scene;
  1929. private _fillMode;
  1930. public pointSize: number;
  1931. public wireframe : boolean;
  1932. public pointsCloud : boolean;
  1933. public fillMode : number;
  1934. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  1935. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1936. public getEffect(): Effect;
  1937. public getScene(): Scene;
  1938. public needAlphaBlending(): boolean;
  1939. public needAlphaTesting(): boolean;
  1940. public getAlphaTestTexture(): BaseTexture;
  1941. public trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
  1942. public _preBind(): void;
  1943. public bind(world: Matrix, mesh: Mesh): void;
  1944. public bindOnlyWorldMatrix(world: Matrix): void;
  1945. public unbind(): void;
  1946. public dispose(forceDisposeEffect?: boolean): void;
  1947. }
  1948. }
  1949. declare module BABYLON {
  1950. class MultiMaterial extends Material {
  1951. public subMaterials: Material[];
  1952. constructor(name: string, scene: Scene);
  1953. public getSubMaterial(index: any): Material;
  1954. public isReady(mesh?: AbstractMesh): boolean;
  1955. }
  1956. }
  1957. declare module BABYLON {
  1958. class ShaderMaterial extends Material {
  1959. private _shaderPath;
  1960. private _options;
  1961. private _textures;
  1962. private _floats;
  1963. private _floatsArrays;
  1964. private _colors3;
  1965. private _colors4;
  1966. private _vectors2;
  1967. private _vectors3;
  1968. private _matrices;
  1969. private _cachedWorldViewMatrix;
  1970. private _renderId;
  1971. constructor(name: string, scene: Scene, shaderPath: any, options: any);
  1972. public needAlphaBlending(): boolean;
  1973. public needAlphaTesting(): boolean;
  1974. private _checkUniform(uniformName);
  1975. public setTexture(name: string, texture: Texture): ShaderMaterial;
  1976. public setFloat(name: string, value: number): ShaderMaterial;
  1977. public setFloats(name: string, value: number[]): ShaderMaterial;
  1978. public setColor3(name: string, value: Color3): ShaderMaterial;
  1979. public setColor4(name: string, value: Color4): ShaderMaterial;
  1980. public setVector2(name: string, value: Vector2): ShaderMaterial;
  1981. public setVector3(name: string, value: Vector3): ShaderMaterial;
  1982. public setMatrix(name: string, value: Matrix): ShaderMaterial;
  1983. public isReady(): boolean;
  1984. public bindOnlyWorldMatrix(world: Matrix): void;
  1985. public bind(world: Matrix): void;
  1986. public dispose(forceDisposeEffect?: boolean): void;
  1987. }
  1988. }
  1989. declare module BABYLON {
  1990. class FresnelParameters {
  1991. public isEnabled: boolean;
  1992. public leftColor: Color3;
  1993. public rightColor: Color3;
  1994. public bias: number;
  1995. public power: number;
  1996. }
  1997. class StandardMaterial extends Material {
  1998. public diffuseTexture: BaseTexture;
  1999. public ambientTexture: BaseTexture;
  2000. public opacityTexture: BaseTexture;
  2001. public reflectionTexture: BaseTexture;
  2002. public emissiveTexture: BaseTexture;
  2003. public specularTexture: BaseTexture;
  2004. public bumpTexture: BaseTexture;
  2005. public ambientColor: Color3;
  2006. public diffuseColor: Color3;
  2007. public specularColor: Color3;
  2008. public specularPower: number;
  2009. public emissiveColor: Color3;
  2010. public useAlphaFromDiffuseTexture: boolean;
  2011. public useSpecularOverAlpha: boolean;
  2012. public fogEnabled: boolean;
  2013. public diffuseFresnelParameters: FresnelParameters;
  2014. public opacityFresnelParameters: FresnelParameters;
  2015. public reflectionFresnelParameters: FresnelParameters;
  2016. public emissiveFresnelParameters: FresnelParameters;
  2017. private _cachedDefines;
  2018. private _renderTargets;
  2019. private _worldViewProjectionMatrix;
  2020. private _globalAmbientColor;
  2021. private _scaledDiffuse;
  2022. private _scaledSpecular;
  2023. private _renderId;
  2024. constructor(name: string, scene: Scene);
  2025. public needAlphaBlending(): boolean;
  2026. public needAlphaTesting(): boolean;
  2027. private _shouldUseAlphaFromDiffuseTexture();
  2028. public getAlphaTestTexture(): BaseTexture;
  2029. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  2030. public unbind(): void;
  2031. public bindOnlyWorldMatrix(world: Matrix): void;
  2032. public bind(world: Matrix, mesh: Mesh): void;
  2033. public getAnimatables(): IAnimatable[];
  2034. public dispose(forceDisposeEffect?: boolean): void;
  2035. public clone(name: string): StandardMaterial;
  2036. static DiffuseTextureEnabled: boolean;
  2037. static AmbientTextureEnabled: boolean;
  2038. static OpacityTextureEnabled: boolean;
  2039. static ReflectionTextureEnabled: boolean;
  2040. static EmissiveTextureEnabled: boolean;
  2041. static SpecularTextureEnabled: boolean;
  2042. static BumpTextureEnabled: boolean;
  2043. static FresnelEnabled: boolean;
  2044. }
  2045. }
  2046. declare module BABYLON {
  2047. class BaseTexture {
  2048. public name: string;
  2049. public delayLoadState: number;
  2050. public hasAlpha: boolean;
  2051. public getAlphaFromRGB: boolean;
  2052. public level: number;
  2053. public isCube: boolean;
  2054. public isRenderTarget: boolean;
  2055. public animations: Animation[];
  2056. public onDispose: () => void;
  2057. public coordinatesIndex: number;
  2058. public coordinatesMode: number;
  2059. public wrapU: number;
  2060. public wrapV: number;
  2061. public anisotropicFilteringLevel: number;
  2062. public _cachedAnisotropicFilteringLevel: number;
  2063. private _scene;
  2064. public _texture: WebGLTexture;
  2065. constructor(scene: Scene);
  2066. public getScene(): Scene;
  2067. public getTextureMatrix(): Matrix;
  2068. public getReflectionTextureMatrix(): Matrix;
  2069. public getInternalTexture(): WebGLTexture;
  2070. public isReady(): boolean;
  2071. public getSize(): ISize;
  2072. public getBaseSize(): ISize;
  2073. public scale(ratio: number): void;
  2074. public canRescale : boolean;
  2075. public _removeFromCache(url: string, noMipmap: boolean): void;
  2076. public _getFromCache(url: string, noMipmap: boolean, sampling?: number): WebGLTexture;
  2077. public delayLoad(): void;
  2078. public releaseInternalTexture(): void;
  2079. public clone(): BaseTexture;
  2080. public dispose(): void;
  2081. }
  2082. }
  2083. declare module BABYLON {
  2084. class CubeTexture extends BaseTexture {
  2085. public url: string;
  2086. public coordinatesMode: number;
  2087. private _noMipmap;
  2088. private _extensions;
  2089. private _textureMatrix;
  2090. constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
  2091. public clone(): CubeTexture;
  2092. public delayLoad(): void;
  2093. public getReflectionTextureMatrix(): Matrix;
  2094. }
  2095. }
  2096. declare module BABYLON {
  2097. class DynamicTexture extends Texture {
  2098. private _generateMipMaps;
  2099. private _canvas;
  2100. private _context;
  2101. constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
  2102. public canRescale : boolean;
  2103. public scale(ratio: number): void;
  2104. public getContext(): CanvasRenderingContext2D;
  2105. public update(invertY?: boolean): void;
  2106. public drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean): void;
  2107. public clone(): DynamicTexture;
  2108. }
  2109. }
  2110. declare module BABYLON {
  2111. class MirrorTexture extends RenderTargetTexture {
  2112. public mirrorPlane: Plane;
  2113. private _transformMatrix;
  2114. private _mirrorMatrix;
  2115. private _savedViewMatrix;
  2116. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  2117. public clone(): MirrorTexture;
  2118. }
  2119. }
  2120. declare module BABYLON {
  2121. class RawTexture extends Texture {
  2122. constructor(data: ArrayBufferView, width: number, height: number, format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number);
  2123. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2124. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2125. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2126. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2127. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2128. }
  2129. }
  2130. declare module BABYLON {
  2131. class RenderTargetTexture extends Texture {
  2132. public renderList: AbstractMesh[];
  2133. public renderParticles: boolean;
  2134. public renderSprites: boolean;
  2135. public coordinatesMode: number;
  2136. public onBeforeRender: () => void;
  2137. public onAfterRender: () => void;
  2138. public activeCamera: Camera;
  2139. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  2140. private _size;
  2141. public _generateMipMaps: boolean;
  2142. private _renderingManager;
  2143. public _waitingRenderList: string[];
  2144. private _doNotChangeAspectRatio;
  2145. private _currentRefreshId;
  2146. private _refreshRate;
  2147. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean);
  2148. public resetRefreshCounter(): void;
  2149. public refreshRate : number;
  2150. public _shouldRender(): boolean;
  2151. public isReady(): boolean;
  2152. public getRenderSize(): number;
  2153. public canRescale : boolean;
  2154. public scale(ratio: number): void;
  2155. public resize(size: any, generateMipMaps?: boolean): void;
  2156. public render(useCameraPostProcess?: boolean): void;
  2157. public clone(): RenderTargetTexture;
  2158. }
  2159. }
  2160. declare module BABYLON {
  2161. class Texture extends BaseTexture {
  2162. static NEAREST_SAMPLINGMODE: number;
  2163. static BILINEAR_SAMPLINGMODE: number;
  2164. static TRILINEAR_SAMPLINGMODE: number;
  2165. static EXPLICIT_MODE: number;
  2166. static SPHERICAL_MODE: number;
  2167. static PLANAR_MODE: number;
  2168. static CUBIC_MODE: number;
  2169. static PROJECTION_MODE: number;
  2170. static SKYBOX_MODE: number;
  2171. static CLAMP_ADDRESSMODE: number;
  2172. static WRAP_ADDRESSMODE: number;
  2173. static MIRROR_ADDRESSMODE: number;
  2174. public url: string;
  2175. public uOffset: number;
  2176. public vOffset: number;
  2177. public uScale: number;
  2178. public vScale: number;
  2179. public uAng: number;
  2180. public vAng: number;
  2181. public wAng: number;
  2182. private _noMipmap;
  2183. public _invertY: boolean;
  2184. private _rowGenerationMatrix;
  2185. private _cachedTextureMatrix;
  2186. private _projectionModeMatrix;
  2187. private _t0;
  2188. private _t1;
  2189. private _t2;
  2190. private _cachedUOffset;
  2191. private _cachedVOffset;
  2192. private _cachedUScale;
  2193. private _cachedVScale;
  2194. private _cachedUAng;
  2195. private _cachedVAng;
  2196. private _cachedWAng;
  2197. private _cachedCoordinatesMode;
  2198. public _samplingMode: number;
  2199. private _buffer;
  2200. private _deleteBuffer;
  2201. constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any, deleteBuffer?: boolean);
  2202. public delayLoad(): void;
  2203. private _prepareRowForTextureGeneration(x, y, z, t);
  2204. public getTextureMatrix(): Matrix;
  2205. public getReflectionTextureMatrix(): Matrix;
  2206. public clone(): Texture;
  2207. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
  2208. }
  2209. }
  2210. declare module BABYLON {
  2211. class VideoTexture extends Texture {
  2212. public video: HTMLVideoElement;
  2213. private _autoLaunch;
  2214. private _lastUpdate;
  2215. constructor(name: string, urls: string[], size: any, scene: Scene, generateMipMaps: boolean, invertY: boolean, samplingMode?: number);
  2216. public update(): boolean;
  2217. }
  2218. }
  2219. declare module BABYLON {
  2220. class CustomProceduralTexture extends ProceduralTexture {
  2221. private _animate;
  2222. private _time;
  2223. private _config;
  2224. private _texturePath;
  2225. constructor(name: string, texturePath: any, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2226. private loadJson(jsonUrl);
  2227. public isReady(): boolean;
  2228. public render(useCameraPostProcess?: boolean): void;
  2229. public updateTextures(): void;
  2230. public updateShaderUniforms(): void;
  2231. public animate : boolean;
  2232. }
  2233. }
  2234. declare module BABYLON {
  2235. class ProceduralTexture extends Texture {
  2236. private _size;
  2237. public _generateMipMaps: boolean;
  2238. private _doNotChangeAspectRatio;
  2239. private _currentRefreshId;
  2240. private _refreshRate;
  2241. private _vertexBuffer;
  2242. private _indexBuffer;
  2243. private _effect;
  2244. private _vertexDeclaration;
  2245. private _vertexStrideSize;
  2246. private _uniforms;
  2247. private _samplers;
  2248. private _fragment;
  2249. public _textures: Texture[];
  2250. private _floats;
  2251. private _floatsArrays;
  2252. private _colors3;
  2253. private _colors4;
  2254. private _vectors2;
  2255. private _vectors3;
  2256. private _matrices;
  2257. private _fallbackTexture;
  2258. private _fallbackTextureUsed;
  2259. constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2260. public reset(): void;
  2261. public isReady(): boolean;
  2262. public resetRefreshCounter(): void;
  2263. public setFragment(fragment: any): void;
  2264. public refreshRate : number;
