babylon.2.0.d.ts 193 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. public _gl: WebGLRenderingContext;
  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 _glVersion;
  98. private _glRenderer;
  99. private _glVendor;
  100. private _renderingQueueLaunched;
  101. private _activeRenderLoops;
  102. private fpsRange;
  103. private previousFramesDuration;
  104. private fps;
  105. private deltaTime;
  106. private _depthCullingState;
  107. private _alphaState;
  108. private _alphaMode;
  109. private _loadedTexturesCache;
  110. public _activeTexturesCache: BaseTexture[];
  111. private _currentEffect;
  112. private _compiledEffects;
  113. private _vertexAttribArrays;
  114. private _cachedViewport;
  115. private _cachedVertexBuffers;
  116. private _cachedIndexBuffer;
  117. private _cachedEffectForVertexBuffers;
  118. private _currentRenderTarget;
  119. private _canvasClientRect;
  120. private _uintIndicesCurrentlySet;
  121. private _workingCanvas;
  122. private _workingContext;
  123. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
  124. public getGlInfo(): {
  125. vendor: string;
  126. renderer: string;
  127. version: string;
  128. };
  129. public getAudioEngine(): AudioEngine;
  130. public getAspectRatio(camera: Camera): number;
  131. public getRenderWidth(): number;
  132. public getRenderHeight(): number;
  133. public getRenderingCanvas(): HTMLCanvasElement;
  134. public getRenderingCanvasClientRect(): ClientRect;
  135. public setHardwareScalingLevel(level: number): void;
  136. public getHardwareScalingLevel(): number;
  137. public getLoadedTexturesCache(): WebGLTexture[];
  138. public getCaps(): EngineCapabilities;
  139. public drawCalls : number;
  140. public resetDrawCalls(): void;
  141. public setDepthFunctionToGreater(): void;
  142. public setDepthFunctionToGreaterOrEqual(): void;
  143. public setDepthFunctionToLess(): void;
  144. public setDepthFunctionToLessOrEqual(): void;
  145. public stopRenderLoop(renderFunction?: () => void): void;
  146. public _renderLoop(): void;
  147. public runRenderLoop(renderFunction: () => void): void;
  148. public switchFullscreen(requestPointerLock: boolean): void;
  149. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
  150. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  151. public setDirectViewport(x: number, y: number, width: number, height: number): void;
  152. public beginFrame(): void;
  153. public endFrame(): void;
  154. public resize(): void;
  155. public setSize(width: number, height: number): void;
  156. public bindFramebuffer(texture: WebGLTexture): void;
  157. public unBindFramebuffer(texture: WebGLTexture): void;
  158. public flushFramebuffer(): void;
  159. public restoreDefaultFramebuffer(): void;
  160. private _resetVertexBufferBinding();
  161. public createVertexBuffer(vertices: number[]): WebGLBuffer;
  162. public createDynamicVertexBuffer(capacity: number): WebGLBuffer;
  163. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, offset?: number): void;
  164. private _resetIndexBufferBinding();
  165. public createIndexBuffer(indices: number[]): WebGLBuffer;
  166. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  167. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
  168. public _releaseBuffer(buffer: WebGLBuffer): boolean;
  169. public createInstancesBuffer(capacity: number): WebGLBuffer;
  170. public deleteInstancesBuffer(buffer: WebGLBuffer): void;
  171. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
  172. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
  173. public applyStates(): void;
  174. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  175. public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  176. public _releaseEffect(effect: Effect): void;
  177. 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;
  178. public createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  179. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
  180. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
  181. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
  182. public enableEffect(effect: Effect): void;
  183. public setArray(uniform: WebGLUniformLocation, array: number[]): void;
  184. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  185. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  186. public setFloat(uniform: WebGLUniformLocation, value: number): void;