  2265. public _shouldRender(): boolean;
  2266. public getRenderSize(): number;
  2267. public resize(size: any, generateMipMaps: any): void;
  2268. private _checkUniform(uniformName);
  2269. public setTexture(name: string, texture: Texture): ProceduralTexture;
  2270. public setFloat(name: string, value: number): ProceduralTexture;
  2271. public setFloats(name: string, value: number[]): ProceduralTexture;
  2272. public setColor3(name: string, value: Color3): ProceduralTexture;
  2273. public setColor4(name: string, value: Color4): ProceduralTexture;
  2274. public setVector2(name: string, value: Vector2): ProceduralTexture;
  2275. public setVector3(name: string, value: Vector3): ProceduralTexture;
  2276. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  2277. public render(useCameraPostProcess?: boolean): void;
  2278. public clone(): ProceduralTexture;
  2279. public dispose(): void;
  2280. }
  2281. }
  2282. declare module BABYLON {
  2283. class WoodProceduralTexture extends ProceduralTexture {
  2284. private _ampScale;
  2285. private _woodColor;
  2286. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2287. public updateShaderUniforms(): void;
  2288. public ampScale : number;
  2289. public woodColor : Color3;
  2290. }
  2291. class FireProceduralTexture extends ProceduralTexture {
  2292. private _time;
  2293. private _speed;
  2294. private _shift;
  2295. private _autoGenerateTime;
  2296. private _fireColors;
  2297. private _alphaThreshold;
  2298. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2299. public updateShaderUniforms(): void;
  2300. public render(useCameraPostProcess?: boolean): void;
  2301. static PurpleFireColors : Color3[];
  2302. static GreenFireColors : Color3[];
  2303. static RedFireColors : Color3[];
  2304. static BlueFireColors : Color3[];
  2305. public fireColors : Color3[];
  2306. public time : number;
  2307. public speed : Vector2;
  2308. public shift : number;
  2309. public alphaThreshold : number;
  2310. }
  2311. class CloudProceduralTexture extends ProceduralTexture {
  2312. private _skyColor;
  2313. private _cloudColor;
  2314. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2315. public updateShaderUniforms(): void;
  2316. public skyColor : Color3;
  2317. public cloudColor : Color3;
  2318. }
  2319. class GrassProceduralTexture extends ProceduralTexture {
  2320. private _grassColors;
  2321. private _herb1;
  2322. private _herb2;
  2323. private _herb3;
  2324. private _groundColor;
  2325. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2326. public updateShaderUniforms(): void;
  2327. public grassColors : Color3[];
  2328. public groundColor : Color3;
  2329. }
  2330. class RoadProceduralTexture extends ProceduralTexture {
  2331. private _roadColor;
  2332. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2333. public updateShaderUniforms(): void;
  2334. public roadColor : Color3;
  2335. }
  2336. class BrickProceduralTexture extends ProceduralTexture {
  2337. private _numberOfBricksHeight;
  2338. private _numberOfBricksWidth;
  2339. private _jointColor;
  2340. private _brickColor;
  2341. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2342. public updateShaderUniforms(): void;
  2343. public numberOfBricksHeight : number;
  2344. public cloudColor : number;
  2345. public numberOfBricksWidth : number;
  2346. public jointColor : Color3;
  2347. public brickColor : Color3;
  2348. }
  2349. class MarbleProceduralTexture extends ProceduralTexture {
  2350. private _numberOfTilesHeight;
  2351. private _numberOfTilesWidth;
  2352. private _amplitude;
  2353. private _marbleColor;
  2354. private _jointColor;
  2355. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2356. public updateShaderUniforms(): void;
  2357. public numberOfTilesHeight : number;
  2358. public numberOfTilesWidth : number;
  2359. public jointColor : Color3;
  2360. public marbleColor : Color3;
  2361. }
  2362. }
  2363. declare module BABYLON {
  2364. class Color3 {
  2365. public r: number;
  2366. public g: number;
  2367. public b: number;
  2368. constructor(r?: number, g?: number, b?: number);
  2369. public toString(): string;
  2370. public toArray(array: number[], index?: number): void;
  2371. public toColor4(alpha?: number): Color4;
  2372. public asArray(): number[];
  2373. public toLuminance(): number;
  2374. public multiply(otherColor: Color3): Color3;
  2375. public multiplyToRef(otherColor: Color3, result: Color3): void;
  2376. public equals(otherColor: Color3): boolean;
  2377. public scale(scale: number): Color3;
  2378. public scaleToRef(scale: number, result: Color3): void;
  2379. public add(otherColor: Color3): Color3;
  2380. public addToRef(otherColor: Color3, result: Color3): void;
  2381. public subtract(otherColor: Color3): Color3;
  2382. public subtractToRef(otherColor: Color3, result: Color3): void;
  2383. public clone(): Color3;
  2384. public copyFrom(source: Color3): void;
  2385. public copyFromFloats(r: number, g: number, b: number): void;
  2386. static FromArray(array: number[]): Color3;
  2387. static FromInts(r: number, g: number, b: number): Color3;
  2388. static Lerp(start: Color3, end: Color3, amount: number): Color3;
  2389. static Red(): Color3;
  2390. static Green(): Color3;
  2391. static Blue(): Color3;
  2392. static Black(): Color3;
  2393. static White(): Color3;
  2394. static Purple(): Color3;
  2395. static Magenta(): Color3;
  2396. static Yellow(): Color3;
  2397. static Gray(): Color3;
  2398. }
  2399. class Color4 {
  2400. public r: number;
  2401. public g: number;
  2402. public b: number;
  2403. public a: number;
  2404. constructor(r: number, g: number, b: number, a: number);
  2405. public addInPlace(right: any): void;
  2406. public asArray(): number[];
  2407. public toArray(array: number[], index?: number): void;
  2408. public add(right: Color4): Color4;
  2409. public subtract(right: Color4): Color4;
  2410. public subtractToRef(right: Color4, result: Color4): void;
  2411. public scale(scale: number): Color4;
  2412. public scaleToRef(scale: number, result: Color4): void;
  2413. public toString(): string;
  2414. public clone(): Color4;
  2415. static Lerp(left: Color4, right: Color4, amount: number): Color4;
  2416. static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
  2417. static FromArray(array: number[], offset?: number): Color4;
  2418. static FromInts(r: number, g: number, b: number, a: number): Color4;
  2419. }
  2420. class Vector2 {
  2421. public x: number;
  2422. public y: number;
  2423. constructor(x: number, y: number);
  2424. public toString(): string;
  2425. public toArray(array: number[], index?: number): void;
  2426. public asArray(): number[];
  2427. public copyFrom(source: Vector2): void;
  2428. public copyFromFloats(x: number, y: number): void;
  2429. public add(otherVector: Vector2): Vector2;
  2430. public addVector3(otherVector: Vector3): Vector2;
  2431. public subtract(otherVector: Vector2): Vector2;
  2432. public subtractInPlace(otherVector: Vector2): void;
  2433. public multiplyInPlace(otherVector: Vector2): void;
  2434. public multiply(otherVector: Vector2): Vector2;
  2435. public multiplyToRef(otherVector: Vector2, result: Vector2): void;
  2436. public multiplyByFloats(x: number, y: number): Vector2;
  2437. public divide(otherVector: Vector2): Vector2;
  2438. public divideToRef(otherVector: Vector2, result: Vector2): void;
  2439. public negate(): Vector2;
  2440. public scaleInPlace(scale: number): Vector2;
  2441. public scale(scale: number): Vector2;
  2442. public equals(otherVector: Vector2): boolean;
  2443. public length(): number;
  2444. public lengthSquared(): number;
  2445. public normalize(): Vector2;
  2446. public clone(): Vector2;
  2447. static Zero(): Vector2;
  2448. static FromArray(array: number[], offset?: number): Vector2;
  2449. static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
  2450. static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
  2451. static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
  2452. static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
  2453. static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
  2454. static Dot(left: Vector2, right: Vector2): number;
  2455. static Normalize(vector: Vector2): Vector2;
  2456. static Minimize(left: Vector2, right: Vector2): Vector2;
  2457. static Maximize(left: Vector2, right: Vector2): Vector2;
  2458. static Transform(vector: Vector2, transformation: Matrix): Vector2;
  2459. static Distance(value1: Vector2, value2: Vector2): number;
  2460. static DistanceSquared(value1: Vector2, value2: Vector2): number;
  2461. }
  2462. class Vector3 {
  2463. public x: number;
  2464. public y: number;
  2465. public z: number;
  2466. constructor(x: number, y: number, z: number);
  2467. public toString(): string;
  2468. public asArray(): number[];
  2469. public toArray(array: number[], index?: number): void;
  2470. public addInPlace(otherVector: Vector3): void;
  2471. public add(otherVector: Vector3): Vector3;
  2472. public addToRef(otherVector: Vector3, result: Vector3): void;
  2473. public subtractInPlace(otherVector: Vector3): void;
  2474. public subtract(otherVector: Vector3): Vector3;
  2475. public subtractToRef(otherVector: Vector3, result: Vector3): void;
  2476. public subtractFromFloats(x: number, y: number, z: number): Vector3;
  2477. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2478. public negate(): Vector3;
  2479. public scaleInPlace(scale: number): Vector3;
  2480. public scale(scale: number): Vector3;
  2481. public scaleToRef(scale: number, result: Vector3): void;
  2482. public equals(otherVector: Vector3): boolean;
  2483. public equalsWithEpsilon(otherVector: Vector3): boolean;
  2484. public equalsToFloats(x: number, y: number, z: number): boolean;
  2485. public multiplyInPlace(otherVector: Vector3): void;
  2486. public multiply(otherVector: Vector3): Vector3;
  2487. public multiplyToRef(otherVector: Vector3, result: Vector3): void;
  2488. public multiplyByFloats(x: number, y: number, z: number): Vector3;
  2489. public divide(otherVector: Vector3): Vector3;
  2490. public divideToRef(otherVector: Vector3, result: Vector3): void;
  2491. public MinimizeInPlace(other: Vector3): void;
  2492. public MaximizeInPlace(other: Vector3): void;
  2493. public length(): number;
  2494. public lengthSquared(): number;
  2495. public normalize(): Vector3;
  2496. public clone(): Vector3;
  2497. public copyFrom(source: Vector3): void;
  2498. public copyFromFloats(x: number, y: number, z: number): void;
  2499. static FromArray(array: number[], offset?: number): Vector3;
  2500. static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
  2501. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
  2502. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2503. static Zero(): Vector3;
  2504. static Up(): Vector3;
  2505. static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
  2506. static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2507. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2508. static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
  2509. static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2510. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2511. static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
  2512. static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
  2513. static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
  2514. static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
  2515. static Dot(left: Vector3, right: Vector3): number;
  2516. static Cross(left: Vector3, right: Vector3): Vector3;
  2517. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2518. static Normalize(vector: Vector3): Vector3;
  2519. static NormalizeToRef(vector: Vector3, result: Vector3): void;
  2520. static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
  2521. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, transform: Matrix): Vector3;
  2522. static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
  2523. static Minimize(left: Vector3, right: Vector3): Vector3;
  2524. static Maximize(left: Vector3, right: Vector3): Vector3;
  2525. static Distance(value1: Vector3, value2: Vector3): number;
  2526. static DistanceSquared(value1: Vector3, value2: Vector3): number;
  2527. static Center(value1: Vector3, value2: Vector3): Vector3;
  2528. }
  2529. class Vector4 {
  2530. public x: number;
  2531. public y: number;
  2532. public z: number;
  2533. public w: number;
  2534. constructor(x: number, y: number, z: number, w: number);
  2535. public toString(): string;
  2536. public asArray(): number[];
  2537. public toArray(array: number[], index?: number): void;
  2538. public addInPlace(otherVector: Vector4): void;
  2539. public add(otherVector: Vector4): Vector4;
  2540. public addToRef(otherVector: Vector4, result: Vector4): void;
  2541. public subtractInPlace(otherVector: Vector4): void;
  2542. public subtract(otherVector: Vector4): Vector4;
  2543. public subtractToRef(otherVector: Vector4, result: Vector4): void;
  2544. public subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2545. public subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2546. public negate(): Vector4;
  2547. public scaleInPlace(scale: number): Vector4;
  2548. public scale(scale: number): Vector4;
  2549. public scaleToRef(scale: number, result: Vector4): void;
  2550. public equals(otherVector: Vector4): boolean;
  2551. public equalsWithEpsilon(otherVector: Vector4): boolean;
  2552. public equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2553. public multiplyInPlace(otherVector: Vector4): void;
  2554. public multiply(otherVector: Vector4): Vector4;
  2555. public multiplyToRef(otherVector: Vector4, result: Vector4): void;
  2556. public multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2557. public divide(otherVector: Vector4): Vector4;
  2558. public divideToRef(otherVector: Vector4, result: Vector4): void;
  2559. public MinimizeInPlace(other: Vector4): void;
  2560. public MaximizeInPlace(other: Vector4): void;
  2561. public length(): number;
  2562. public lengthSquared(): number;
  2563. public normalize(): Vector4;
  2564. public clone(): Vector4;
  2565. public copyFrom(source: Vector4): void;
  2566. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2567. static FromArray(array: number[], offset?: number): Vector4;
  2568. static FromArrayToRef(array: number[], offset: number, result: Vector4): void;
  2569. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void;
  2570. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2571. static Zero(): Vector4;
  2572. static Normalize(vector: Vector4): Vector4;
  2573. static NormalizeToRef(vector: Vector4, result: Vector4): void;
  2574. static Minimize(left: Vector4, right: Vector4): Vector4;
  2575. static Maximize(left: Vector4, right: Vector4): Vector4;
  2576. static Distance(value1: Vector4, value2: Vector4): number;
  2577. static DistanceSquared(value1: Vector4, value2: Vector4): number;
  2578. static Center(value1: Vector4, value2: Vector4): Vector4;
  2579. }
  2580. class Quaternion {
  2581. public x: number;
  2582. public y: number;
  2583. public z: number;
  2584. public w: number;
  2585. constructor(x?: number, y?: number, z?: number, w?: number);
  2586. public toString(): string;
  2587. public asArray(): number[];
  2588. public equals(otherQuaternion: Quaternion): boolean;
  2589. public clone(): Quaternion;
  2590. public copyFrom(other: Quaternion): void;
  2591. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2592. public add(other: Quaternion): Quaternion;
  2593. public subtract(other: Quaternion): Quaternion;
  2594. public scale(value: number): Quaternion;
  2595. public multiply(q1: Quaternion): Quaternion;
  2596. public multiplyToRef(q1: Quaternion, result: Quaternion): void;
  2597. public length(): number;
  2598. public normalize(): void;
  2599. public toEulerAngles(): Vector3;
  2600. public toEulerAnglesToRef(result: Vector3): void;
  2601. public toRotationMatrix(result: Matrix): void;
  2602. public fromRotationMatrix(matrix: Matrix): void;
  2603. static Inverse(q: Quaternion): Quaternion;
  2604. static RotationAxis(axis: Vector3, angle: number): Quaternion;
  2605. static FromArray(array: number[], offset?: number): Quaternion;
  2606. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  2607. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  2608. static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
  2609. }
  2610. class Matrix {
  2611. private static _tempQuaternion;
  2612. private static _xAxis;
  2613. private static _yAxis;
  2614. private static _zAxis;
  2615. public m: Float32Array;
  2616. public isIdentity(): boolean;
  2617. public determinant(): number;
  2618. public toArray(): Float32Array;
  2619. public asArray(): Float32Array;
  2620. public invert(): void;
  2621. public invertToRef(other: Matrix): void;
  2622. public setTranslation(vector3: Vector3): void;
  2623. public multiply(other: Matrix): Matrix;
  2624. public copyFrom(other: Matrix): void;
  2625. public copyToArray(array: Float32Array, offset?: number): void;
  2626. public multiplyToRef(other: Matrix, result: Matrix): void;
  2627. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void;
  2628. public equals(value: Matrix): boolean;
  2629. public clone(): Matrix;
  2630. static FromArray(array: number[], offset?: number): Matrix;
  2631. static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
  2632. 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;
  2633. 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;
  2634. static Identity(): Matrix;
  2635. static IdentityToRef(result: Matrix): void;
  2636. static Zero(): Matrix;
  2637. static RotationX(angle: number): Matrix;
  2638. static Invert(source: Matrix): Matrix;
  2639. static RotationXToRef(angle: number, result: Matrix): void;
  2640. static RotationY(angle: number): Matrix;
  2641. static RotationYToRef(angle: number, result: Matrix): void;
  2642. static RotationZ(angle: number): Matrix;
  2643. static RotationZToRef(angle: number, result: Matrix): void;
  2644. static RotationAxis(axis: Vector3, angle: number): Matrix;
  2645. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  2646. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  2647. static Scaling(x: number, y: number, z: number): Matrix;
  2648. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  2649. static Translation(x: number, y: number, z: number): Matrix;
  2650. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  2651. static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
  2652. static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
  2653. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2654. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  2655. static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  2656. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2657. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  2658. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void;
  2659. static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
  2660. static Transpose(matrix: Matrix): Matrix;
  2661. static Reflection(plane: Plane): Matrix;
  2662. static ReflectionToRef(plane: Plane, result: Matrix): void;
  2663. }
  2664. class Plane {
  2665. public normal: Vector3;
  2666. public d: number;
  2667. constructor(a: number, b: number, c: number, d: number);
  2668. public asArray(): number[];
  2669. public clone(): Plane;
  2670. public normalize(): void;
  2671. public transform(transformation: Matrix): Plane;
  2672. public dotCoordinate(point: any): number;
  2673. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void;
  2674. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
  2675. public signedDistanceTo(point: Vector3): number;
  2676. static FromArray(array: number[]): Plane;
  2677. static FromPoints(point1: any, point2: any, point3: any): Plane;
  2678. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
  2679. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
  2680. }
  2681. class Viewport {
  2682. public x: number;
  2683. public y: number;
  2684. public width: number;
  2685. public height: number;
  2686. constructor(x: number, y: number, width: number, height: number);
  2687. public toGlobal(engine: any): Viewport;
  2688. }
  2689. class Frustum {
  2690. static GetPlanes(transform: Matrix): Plane[];
  2691. static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
  2692. }
  2693. class Ray {
  2694. public origin: Vector3;
  2695. public direction: Vector3;
  2696. public length: number;
  2697. private _edge1;
  2698. private _edge2;
  2699. private _pvec;
  2700. private _tvec;
  2701. private _qvec;
  2702. constructor(origin: Vector3, direction: Vector3, length?: number);
  2703. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
  2704. public intersectsBox(box: BoundingBox): boolean;
  2705. public intersectsSphere(sphere: any): boolean;
  2706. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
  2707. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
  2708. /**
  2709. * 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
  2710. * transformed to the given world matrix.
  2711. * @param origin The origin point
  2712. * @param end The end point
  2713. * @param world a matrix to transform the ray to. Default is the identity matrix.
  2714. */
  2715. static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
  2716. static Transform(ray: Ray, matrix: Matrix): Ray;
  2717. }
  2718. enum Space {
  2719. LOCAL = 0,
  2720. WORLD = 1,
  2721. }
  2722. class Axis {
  2723. static X: Vector3;
  2724. static Y: Vector3;
  2725. static Z: Vector3;
  2726. }
  2727. class BezierCurve {
  2728. static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  2729. }
  2730. enum Orientation {
  2731. CW = 0,
  2732. CCW = 1,
  2733. }
  2734. class Angle {
  2735. private _radians;
  2736. constructor(radians: number);
  2737. public degrees: () => number;
  2738. public radians: () => number;
  2739. static BetweenTwoPoints(a: Vector2, b: Vector2): Angle;
  2740. static FromRadians(radians: number): Angle;
  2741. static FromDegrees(degrees: number): Angle;
  2742. }
  2743. class Arc2 {
  2744. public startPoint: Vector2;
  2745. public midPoint: Vector2;
  2746. public endPoint: Vector2;
  2747. public centerPoint: Vector2;
  2748. public radius: number;
  2749. public angle: Angle;
  2750. public startAngle: Angle;
  2751. public orientation: Orientation;
  2752. constructor(startPoint: Vector2, midPoint: Vector2, endPoint: Vector2);
  2753. }
  2754. class PathCursor {
  2755. private path;
  2756. private _onchange;
  2757. public value: number;
  2758. public animations: Animation[];
  2759. constructor(path: Path2);
  2760. public getPoint(): Vector3;
  2761. public moveAhead(step?: number): void;
  2762. public moveBack(step?: number): void;
  2763. public move(step: number): void;
  2764. private ensureLimits();
  2765. private markAsDirty(propertyName);
  2766. private raiseOnChange();
  2767. public onchange(f: (cursor: PathCursor) => void): void;
  2768. }
  2769. class Path2 {
  2770. private _points;
  2771. private _length;
  2772. public closed: boolean;
  2773. constructor(x: number, y: number);
  2774. public addLineTo(x: number, y: number): Path2;
  2775. public addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  2776. public close(): Path2;
  2777. public length(): number;
  2778. public getPoints(): Vector2[];
  2779. public getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  2780. static StartingAt(x: number, y: number): Path2;
  2781. }
  2782. }
  2783. declare module BABYLON {
  2784. class AbstractMesh extends Node implements IDisposable {
  2785. private static _BILLBOARDMODE_NONE;
  2786. private static _BILLBOARDMODE_X;
  2787. private static _BILLBOARDMODE_Y;
  2788. private static _BILLBOARDMODE_Z;
  2789. private static _BILLBOARDMODE_ALL;
  2790. static BILLBOARDMODE_NONE : number;
  2791. static BILLBOARDMODE_X : number;
  2792. static BILLBOARDMODE_Y : number;
  2793. static BILLBOARDMODE_Z : number;
  2794. static BILLBOARDMODE_ALL : number;
  2795. public position: Vector3;
  2796. public rotation: Vector3;
  2797. public rotationQuaternion: Quaternion;
  2798. public scaling: Vector3;
  2799. public billboardMode: number;
  2800. public visibility: number;
  2801. public alphaIndex: number;
  2802. public infiniteDistance: boolean;
  2803. public isVisible: boolean;
  2804. public isPickable: boolean;
  2805. public showBoundingBox: boolean;
  2806. public showSubMeshesBoundingBox: boolean;
  2807. public onDispose: any;
  2808. public checkCollisions: boolean;
  2809. public isBlocker: boolean;
  2810. public skeleton: Skeleton;
  2811. public renderingGroupId: number;
  2812. public material: Material;
  2813. public receiveShadows: boolean;
  2814. public actionManager: ActionManager;
  2815. public renderOutline: boolean;
  2816. public outlineColor: Color3;
  2817. public outlineWidth: number;
  2818. public renderOverlay: boolean;
  2819. public overlayColor: Color3;
  2820. public overlayAlpha: number;
  2821. public hasVertexAlpha: boolean;
  2822. public useVertexColors: boolean;
  2823. public applyFog: boolean;
  2824. public useOctreeForRenderingSelection: boolean;
  2825. public useOctreeForPicking: boolean;
  2826. public useOctreeForCollisions: boolean;
  2827. public layerMask: number;
  2828. public _physicImpostor: number;
  2829. public _physicsMass: number;
  2830. public _physicsFriction: number;
  2831. public _physicRestitution: number;
  2832. public ellipsoid: Vector3;
  2833. public ellipsoidOffset: Vector3;
  2834. private _collider;
  2835. private _oldPositionForCollisions;
  2836. private _diffPositionForCollisions;
  2837. private _newPositionForCollisions;
  2838. private _localScaling;
  2839. private _localRotation;
  2840. private _localTranslation;
  2841. private _localBillboard;
  2842. private _localPivotScaling;
  2843. private _localPivotScalingRotation;
  2844. private _localWorld;
  2845. public _worldMatrix: Matrix;
  2846. private _rotateYByPI;
  2847. private _absolutePosition;
  2848. private _collisionsTransformMatrix;
  2849. private _collisionsScalingMatrix;
  2850. public _positions: Vector3[];
  2851. private _isDirty;
  2852. public _masterMesh: AbstractMesh;
  2853. public _boundingInfo: BoundingInfo;
  2854. private _pivotMatrix;
  2855. public _isDisposed: boolean;
  2856. public _renderId: number;
  2857. public subMeshes: SubMesh[];
  2858. public _submeshesOctree: Octree<SubMesh>;
  2859. public _intersectionsInProgress: AbstractMesh[];
  2860. private _onAfterWorldMatrixUpdate;
  2861. constructor(name: string, scene: Scene);
  2862. public isBlocked : boolean;
  2863. public getLOD(camera: Camera): AbstractMesh;
  2864. public getTotalVertices(): number;
  2865. public getIndices(): number[];
  2866. public getVerticesData(kind: string): number[];
  2867. public isVerticesDataPresent(kind: string): boolean;
  2868. public getBoundingInfo(): BoundingInfo;
  2869. public _preActivate(): void;
  2870. public _activate(renderId: number): void;
  2871. public getWorldMatrix(): Matrix;
  2872. public worldMatrixFromCache : Matrix;
  2873. public absolutePosition : Vector3;
  2874. public rotate(axis: Vector3, amount: number, space: Space): void;
  2875. public translate(axis: Vector3, distance: number, space: Space): void;
  2876. public getAbsolutePosition(): Vector3;
  2877. public setAbsolutePosition(absolutePosition: Vector3): void;
  2878. public setPivotMatrix(matrix: Matrix): void;
  2879. public getPivotMatrix(): Matrix;
  2880. public _isSynchronized(): boolean;
  2881. public _initCache(): void;
  2882. public markAsDirty(property: string): void;
  2883. public _updateBoundingInfo(): void;
  2884. public _updateSubMeshesBoundingInfo(matrix: Matrix): void;
  2885. public computeWorldMatrix(force?: boolean): Matrix;
  2886. /**
  2887. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  2888. * @param func: callback function to add
  2889. */
  2890. public registerAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
  2891. public unregisterAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
  2892. public setPositionWithLocalVector(vector3: Vector3): void;
  2893. public getPositionExpressedInLocalSpace(): Vector3;
  2894. public locallyTranslate(vector3: Vector3): void;
  2895. public lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
  2896. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2897. public isCompletelyInFrustum(camera?: Camera): boolean;
  2898. public intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
  2899. public intersectsPoint(point: Vector3): boolean;
  2900. public setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): any;
  2901. public getPhysicsImpostor(): number;
  2902. public getPhysicsMass(): number;
  2903. public getPhysicsFriction(): number;
  2904. public getPhysicsRestitution(): number;
  2905. public getPositionInCameraSpace(camera?: Camera): Vector3;
  2906. public getDistanceToCamera(camera?: Camera): number;
  2907. public applyImpulse(force: Vector3, contactPoint: Vector3): void;
  2908. public setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
  2909. public updatePhysicsBodyPosition(): void;
  2910. public moveWithCollisions(velocity: Vector3): void;
  2911. /**
  2912. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  2913. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  2914. */
  2915. public createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  2916. public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
  2917. public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
  2918. public _checkCollision(collider: Collider): void;
  2919. public _generatePointsArray(): boolean;
  2920. public intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
  2921. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
  2922. public releaseSubMeshes(): void;
  2923. public dispose(doNotRecurse?: boolean): void;
  2924. }
  2925. }
  2926. declare module BABYLON {
  2927. class CSG {
  2928. private polygons;
  2929. public matrix: Matrix;
  2930. public position: Vector3;
  2931. public rotation: Vector3;
  2932. public scaling: Vector3;
  2933. static FromMesh(mesh: Mesh): CSG;
  2934. private static FromPolygons(polygons);
  2935. public clone(): CSG;
  2936. private toPolygons();
  2937. public union(csg: CSG): CSG;
  2938. public unionInPlace(csg: CSG): void;
  2939. public subtract(csg: CSG): CSG;
  2940. public subtractInPlace(csg: CSG): void;
  2941. public intersect(csg: CSG): CSG;
  2942. public intersectInPlace(csg: CSG): void;
  2943. public inverse(): CSG;
  2944. public inverseInPlace(): void;
  2945. public copyTransformAttributes(csg: CSG): CSG;
  2946. public buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  2947. public toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
  2948. }
  2949. }
  2950. declare module BABYLON {
  2951. class Geometry implements IGetSetVerticesData {
  2952. public id: string;
  2953. public delayLoadState: number;
  2954. public delayLoadingFile: string;
  2955. private _scene;
  2956. private _engine;
  2957. private _meshes;
  2958. private _totalVertices;
  2959. private _indices;
  2960. private _vertexBuffers;
  2961. public _delayInfo: any;
  2962. private _indexBuffer;
  2963. public _boundingInfo: BoundingInfo;
  2964. public _delayLoadingFunction: (any: any, Geometry: any) => void;
  2965. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
  2966. public getScene(): Scene;
  2967. public getEngine(): Engine;
  2968. public isReady(): boolean;
  2969. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2970. public setVerticesData(kind: string, data: number[], updatable?: boolean, stride?: number): void;
  2971. public updateVerticesDataDirectly(kind: string, data: Float32Array, offset: number): void;
  2972. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
  2973. public getTotalVertices(): number;
  2974. public getVerticesData(kind: string): number[];
  2975. public getVertexBuffer(kind: string): VertexBuffer;
  2976. public getVertexBuffers(): VertexBuffer[];
  2977. public isVerticesDataPresent(kind: string): boolean;
  2978. public getVerticesDataKinds(): string[];
  2979. public setIndices(indices: number[], totalVertices?: number): void;
  2980. public getTotalIndices(): number;
  2981. public getIndices(): number[];
  2982. public getIndexBuffer(): any;
  2983. public releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  2984. public applyToMesh(mesh: Mesh): void;
  2985. private _applyToMesh(mesh);
  2986. public load(scene: Scene, onLoaded?: () => void): void;
  2987. public dispose(): void;
  2988. public copy(id: string): Geometry;
  2989. static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
  2990. static RandomId(): string;
  2991. }
  2992. module Geometry.Primitives {
  2993. class _Primitive extends Geometry {
  2994. private _beingRegenerated;
  2995. private _canBeRegenerated;
  2996. constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
  2997. public canBeRegenerated(): boolean;
  2998. public regenerate(): void;
  2999. public asNewGeometry(id: string): Geometry;
  3000. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  3001. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  3002. public _regenerateVertexData(): VertexData;
  3003. public copy(id: string): Geometry;
  3004. }
  3005. class Box extends _Primitive {
  3006. public size: number;
  3007. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3008. public _regenerateVertexData(): VertexData;
  3009. public copy(id: string): Geometry;
  3010. }
  3011. class Sphere extends _Primitive {
  3012. public segments: number;
  3013. public diameter: number;
  3014. constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3015. public _regenerateVertexData(): VertexData;
  3016. public copy(id: string): Geometry;
  3017. }
  3018. class Cylinder extends _Primitive {
  3019. public height: number;
  3020. public diameterTop: number;
  3021. public diameterBottom: number;
  3022. public tessellation: number;
  3023. public subdivisions: number;
  3024. constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3025. public _regenerateVertexData(): VertexData;
  3026. public copy(id: string): Geometry;
  3027. }
  3028. class Torus extends _Primitive {
  3029. public diameter: number;
  3030. public thickness: number;
  3031. public tessellation: number;
  3032. constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3033. public _regenerateVertexData(): VertexData;
  3034. public copy(id: string): Geometry;
  3035. }
  3036. class Ground extends _Primitive {
  3037. public width: number;
  3038. public height: number;
  3039. public subdivisions: number;
  3040. constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3041. public _regenerateVertexData(): VertexData;
  3042. public copy(id: string): Geometry;
  3043. }
  3044. class TiledGround extends _Primitive {
  3045. public xmin: number;
  3046. public zmin: number;
  3047. public xmax: number;
  3048. public zmax: number;
  3049. public subdivisions: {
  3050. w: number;
  3051. h: number;
  3052. };
  3053. public precision: {
  3054. w: number;
  3055. h: number;
  3056. };
  3057. constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  3058. w: number;
  3059. h: number;
  3060. }, precision: {
  3061. w: number;
  3062. h: number;
  3063. }, canBeRegenerated?: boolean, mesh?: Mesh);
  3064. public _regenerateVertexData(): VertexData;
  3065. public copy(id: string): Geometry;
  3066. }
  3067. class Plane extends _Primitive {
  3068. public size: number;
  3069. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3070. public _regenerateVertexData(): VertexData;
  3071. public copy(id: string): Geometry;
  3072. }
  3073. class TorusKnot extends _Primitive {
  3074. public radius: number;
  3075. public tube: number;
  3076. public radialSegments: number;
  3077. public tubularSegments: number;
  3078. public p: number;
  3079. public q: number;
  3080. constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3081. public _regenerateVertexData(): VertexData;
  3082. public copy(id: string): Geometry;
  3083. }
  3084. }
  3085. }
  3086. declare module BABYLON {
  3087. class GroundMesh extends Mesh {
  3088. public generateOctree: boolean;
  3089. private _worldInverse;
  3090. public _subdivisions: number;
  3091. constructor(name: string, scene: Scene);
  3092. public subdivisions : number;
  3093. public optimize(chunksCount: number): void;
  3094. public getHeightAtCoordinates(x: number, z: number): number;
  3095. }
  3096. }
  3097. declare module BABYLON {
  3098. class InstancedMesh extends AbstractMesh {
  3099. private _sourceMesh;
  3100. private _currentLOD;
  3101. constructor(name: string, source: Mesh);
  3102. public receiveShadows : boolean;
  3103. public material : Material;
  3104. public visibility : number;
  3105. public skeleton : Skeleton;
  3106. public getTotalVertices(): number;
  3107. public sourceMesh : Mesh;
  3108. public getVerticesData(kind: string): number[];
  3109. public isVerticesDataPresent(kind: string): boolean;
  3110. public getIndices(): number[];
  3111. public _positions : Vector3[];
  3112. public refreshBoundingInfo(): void;
  3113. public _preActivate(): void;
  3114. public _activate(renderId: number): void;
  3115. public getLOD(camera: Camera): AbstractMesh;
  3116. public _syncSubMeshes(): void;
  3117. public _generatePointsArray(): boolean;
  3118. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  3119. public dispose(doNotRecurse?: boolean): void;
  3120. }
  3121. }
  3122. declare module BABYLON {
  3123. class LinesMesh extends Mesh {
  3124. public color: Color3;
  3125. public alpha: number;
  3126. private _colorShader;
  3127. private _ib;
  3128. private _indicesLength;
  3129. private _indices;
  3130. constructor(name: string, scene: Scene, updatable?: boolean);
  3131. public material : Material;
  3132. public isPickable : boolean;
  3133. public checkCollisions : boolean;
  3134. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  3135. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  3136. public intersects(ray: Ray, fastCheck?: boolean): any;
  3137. public dispose(doNotRecurse?: boolean): void;
  3138. }
  3139. }
  3140. declare module BABYLON {
  3141. class _InstancesBatch {
  3142. public mustReturn: boolean;
  3143. public visibleInstances: InstancedMesh[][];
  3144. public renderSelf: boolean[];
  3145. }
  3146. class Mesh extends AbstractMesh implements IGetSetVerticesData {
  3147. public delayLoadState: number;
  3148. public instances: InstancedMesh[];
  3149. public delayLoadingFile: string;
  3150. public _binaryInfo: any;
  3151. private _LODLevels;
  3152. public _geometry: Geometry;
  3153. private _onBeforeRenderCallbacks;
  3154. private _onAfterRenderCallbacks;
  3155. public _delayInfo: any;
  3156. public _delayLoadingFunction: (any: any, Mesh: any) => void;
  3157. public _visibleInstances: any;
  3158. private _renderIdForInstances;
  3159. private _batchCache;
  3160. private _worldMatricesInstancesBuffer;
  3161. private _worldMatricesInstancesArray;
  3162. private _instancesBufferSize;
  3163. public _shouldGenerateFlatShading: boolean;
  3164. private _preActivateId;
  3165. /**
  3166. * @param {string} name - The value used by scene.getMeshByName() to do a lookup.
  3167. * @param {BABYLON.Scene} scene - The scene to add this mesh to.
  3168. * @param {BABYLON.Node} parent - The parent of this mesh, if it has one
  3169. * @param {BABYLON.Mesh} source - An optional Mesh from which geometry is shared, cloned.
  3170. * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
  3171. * When false, achieved by calling a clone(), also passing False.
  3172. * This will make creation of children, recursive.
  3173. */
  3174. constructor(name: string, scene: Scene, parent?: Node, source?: Mesh, doNotCloneChildren?: boolean);
  3175. private _clone();
  3176. public hasLODLevels : boolean;
  3177. private _sortLODLevels();
  3178. public addLODLevel(distance: number, mesh: Mesh): Mesh;
  3179. public removeLODLevel(mesh: Mesh): Mesh;
  3180. public getLOD(camera: Camera, boundingSphere?: BoundingSphere): AbstractMesh;
  3181. public geometry : Geometry;
  3182. public getTotalVertices(): number;
  3183. public getVerticesData(kind: string): number[];
  3184. public getVertexBuffer(kind: any): VertexBuffer;
  3185. public isVerticesDataPresent(kind: string): boolean;
  3186. public getVerticesDataKinds(): string[];
  3187. public getTotalIndices(): number;
  3188. public getIndices(): number[];
  3189. public isBlocked : boolean;
  3190. public isReady(): boolean;
  3191. public isDisposed(): boolean;
  3192. public _preActivate(): void;
  3193. public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
  3194. public refreshBoundingInfo(): void;
  3195. public _createGlobalSubMesh(): SubMesh;
  3196. public subdivide(count: number): void;
  3197. public setVerticesData(kind: any, data: any, updatable?: boolean, stride?: number): void;
  3198. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3199. public updateVerticesDataDirectly(kind: string, data: Float32Array, offset?: number, makeItUnique?: boolean): void;
  3200. public makeGeometryUnique(): void;
  3201. public setIndices(indices: number[], totalVertices?: number): void;
  3202. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  3203. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  3204. public registerBeforeRender(func: () => void): void;
  3205. public unregisterBeforeRender(func: () => void): void;
  3206. public registerAfterRender(func: () => void): void;
  3207. public unregisterAfterRender(func: () => void): void;
  3208. public _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  3209. public _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
  3210. public render(subMesh: SubMesh): void;
  3211. public getEmittedParticleSystems(): ParticleSystem[];
  3212. public getHierarchyEmittedParticleSystems(): ParticleSystem[];
  3213. public getChildren(): Node[];
  3214. public _checkDelayState(): void;
  3215. public isInFrustum(frustumPlanes: Plane[]): boolean;
  3216. public setMaterialByID(id: string): void;
  3217. public getAnimatables(): IAnimatable[];
  3218. public bakeTransformIntoVertices(transform: Matrix): void;
  3219. public _resetPointsArrayCache(): void;
  3220. public _generatePointsArray(): boolean;
  3221. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Mesh;
  3222. public dispose(doNotRecurse?: boolean): void;
  3223. public applyDisplacementMap(url: string, minHeight: number, maxHeight: number): void;
  3224. public applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
  3225. public convertToFlatShadedMesh(): void;
  3226. public createInstance(name: string): InstancedMesh;
  3227. public synchronizeInstances(): void;
  3228. static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3229. static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh;
  3230. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any): Mesh;
  3231. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh;
  3232. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh;
  3233. static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean): LinesMesh;
  3234. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3235. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
  3236. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  3237. w: number;
  3238. h: number;
  3239. }, precision: {
  3240. w: number;
  3241. h: number;
  3242. }, scene: Scene, updatable?: boolean): Mesh;
  3243. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean): GroundMesh;
  3244. static MinMax(meshes: AbstractMesh[]): {
  3245. min: Vector3;
  3246. max: Vector3;
  3247. };
  3248. static Center(meshesOrMinMaxVector: any): Vector3;
  3249. static MergeMeshes(meshes: Mesh[], disposeSource?: boolean, allow32BitsIndices?: boolean): Mesh;
  3250. }
  3251. }
  3252. declare module BABYLON {
  3253. interface IGetSetVerticesData {
  3254. isVerticesDataPresent(kind: string): boolean;
  3255. getVerticesData(kind: string): number[];
  3256. getIndices(): number[];
  3257. setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  3258. updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3259. setIndices(indices: number[]): void;
  3260. }
  3261. class VertexData {
  3262. public positions: number[];
  3263. public normals: number[];
  3264. public uvs: number[];
  3265. public uv2s: number[];
  3266. public colors: number[];
  3267. public matricesIndices: number[];
  3268. public matricesWeights: number[];
  3269. public indices: number[];
  3270. public set(data: number[], kind: string): void;
  3271. public applyToMesh(mesh: Mesh, updatable?: boolean): void;
  3272. public applyToGeometry(geometry: Geometry, updatable?: boolean): void;
  3273. public updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
  3274. public updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
  3275. private _applyTo(meshOrGeometry, updatable?);
  3276. private _update(meshOrGeometry, updateExtends?, makeItUnique?);
  3277. public transform(matrix: Matrix): void;
  3278. public merge(other: VertexData): void;
  3279. static ExtractFromMesh(mesh: Mesh): VertexData;
  3280. static ExtractFromGeometry(geometry: Geometry): VertexData;
  3281. private static _ExtractFrom(meshOrGeometry);
  3282. static CreateBox(size: number): VertexData;
  3283. static CreateSphere(segments: number, diameter: number): VertexData;
  3284. static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number): VertexData;
  3285. static CreateTorus(diameter: any, thickness: any, tessellation: any): VertexData;
  3286. static CreateLines(points: Vector3[]): VertexData;
  3287. static CreateGround(width: number, height: number, subdivisions: number): VertexData;
  3288. static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
  3289. w: number;
  3290. h: number;
  3291. }, precision?: {
  3292. w: number;
  3293. h: number;
  3294. }): VertexData;
  3295. static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
  3296. static CreatePlane(size: number): VertexData;
  3297. static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData;
  3298. static ComputeNormals(positions: number[], indices: number[], normals: number[]): void;
  3299. }
  3300. }
  3301. declare module BABYLON.Internals {
  3302. class MeshLODLevel {
  3303. public distance: number;
  3304. public mesh: Mesh;
  3305. constructor(distance: number, mesh: Mesh);
  3306. }
  3307. }
  3308. declare module BABYLON {
  3309. class Polygon {
  3310. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  3311. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  3312. static Parse(input: string): Vector2[];
  3313. static StartingAt(x: number, y: number): Path2;
  3314. }
  3315. class PolygonMeshBuilder {
  3316. private _swctx;
  3317. private _points;
  3318. private _name;
  3319. private _scene;
  3320. constructor(name: string, contours: Path2, scene: Scene);
  3321. constructor(name: string, contours: Vector2[], scene: Scene);
  3322. public addHole(hole: Vector2[]): PolygonMeshBuilder;
  3323. public build(updatable?: boolean): Mesh;
  3324. }
  3325. }
  3326. declare module BABYLON {
  3327. class SubMesh {
  3328. public materialIndex: number;
  3329. public verticesStart: number;
  3330. public verticesCount: number;
  3331. public indexStart: any;
  3332. public indexCount: number;
  3333. public linesIndexCount: number;
  3334. private _mesh;
  3335. private _renderingMesh;
  3336. private _boundingInfo;
  3337. private _linesIndexBuffer;
  3338. public _lastColliderWorldVertices: Vector3[];
  3339. public _trianglePlanes: Plane[];
  3340. public _lastColliderTransformMatrix: Matrix;
  3341. public _renderId: number;
  3342. public _alphaIndex: number;
  3343. public _distanceToCamera: number;
  3344. public _id: number;
  3345. constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  3346. public getBoundingInfo(): BoundingInfo;
  3347. public getMesh(): AbstractMesh;
  3348. public getRenderingMesh(): Mesh;
  3349. public getMaterial(): Material;
  3350. public refreshBoundingInfo(): void;
  3351. public _checkCollision(collider: Collider): boolean;
  3352. public updateBoundingInfo(world: Matrix): void;
  3353. public isInFrustum(frustumPlanes: Plane[]): boolean;
  3354. public render(): void;
  3355. public getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
  3356. public canIntersects(ray: Ray): boolean;
  3357. public intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
  3358. public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  3359. public dispose(): void;
  3360. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  3361. }
  3362. }
  3363. declare module BABYLON {
  3364. class VertexBuffer {
  3365. private _mesh;
  3366. private _engine;
  3367. private _buffer;
  3368. private _data;
  3369. private _updatable;
  3370. private _kind;
  3371. private _strideSize;
  3372. constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number);
  3373. public isUpdatable(): boolean;
  3374. public getData(): number[];
  3375. public getBuffer(): WebGLBuffer;
  3376. public getStrideSize(): number;
  3377. public create(data?: number[]): void;
  3378. public update(data: number[]): void;
  3379. public updateDirectly(data: Float32Array, offset: number): void;
  3380. public dispose(): void;
  3381. private static _PositionKind;
  3382. private static _NormalKind;
  3383. private static _UVKind;
  3384. private static _UV2Kind;
  3385. private static _ColorKind;
  3386. private static _MatricesIndicesKind;
  3387. private static _MatricesWeightsKind;
  3388. static PositionKind : string;
  3389. static NormalKind : string;
  3390. static UVKind : string;
  3391. static UV2Kind : string;
  3392. static ColorKind : string;
  3393. static MatricesIndicesKind : string;
  3394. static MatricesWeightsKind : string;
  3395. }
  3396. }
  3397. declare module BABYLON {
  3398. class Particle {
  3399. public position: Vector3;
  3400. public direction: Vector3;
  3401. public color: Color4;
  3402. public colorStep: Color4;
  3403. public lifeTime: number;
  3404. public age: number;
  3405. public size: number;
  3406. public angle: number;
  3407. public angularSpeed: number;
  3408. }
  3409. }
  3410. declare module BABYLON {
  3411. class ParticleSystem implements IDisposable {
  3412. public name: string;
  3413. static BLENDMODE_ONEONE: number;
  3414. static BLENDMODE_STANDARD: number;
  3415. public id: string;
  3416. public renderingGroupId: number;
  3417. public emitter: any;
  3418. public emitRate: number;
  3419. public manualEmitCount: number;
  3420. public updateSpeed: number;
  3421. public targetStopDuration: number;
  3422. public disposeOnStop: boolean;
  3423. public minEmitPower: number;
  3424. public maxEmitPower: number;
  3425. public minLifeTime: number;
  3426. public maxLifeTime: number;
  3427. public minSize: number;
  3428. public maxSize: number;
  3429. public minAngularSpeed: number;
  3430. public maxAngularSpeed: number;
  3431. public particleTexture: Texture;
  3432. public onDispose: () => void;
  3433. public updateFunction: (particles: Particle[]) => void;
  3434. public blendMode: number;
  3435. public forceDepthWrite: boolean;
  3436. public gravity: Vector3;
  3437. public direction1: Vector3;
  3438. public direction2: Vector3;
  3439. public minEmitBox: Vector3;
  3440. public maxEmitBox: Vector3;
  3441. public color1: Color4;
  3442. public color2: Color4;
  3443. public colorDead: Color4;
  3444. public textureMask: Color4;
  3445. public startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
  3446. public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
  3447. private particles;
  3448. private _capacity;
  3449. private _scene;
  3450. private _vertexDeclaration;
  3451. private _vertexStrideSize;
  3452. private _stockParticles;
  3453. private _newPartsExcess;
  3454. private _vertexBuffer;
  3455. private _indexBuffer;
  3456. private _vertices;
  3457. private _effect;
  3458. private _customEffect;
  3459. private _cachedDefines;
  3460. private _scaledColorStep;
  3461. private _colorDiff;
  3462. private _scaledDirection;
  3463. private _scaledGravity;
  3464. private _currentRenderId;
  3465. private _alive;
  3466. private _started;
  3467. private _stopped;
  3468. private _actualFrame;
  3469. private _scaledUpdateSpeed;
  3470. constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
  3471. public getCapacity(): number;
  3472. public isAlive(): boolean;
  3473. public isStarted(): boolean;
  3474. public start(): void;
  3475. public stop(): void;
  3476. public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  3477. private _update(newParticles);
  3478. private _getEffect();
  3479. public animate(): void;
  3480. public render(): number;
  3481. public dispose(): void;
  3482. public clone(name: string, newEmitter: any): ParticleSystem;
  3483. }
  3484. }
  3485. declare module BABYLON {
  3486. interface IPhysicsEnginePlugin {
  3487. initialize(iterations?: number): any;
  3488. setGravity(gravity: Vector3): void;
  3489. runOneStep(delta: number): void;
  3490. registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3491. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3492. unregisterMesh(mesh: AbstractMesh): any;
  3493. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3494. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3495. dispose(): void;
  3496. isSupported(): boolean;
  3497. updateBodyPosition(mesh: AbstractMesh): void;
  3498. }
  3499. interface PhysicsBodyCreationOptions {
  3500. mass: number;
  3501. friction: number;
  3502. restitution: number;
  3503. }
  3504. interface PhysicsCompoundBodyPart {
  3505. mesh: Mesh;
  3506. impostor: number;
  3507. }
  3508. class PhysicsEngine {
  3509. public gravity: Vector3;
  3510. private _currentPlugin;
  3511. constructor(plugin?: IPhysicsEnginePlugin);
  3512. public _initialize(gravity?: Vector3): void;
  3513. public _runOneStep(delta: number): void;
  3514. public _setGravity(gravity: Vector3): void;
  3515. public _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3516. public _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3517. public _unregisterMesh(mesh: AbstractMesh): void;
  3518. public _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3519. public _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3520. public _updateBodyPosition(mesh: AbstractMesh): void;
  3521. public dispose(): void;
  3522. public isSupported(): boolean;
  3523. static NoImpostor: number;
  3524. static SphereImpostor: number;
  3525. static BoxImpostor: number;
  3526. static PlaneImpostor: number;
  3527. static MeshImpostor: number;
  3528. static CapsuleImpostor: number;
  3529. static ConeImpostor: number;
  3530. static CylinderImpostor: number;
  3531. static ConvexHullImpostor: number;
  3532. static Epsilon: number;
  3533. }
  3534. }
  3535. declare module BABYLON {
  3536. class CannonJSPlugin implements IPhysicsEnginePlugin {
  3537. public checkWithEpsilon: (value: number) => number;
  3538. private _world;
  3539. private _registeredMeshes;
  3540. private _physicsMaterials;
  3541. public initialize(iterations?: number): void;
  3542. private _checkWithEpsilon(value);
  3543. public runOneStep(delta: number): void;
  3544. public setGravity(gravity: Vector3): void;
  3545. public registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
  3546. private _createSphere(radius, mesh, options?);
  3547. private _createBox(x, y, z, mesh, options?);
  3548. private _createPlane(mesh, options?);
  3549. private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
  3550. private _addMaterial(friction, restitution);
  3551. private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
  3552. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3553. private _unbindBody(body);
  3554. public unregisterMesh(mesh: AbstractMesh): void;
  3555. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3556. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3557. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
  3558. public dispose(): void;
  3559. public isSupported(): boolean;
  3560. }
  3561. }
  3562. declare module BABYLON {
  3563. class OimoJSPlugin implements IPhysicsEnginePlugin {
  3564. private _world;
  3565. private _registeredMeshes;
  3566. private _checkWithEpsilon(value);
  3567. public initialize(iterations?: number): void;
  3568. public setGravity(gravity: Vector3): void;
  3569. public registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3570. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3571. private _createBodyAsCompound(part, options, initialMesh);
  3572. public unregisterMesh(mesh: AbstractMesh): void;
  3573. private _unbindBody(body);
  3574. /**
  3575. * Update the body position according to the mesh position
  3576. * @param mesh
  3577. */
  3578. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3579. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3580. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3581. public dispose(): void;
  3582. public isSupported(): boolean;
  3583. private _getLastShape(body);
  3584. public runOneStep(time: number): void;
  3585. }
  3586. }
  3587. declare module BABYLON {
  3588. class AnaglyphPostProcess extends PostProcess {
  3589. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3590. }
  3591. }
  3592. declare module BABYLON {
  3593. class BlackAndWhitePostProcess extends PostProcess {
  3594. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3595. }
  3596. }
  3597. declare module BABYLON {
  3598. class BlurPostProcess extends PostProcess {
  3599. public direction: Vector2;
  3600. public blurWidth: number;
  3601. constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3602. }
  3603. }
  3604. declare module BABYLON {
  3605. class ConvolutionPostProcess extends PostProcess {
  3606. public kernel: number[];
  3607. constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3608. static EdgeDetect0Kernel: number[];
  3609. static EdgeDetect1Kernel: number[];
  3610. static EdgeDetect2Kernel: number[];
  3611. static SharpenKernel: number[];
  3612. static EmbossKernel: number[];
  3613. static GaussianKernel: number[];
  3614. }
  3615. }
  3616. declare module BABYLON {
  3617. class DisplayPassPostProcess extends PostProcess {
  3618. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3619. }
  3620. }
  3621. declare module BABYLON {
  3622. class FilterPostProcess extends PostProcess {
  3623. public kernelMatrix: Matrix;
  3624. constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3625. }
  3626. }
  3627. declare module BABYLON {
  3628. class FxaaPostProcess extends PostProcess {
  3629. public texelWidth: number;
  3630. public texelHeight: number;
  3631. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3632. }
  3633. }
  3634. declare module BABYLON {
  3635. class OculusDistortionCorrectionPostProcess extends PostProcess {
  3636. public aspectRatio: number;
  3637. private _isRightEye;
  3638. private _distortionFactors;
  3639. private _postProcessScaleFactor;
  3640. private _lensCenterOffset;
  3641. private _scaleIn;
  3642. private _scaleFactor;
  3643. private _lensCenter;
  3644. constructor(name: string, camera: Camera, isRightEye: boolean, cameraSettings: any);
  3645. }
  3646. }
  3647. declare module BABYLON {
  3648. class PassPostProcess extends PostProcess {
  3649. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3650. }
  3651. }
  3652. declare module BABYLON {
  3653. class PostProcess {
  3654. public name: string;
  3655. public onApply: (Effect: any) => void;
  3656. public onBeforeRender: (Effect: any) => void;
  3657. public onSizeChanged: () => void;
  3658. public onActivate: (Camera: any) => void;
  3659. public width: number;
  3660. public height: number;
  3661. public renderTargetSamplingMode: number;
  3662. private _camera;
  3663. private _scene;
  3664. private _engine;
  3665. private _renderRatio;
  3666. private _reusable;
  3667. public _textures: SmartArray<WebGLTexture>;
  3668. public _currentRenderTextureInd: number;
  3669. private _effect;
  3670. constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean);
  3671. public isReusable(): boolean;
  3672. public activate(camera: Camera, sourceTexture?: WebGLTexture): void;
  3673. public apply(): Effect;
  3674. public dispose(camera: Camera): void;
  3675. }
  3676. }
  3677. declare module BABYLON {
  3678. class PostProcessManager {
  3679. private _scene;
  3680. private _indexBuffer;
  3681. private _vertexDeclaration;
  3682. private _vertexStrideSize;
  3683. private _vertexBuffer;
  3684. constructor(scene: Scene);
  3685. public _prepareFrame(sourceTexture?: WebGLTexture): boolean;
  3686. public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void;
  3687. public dispose(): void;
  3688. }
  3689. }
  3690. declare module BABYLON {
  3691. class RefractionPostProcess extends PostProcess {
  3692. public color: Color3;
  3693. public depth: number;
  3694. public colorLevel: number;
  3695. private _refRexture;
  3696. constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3697. public dispose(camera: Camera): void;
  3698. }
  3699. }
  3700. declare module BABYLON {
  3701. class PostProcessRenderEffect {
  3702. private _engine;
  3703. private _postProcesses;
  3704. private _getPostProcess;
  3705. private _singleInstance;
  3706. private _cameras;
  3707. private _indicesForCamera;
  3708. private _renderPasses;
  3709. private _renderEffectAsPasses;
  3710. public _name: string;
  3711. public applyParameters: (postProcess: PostProcess) => void;
  3712. constructor(engine: Engine, name: string, getPostProcess: () => PostProcess, singleInstance?: boolean);
  3713. public _update(): void;
  3714. public addPass(renderPass: PostProcessRenderPass): void;
  3715. public removePass(renderPass: PostProcessRenderPass): void;
  3716. public addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
  3717. public getPass(passName: string): void;
  3718. public emptyPasses(): void;
  3719. public _attachCameras(cameras: Camera): any;
  3720. public _attachCameras(cameras: Camera[]): any;
  3721. public _detachCameras(cameras: Camera): any;
  3722. public _detachCameras(cameras: Camera[]): any;
  3723. public _enable(cameras: Camera): any;
  3724. public _enable(cameras: Camera[]): any;
  3725. public _disable(cameras: Camera): any;
  3726. public _disable(cameras: Camera[]): any;
  3727. public getPostProcess(camera?: Camera): PostProcess;
  3728. private _linkParameters();
  3729. private _linkTextures(effect);
  3730. }
  3731. }
  3732. declare module BABYLON {
  3733. class PostProcessRenderPass {
  3734. private _enabled;
  3735. private _renderList;
  3736. private _renderTexture;
  3737. private _scene;
  3738. private _refCount;
  3739. public _name: string;
  3740. constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
  3741. public _incRefCount(): number;
  3742. public _decRefCount(): number;
  3743. public _update(): void;
  3744. public setRenderList(renderList: Mesh[]): void;
  3745. public getRenderTexture(): RenderTargetTexture;
  3746. }
  3747. }
  3748. declare module BABYLON {
  3749. class PostProcessRenderPipeline {
  3750. private _engine;
  3751. private _renderEffects;
  3752. private _renderEffectsForIsolatedPass;
  3753. private _cameras;
  3754. public _name: string;
  3755. private static PASS_EFFECT_NAME;
  3756. private static PASS_SAMPLER_NAME;
  3757. constructor(engine: Engine, name: string);
  3758. public addEffect(renderEffect: PostProcessRenderEffect): void;
  3759. public _enableEffect(renderEffectName: string, cameras: Camera): any;
  3760. public _enableEffect(renderEffectName: string, cameras: Camera[]): any;
  3761. public _disableEffect(renderEffectName: string, cameras: Camera): any;
  3762. public _disableEffect(renderEffectName: string, cameras: Camera[]): any;
  3763. public _attachCameras(cameras: Camera, unique: boolean): any;
  3764. public _attachCameras(cameras: Camera[], unique: boolean): any;
  3765. public _detachCameras(cameras: Camera): any;
  3766. public _detachCameras(cameras: Camera[]): any;
  3767. public _enableDisplayOnlyPass(passName: any, cameras: Camera): any;
  3768. public _enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
  3769. public _disableDisplayOnlyPass(cameras: Camera): any;
  3770. public _disableDisplayOnlyPass(cameras: Camera[]): any;
  3771. public _update(): void;
  3772. }
  3773. }
  3774. declare module BABYLON {
  3775. class PostProcessRenderPipelineManager {
  3776. private _renderPipelines;
  3777. constructor();
  3778. public addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  3779. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
  3780. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
  3781. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
  3782. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3783. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3784. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3785. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3786. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3787. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
  3788. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
  3789. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
  3790. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3791. public update(): void;
  3792. }
  3793. }
  3794. declare module BABYLON {
  3795. class BoundingBoxRenderer {
  3796. public frontColor: Color3;
  3797. public backColor: Color3;
  3798. public showBackLines: boolean;
  3799. public renderList: SmartArray<BoundingBox>;
  3800. private _scene;
  3801. private _colorShader;
  3802. private _vb;
  3803. private _ib;
  3804. constructor(scene: Scene);
  3805. public reset(): void;
  3806. public render(): void;
  3807. public dispose(): void;
  3808. }
  3809. }
  3810. declare module BABYLON {
  3811. class OutlineRenderer {
  3812. private _scene;
  3813. private _effect;
  3814. private _cachedDefines;
  3815. constructor(scene: Scene);
  3816. public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  3817. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  3818. }
  3819. }
  3820. declare module BABYLON {
  3821. class RenderingGroup {
  3822. public index: number;
  3823. private _scene;
  3824. private _opaqueSubMeshes;
  3825. private _transparentSubMeshes;
  3826. private _alphaTestSubMeshes;
  3827. private _activeVertices;
  3828. constructor(index: number, scene: Scene);
  3829. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
  3830. public prepare(): void;
  3831. public dispatch(subMesh: SubMesh): void;
  3832. }
  3833. }
  3834. declare module BABYLON {
  3835. class RenderingManager {
  3836. static MAX_RENDERINGGROUPS: number;
  3837. private _scene;
  3838. private _renderingGroups;
  3839. private _depthBufferAlreadyCleaned;
  3840. constructor(scene: Scene);
  3841. private _renderParticles(index, activeMeshes);
  3842. private _renderSprites(index);
  3843. private _clearDepthBuffer();
  3844. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
  3845. public reset(): void;
  3846. public dispatch(subMesh: SubMesh): void;
  3847. }
  3848. }
  3849. declare module BABYLON {
  3850. class Sprite {
  3851. public name: string;
  3852. public position: Vector3;
  3853. public color: Color4;
  3854. public size: number;
  3855. public angle: number;
  3856. public cellIndex: number;
  3857. public invertU: number;
  3858. public invertV: number;
  3859. public disposeWhenFinishedAnimating: boolean;
  3860. public animations: Animation[];
  3861. private _animationStarted;
  3862. private _loopAnimation;
  3863. private _fromIndex;
  3864. private _toIndex;
  3865. private _delay;
  3866. private _direction;
  3867. private _frameCount;
  3868. private _manager;
  3869. private _time;
  3870. constructor(name: string, manager: SpriteManager);
  3871. public playAnimation(from: number, to: number, loop: boolean, delay: number): void;
  3872. public stopAnimation(): void;
  3873. public _animate(deltaTime: number): void;
  3874. public dispose(): void;
  3875. }
  3876. }
  3877. declare module BABYLON {
  3878. class SpriteManager {
  3879. public name: string;
  3880. public cellSize: number;
  3881. public sprites: Sprite[];
  3882. public renderingGroupId: number;
  3883. public onDispose: () => void;
  3884. public fogEnabled: boolean;
  3885. private _capacity;
  3886. private _spriteTexture;
  3887. private _epsilon;
  3888. private _scene;
  3889. private _vertexDeclaration;
  3890. private _vertexStrideSize;
  3891. private _vertexBuffer;
  3892. private _indexBuffer;
  3893. private _vertices;
  3894. private _effectBase;
  3895. private _effectFog;
  3896. constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number);
  3897. private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
  3898. public render(): void;
  3899. public dispose(): void;
  3900. }
  3901. }
  3902. declare module BABYLON.Internals {
  3903. class AndOrNotEvaluator {
  3904. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  3905. private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
  3906. private static _SimplifyNegation(booleanString);
  3907. }
  3908. }
  3909. declare module BABYLON {
  3910. interface IAssetTask {
  3911. onSuccess: (task: IAssetTask) => void;
  3912. onError: (task: IAssetTask) => void;
  3913. isCompleted: boolean;
  3914. run(scene: Scene, onSuccess: () => void, onError: () => void): any;
  3915. }
  3916. class MeshAssetTask implements IAssetTask {
  3917. public name: string;
  3918. public meshesNames: any;
  3919. public rootUrl: string;
  3920. public sceneFilename: string;
  3921. public loadedMeshes: AbstractMesh[];
  3922. public loadedParticleSystems: ParticleSystem[];
  3923. public loadedSkeletons: Skeleton[];
  3924. public onSuccess: (task: IAssetTask) => void;
  3925. public onError: (task: IAssetTask) => void;
  3926. public isCompleted: boolean;
  3927. constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
  3928. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3929. }
  3930. class TextFileAssetTask implements IAssetTask {
  3931. public name: string;
  3932. public url: string;
  3933. public onSuccess: (task: IAssetTask) => void;
  3934. public onError: (task: IAssetTask) => void;
  3935. public isCompleted: boolean;
  3936. public text: string;
  3937. constructor(name: string, url: string);
  3938. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3939. }
  3940. class BinaryFileAssetTask implements IAssetTask {
  3941. public name: string;
  3942. public url: string;
  3943. public onSuccess: (task: IAssetTask) => void;
  3944. public onError: (task: IAssetTask) => void;
  3945. public isCompleted: boolean;
  3946. public data: ArrayBuffer;
  3947. constructor(name: string, url: string);
  3948. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3949. }
  3950. class ImageAssetTask implements IAssetTask {
  3951. public name: string;
  3952. public url: string;
  3953. public onSuccess: (task: IAssetTask) => void;
  3954. public onError: (task: IAssetTask) => void;
  3955. public isCompleted: boolean;
  3956. public image: HTMLImageElement;
  3957. constructor(name: string, url: string);
  3958. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3959. }
  3960. class TextureAssetTask implements IAssetTask {
  3961. public name: string;
  3962. public url: string;
  3963. public noMipmap: boolean;
  3964. public invertY: boolean;
  3965. public samplingMode: number;
  3966. public onSuccess: (task: IAssetTask) => void;
  3967. public onError: (task: IAssetTask) => void;
  3968. public isCompleted: boolean;
  3969. public texture: Texture;
  3970. constructor(name: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
  3971. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3972. }
  3973. class AssetsManager {
  3974. private _tasks;
  3975. private _scene;
  3976. private _waitingTasksCount;
  3977. public onFinish: (tasks: IAssetTask[]) => void;
  3978. public onTaskSuccess: (task: IAssetTask) => void;
  3979. public onTaskError: (task: IAssetTask) => void;
  3980. public useDefaultLoadingScreen: boolean;
  3981. constructor(scene: Scene);
  3982. public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
  3983. public addTextFileTask(taskName: string, url: string): IAssetTask;
  3984. public addBinaryFileTask(taskName: string, url: string): IAssetTask;
  3985. public addImageTask(taskName: string, url: string): IAssetTask;
  3986. public addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): IAssetTask;
  3987. private _decreaseWaitingTasksCount();
  3988. private _runTask(task);
  3989. public reset(): AssetsManager;
  3990. public load(): AssetsManager;
  3991. }
  3992. }
  3993. declare module BABYLON {
  3994. class Database {
  3995. private callbackManifestChecked;
  3996. private currentSceneUrl;
  3997. private db;
  3998. private enableSceneOffline;
  3999. private enableTexturesOffline;
  4000. private manifestVersionFound;
  4001. private mustUpdateRessources;
  4002. private hasReachedQuota;
  4003. private isSupported;
  4004. private idbFactory;
  4005. static isUASupportingBlobStorage: boolean;
  4006. constructor(urlToScene: string, callbackManifestChecked: (boolean: any) => any);
  4007. static parseURL: (url: string) => string;
  4008. static ReturnFullUrlLocation: (url: string) => string;
  4009. public checkManifestFile(): void;
  4010. public openAsync(successCallback: any, errorCallback: any): void;
  4011. public loadImageFromDB(url: string, image: HTMLImageElement): void;
  4012. private _loadImageFromDBAsync(url, image, notInDBCallback);
  4013. private _saveImageIntoDBAsync(url, image);
  4014. private _checkVersionFromDB(url, versionLoaded);
  4015. private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
  4016. private _saveVersionIntoDBAsync(url, callback);
  4017. private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
  4018. private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
  4019. private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
  4020. }
  4021. }
  4022. declare module BABYLON {
  4023. class FilesInput {
  4024. private engine;
  4025. private currentScene;
  4026. private canvas;
  4027. private sceneLoadedCallback;
  4028. private progressCallback;
  4029. private additionnalRenderLoopLogicCallback;
  4030. private textureLoadingCallback;
  4031. private startingProcessingFilesCallback;
  4032. private elementToMonitor;
  4033. static FilesTextures: any[];
  4034. static FilesToLoad: any[];
  4035. constructor(p_engine: Engine, p_scene: Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback: any, p_progressCallback: any, p_additionnalRenderLoopLogicCallback: any, p_textureLoadingCallback: any, p_startingProcessingFilesCallback: any);
  4036. public monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
  4037. private renderFunction();
  4038. private drag(e);
  4039. private drop(eventDrop);
  4040. private loadFiles(event);
  4041. }
  4042. }
  4043. declare module BABYLON {
  4044. class Gamepads {
  4045. private babylonGamepads;
  4046. private oneGamepadConnected;
  4047. private isMonitoring;
  4048. private gamepadEventSupported;
  4049. private gamepadSupportAvailable;
  4050. private _callbackGamepadConnected;
  4051. private buttonADataURL;
  4052. private static gamepadDOMInfo;
  4053. constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
  4054. private _insertGamepadDOMInstructions();
  4055. private _insertGamepadDOMNotSupported();
  4056. public dispose(): void;
  4057. private _onGamepadConnected(evt);
  4058. private _addNewGamepad(gamepad);
  4059. private _onGamepadDisconnected(evt);
  4060. private _startMonitoringGamepads();
  4061. private _stopMonitoringGamepads();
  4062. private _checkGamepadsStatus();
  4063. private _updateGamepadObjects();
  4064. }
  4065. class StickValues {
  4066. public x: any;
  4067. public y: any;
  4068. constructor(x: any, y: any);
  4069. }
  4070. class Gamepad {
  4071. public id: string;
  4072. public index: number;
  4073. public browserGamepad: any;
  4074. private _leftStick;
  4075. private _rightStick;
  4076. private _onleftstickchanged;
  4077. private _onrightstickchanged;
  4078. constructor(id: string, index: number, browserGamepad: any);
  4079. public onleftstickchanged(callback: (values: StickValues) => void): void;
  4080. public onrightstickchanged(callback: (values: StickValues) => void): void;
  4081. public leftStick : StickValues;
  4082. public rightStick : StickValues;
  4083. public update(): void;
  4084. }
  4085. class GenericPad extends Gamepad {
  4086. public id: string;
  4087. public index: number;
  4088. public gamepad: any;
  4089. private _buttons;
  4090. private _onbuttondown;
  4091. private _onbuttonup;
  4092. public onbuttondown(callback: (buttonPressed: number) => void): void;
  4093. public onbuttonup(callback: (buttonReleased: number) => void): void;
  4094. constructor(id: string, index: number, gamepad: any);
  4095. private _setButtonValue(newValue, currentValue, buttonIndex);
  4096. public update(): void;
  4097. }
  4098. enum Xbox360Button {
  4099. A = 0,
  4100. B = 1,
  4101. X = 2,
  4102. Y = 3,
  4103. Start = 4,
  4104. Back = 5,
  4105. LB = 6,
  4106. RB = 7,
  4107. LeftStick = 8,
  4108. RightStick = 9,
  4109. }
  4110. enum Xbox360Dpad {
  4111. Up = 0,
  4112. Down = 1,
  4113. Left = 2,
  4114. Right = 3,
  4115. }
  4116. class Xbox360Pad extends Gamepad {
  4117. private _leftTrigger;
  4118. private _rightTrigger;
  4119. private _onlefttriggerchanged;
  4120. private _onrighttriggerchanged;
  4121. private _onbuttondown;
  4122. private _onbuttonup;
  4123. private _ondpaddown;
  4124. private _ondpadup;
  4125. private _buttonA;
  4126. private _buttonB;
  4127. private _buttonX;
  4128. private _buttonY;
  4129. private _buttonBack;
  4130. private _buttonStart;
  4131. private _buttonLB;
  4132. private _buttonRB;
  4133. private _buttonLeftStick;
  4134. private _buttonRightStick;
  4135. private _dPadUp;
  4136. private _dPadDown;
  4137. private _dPadLeft;
  4138. private _dPadRight;
  4139. public onlefttriggerchanged(callback: (value: number) => void): void;
  4140. public onrighttriggerchanged(callback: (value: number) => void): void;
  4141. public leftTrigger : number;
  4142. public rightTrigger : number;
  4143. public onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  4144. public onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  4145. public ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  4146. public ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  4147. private _setButtonValue(newValue, currentValue, buttonType);
  4148. private _setDPadValue(newValue, currentValue, buttonType);
  4149. public buttonA : number;
  4150. public buttonB : number;
  4151. public buttonX : number;
  4152. public buttonY : number;
  4153. public buttonStart : number;
  4154. public buttonBack : number;
  4155. public buttonLB : number;
  4156. public buttonRB : number;
  4157. public buttonLeftStick : number;
  4158. public buttonRightStick : number;
  4159. public dPadUp : number;
  4160. public dPadDown : number;
  4161. public dPadLeft : number;
  4162. public dPadRight : number;
  4163. public update(): void;
  4164. }
  4165. }
  4166. interface Navigator {
  4167. getGamepads(func?: any): any;
  4168. webkitGetGamepads(func?: any): any;
  4169. msGetGamepads(func?: any): any;
  4170. webkitGamepads(func?: any): any;
  4171. }
  4172. declare module BABYLON {
  4173. class SceneOptimization {
  4174. public priority: number;
  4175. public apply: (scene: Scene) => boolean;
  4176. constructor(priority?: number);
  4177. }
  4178. class TextureOptimization extends SceneOptimization {
  4179. public priority: number;
  4180. public maximumSize: number;
  4181. constructor(priority?: number, maximumSize?: number);
  4182. public apply: (scene: Scene) => boolean;
  4183. }
  4184. class HardwareScalingOptimization extends SceneOptimization {
  4185. public priority: number;
  4186. public maximumScale: number;
  4187. private _currentScale;
  4188. constructor(priority?: number, maximumScale?: number);
  4189. public apply: (scene: Scene) => boolean;
  4190. }
  4191. class ShadowsOptimization extends SceneOptimization {
  4192. public apply: (scene: Scene) => boolean;
  4193. }
  4194. class PostProcessesOptimization extends SceneOptimization {
  4195. public apply: (scene: Scene) => boolean;
  4196. }
  4197. class LensFlaresOptimization extends SceneOptimization {
  4198. public apply: (scene: Scene) => boolean;
  4199. }
  4200. class ParticlesOptimization extends SceneOptimization {
  4201. public apply: (scene: Scene) => boolean;
  4202. }
  4203. class RenderTargetsOptimization extends SceneOptimization {
  4204. public apply: (scene: Scene) => boolean;
  4205. }
  4206. class MergeMeshesOptimization extends SceneOptimization {
  4207. private _canBeMerged;
  4208. public apply: (scene: Scene) => boolean;
  4209. }
  4210. class SceneOptimizerOptions {
  4211. public targetFrameRate: number;
  4212. public trackerDuration: number;
  4213. public optimizations: SceneOptimization[];
  4214. constructor(targetFrameRate?: number, trackerDuration?: number);
  4215. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4216. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4217. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4218. }
  4219. class SceneOptimizer {
  4220. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void;
  4221. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void;
  4222. }
  4223. }
  4224. declare module BABYLON {
  4225. class SceneSerializer {
  4226. static Serialize(scene: Scene): any;
  4227. }
  4228. }
  4229. declare module BABYLON {
  4230. class SmartArray<T> {
  4231. public data: T[];
  4232. public length: number;
  4233. private _id;
  4234. private _duplicateId;
  4235. constructor(capacity: number);
  4236. public push(value: any): void;
  4237. public pushNoDuplicate(value: any): void;
  4238. public sort(compareFn: any): void;
  4239. public reset(): void;
  4240. public concat(array: any): void;
  4241. public concatWithNoDuplicate(array: any): void;
  4242. public indexOf(value: any): number;
  4243. private static _GlobalId;
  4244. }
  4245. }
  4246. declare module BABYLON {
  4247. class Tags {
  4248. static EnableFor(obj: any): void;
  4249. static DisableFor(obj: any): void;
  4250. static HasTags(obj: any): boolean;
  4251. static GetTags(obj: any): any;
  4252. static AddTagsTo(obj: any, tagsString: string): void;
  4253. static _AddTagTo(obj: any, tag: string): void;
  4254. static RemoveTagsFrom(obj: any, tagsString: string): void;
  4255. static _RemoveTagFrom(obj: any, tag: string): void;
  4256. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  4257. }
  4258. }
  4259. declare module BABYLON {
  4260. interface IAnimatable {
  4261. animations: Animation[];
  4262. }
  4263. interface ISize {
  4264. width: number;
  4265. height: number;
  4266. }
  4267. class Tools {
  4268. static BaseUrl: string;
  4269. static GetExponantOfTwo: (value: number, max: number) => number;
  4270. static GetFilename(path: string): string;
  4271. static GetDOMTextContent(element: HTMLElement): string;
  4272. static ToDegrees(angle: number): number;
  4273. static ToRadians(angle: number): number;
  4274. static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
  4275. minimum: Vector3;
  4276. maximum: Vector3;
  4277. };
  4278. static ExtractMinAndMax(positions: number[], start: number, count: number): {
  4279. minimum: Vector3;
  4280. maximum: Vector3;
  4281. };
  4282. static MakeArray(obj: any, allowsNullUndefined?: boolean): any[];
  4283. static GetPointerPrefix(): string;
  4284. static QueueNewFrame(func: any): void;
  4285. static RequestFullscreen(element: any): void;
  4286. static ExitFullscreen(): void;
  4287. static CleanUrl(url: string): string;
  4288. static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
  4289. static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
  4290. static ReadFileAsDataURL(fileToLoad: any, callback: any, progressCallback: any): void;
  4291. static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
  4292. static Clamp(value: number, min?: number, max?: number): number;
  4293. static Format(value: number, decimals?: number): string;
  4294. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  4295. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  4296. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  4297. static IsEmpty(obj: any): boolean;
  4298. static RegisterTopRootEvents(events: {
  4299. name: string;
  4300. handler: EventListener;
  4301. }[]): void;
  4302. static UnregisterTopRootEvents(events: {
  4303. name: string;
  4304. handler: EventListener;
  4305. }[]): void;
  4306. static CreateScreenshot(engine: Engine, camera: Camera, size: any): void;
  4307. static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
  4308. private static _NoneLogLevel;
  4309. private static _MessageLogLevel;
  4310. private static _WarningLogLevel;
  4311. private static _ErrorLogLevel;
  4312. private static _LogCache;
  4313. static OnNewCacheEntry: (entry: string) => void;
  4314. static NoneLogLevel : number;
  4315. static MessageLogLevel : number;
  4316. static WarningLogLevel : number;
  4317. static ErrorLogLevel : number;
  4318. static AllLogLevel : number;
  4319. private static _AddLogEntry(entry);
  4320. private static _FormatMessage(message);
  4321. static Log: (message: string) => void;
  4322. private static _LogDisabled(message);
  4323. private static _LogEnabled(message);
  4324. static Warn: (message: string) => void;
  4325. private static _WarnDisabled(message);
  4326. private static _WarnEnabled(message);
  4327. static Error: (message: string) => void;
  4328. private static _ErrorDisabled(message);
  4329. private static _ErrorEnabled(message);
  4330. static LogCache : string;
  4331. static LogLevels : number;
  4332. private static _PerformanceNoneLogLevel;
  4333. private static _PerformanceUserMarkLogLevel;
  4334. private static _PerformanceConsoleLogLevel;
  4335. private static _performance;
  4336. static PerformanceNoneLogLevel : number;
  4337. static PerformanceUserMarkLogLevel : number;
  4338. static PerformanceConsoleLogLevel : number;
  4339. static PerformanceLogLevel : number;
  4340. static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4341. static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4342. static _StartUserMark(counterName: string, condition?: boolean): void;
  4343. static _EndUserMark(counterName: string, condition?: boolean): void;
  4344. static _StartPerformanceConsole(counterName: string, condition?: boolean): void;
  4345. static _EndPerformanceConsole(counterName: string, condition?: boolean): void;
  4346. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4347. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4348. static Now : number;
  4349. static GetFps(): number;
  4350. }
  4351. }
  4352. declare module BABYLON.Internals {
  4353. interface DDSInfo {
  4354. width: number;
  4355. height: number;
  4356. mipmapCount: number;
  4357. isFourCC: boolean;
  4358. isRGB: boolean;
  4359. isLuminance: boolean;
  4360. isCube: boolean;
  4361. }
  4362. class DDSTools {
  4363. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  4364. private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4365. private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4366. private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4367. static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
  4368. }
  4369. }
  4370. /**
  4371. * Based on jsTGALoader - Javascript loader for TGA file
  4372. * By Vincent Thibault
  4373. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  4374. */
  4375. declare module BABYLON.Internals {
  4376. class TGATools {
  4377. private static _TYPE_NO_DATA;
  4378. private static _TYPE_INDEXED;
  4379. private static _TYPE_RGB;
  4380. private static _TYPE_GREY;
  4381. private static _TYPE_RLE_INDEXED;
  4382. private static _TYPE_RLE_RGB;
  4383. private static _TYPE_RLE_GREY;
  4384. private static _ORIGIN_MASK;
  4385. private static _ORIGIN_SHIFT;
  4386. private static _ORIGIN_BL;
  4387. private static _ORIGIN_BR;
  4388. private static _ORIGIN_UL;
  4389. private static _ORIGIN_UR;
  4390. static GetTGAHeader(data: Uint8Array): any;
  4391. static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
  4392. 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;
  4393. 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;
  4394. 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;
  4395. 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;
  4396. 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;
  4397. 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;
  4398. }
  4399. }
  4400. declare module BABYLON {
  4401. enum JoystickAxis {
  4402. X = 0,
  4403. Y = 1,
  4404. Z = 2,
  4405. }
  4406. class VirtualJoystick {
  4407. public reverseLeftRight: boolean;
  4408. public reverseUpDown: boolean;
  4409. public deltaPosition: Vector3;
  4410. public pressed: boolean;
  4411. private static _globalJoystickIndex;
  4412. private static vjCanvas;
  4413. private static vjCanvasContext;
  4414. private static vjCanvasWidth;
  4415. private static vjCanvasHeight;
  4416. private static halfWidth;
  4417. private static halfHeight;
  4418. private _action;
  4419. private _axisTargetedByLeftAndRight;
  4420. private _axisTargetedByUpAndDown;
  4421. private _joystickSensibility;
  4422. private _inversedSensibility;
  4423. private _rotationSpeed;
  4424. private _inverseRotationSpeed;
  4425. private _rotateOnAxisRelativeToMesh;
  4426. private _joystickPointerID;
  4427. private _joystickColor;
  4428. private _joystickPointerPos;
  4429. private _joystickPointerStartPos;
  4430. private _deltaJoystickVector;
  4431. private _leftJoystick;
  4432. private _joystickIndex;
  4433. private _touches;
  4434. constructor(leftJoystick?: boolean);
  4435. public setJoystickSensibility(newJoystickSensibility: number): void;
  4436. private _onPointerDown(e);
  4437. private _onPointerMove(e);
  4438. private _onPointerUp(e);
  4439. /**
  4440. * Change the color of the virtual joystick
  4441. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  4442. */
  4443. public setJoystickColor(newColor: string): void;
  4444. public setActionOnTouch(action: () => any): void;
  4445. public setAxisForLeftRight(axis: JoystickAxis): void;
  4446. public setAxisForUpDown(axis: JoystickAxis): void;
  4447. private _clearCanvas();
  4448. private _drawVirtualJoystick();
  4449. public releaseCanvas(): void;
  4450. }
  4451. }
  4452. declare module BABYLON.VirtualJoystick {
  4453. class Collection<T> {
  4454. private _count;
  4455. private _collection;
  4456. constructor();
  4457. public Count(): number;
  4458. public add<T>(key: string, item: T): number;
  4459. public remove(key: string): number;
  4460. public item(key: string): any;
  4461. public forEach<T>(block: (item: T) => void): void;
  4462. }
  4463. }