  187. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  188. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  189. public setBool(uniform: WebGLUniformLocation, bool: number): void;
  190. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  191. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  192. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  193. public setState(culling: boolean, force?: boolean): void;
  194. public setDepthBuffer(enable: boolean): void;
  195. public getDepthWrite(): boolean;
  196. public setDepthWrite(enable: boolean): void;
  197. public setColorWrite(enable: boolean): void;
  198. public setAlphaMode(mode: number): void;
  199. public getAlphaMode(): number;
  200. public setAlphaTesting(enable: boolean): void;
  201. public getAlphaTesting(): boolean;
  202. public wipeCaches(): void;
  203. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
  204. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
  205. public createRawTexture(data: ArrayBufferView, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number): WebGLTexture;
  206. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture;
  207. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
  208. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
  209. public createRenderTargetTexture(size: any, options: any): WebGLTexture;
  210. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
  211. public _releaseTexture(texture: WebGLTexture): void;
  212. public bindSamplers(effect: Effect): void;
  213. public _bindTexture(channel: number, texture: WebGLTexture): void;
  214. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
  215. public setTexture(channel: number, texture: BaseTexture): void;
  216. public _setAnisotropicLevel(key: number, texture: BaseTexture): void;
  217. public readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  218. public dispose(): void;
  219. public displayLoadingUI(): void;
  220. public loadingUIText : string;
  221. public loadingUIBackgroundColor : string;
  222. public hideLoadingUI(): void;
  223. public getFps(): number;
  224. public getDeltaTime(): number;
  225. private _measureFps();
  226. static isSupported(): boolean;
  227. }
  228. }
  229. interface Window {
  230. mozIndexedDB(func: any): any;
  231. webkitIndexedDB(func: any): any;
  232. IDBTransaction(func: any): any;
  233. webkitIDBTransaction(func: any): any;
  234. msIDBTransaction(func: any): any;
  235. IDBKeyRange(func: any): any;
  236. webkitIDBKeyRange(func: any): any;
  237. msIDBKeyRange(func: any): any;
  238. URL: HTMLURL;
  239. webkitURL: HTMLURL;
  240. webkitRequestAnimationFrame(func: any): any;
  241. mozRequestAnimationFrame(func: any): any;
  242. oRequestAnimationFrame(func: any): any;
  243. WebGLRenderingContext: WebGLRenderingContext;
  244. MSGesture: MSGesture;
  245. }
  246. interface HTMLURL {
  247. createObjectURL(param1: any, param2?: any): any;
  248. }
  249. interface Document {
  250. exitFullscreen(): void;
  251. webkitCancelFullScreen(): void;
  252. mozCancelFullScreen(): void;
  253. msCancelFullScreen(): void;
  254. webkitIsFullScreen: boolean;
  255. mozFullScreen: boolean;
  256. msIsFullScreen: boolean;
  257. fullscreen: boolean;
  258. mozPointerLockElement: HTMLElement;
  259. msPointerLockElement: HTMLElement;
  260. webkitPointerLockElement: HTMLElement;
  261. pointerLockElement: HTMLElement;
  262. }
  263. interface HTMLCanvasElement {
  264. requestPointerLock(): void;
  265. msRequestPointerLock(): void;
  266. mozRequestPointerLock(): void;
  267. webkitRequestPointerLock(): void;
  268. }
  269. interface WebGLTexture {
  270. isReady: boolean;
  271. isCube: boolean;
  272. url: string;
  273. noMipmap: boolean;
  274. samplingMode: number;
  275. references: number;
  276. generateMipMaps: boolean;
  277. _size: number;
  278. _baseWidth: number;
  279. _baseHeight: number;
  280. _width: number;
  281. _height: number;
  282. _workingCanvas: HTMLCanvasElement;
  283. _workingContext: CanvasRenderingContext2D;
  284. _framebuffer: WebGLFramebuffer;
  285. _depthBuffer: WebGLRenderbuffer;
  286. _cachedCoordinatesMode: number;
  287. _cachedWrapU: number;
  288. _cachedWrapV: number;
  289. }
  290. interface WebGLBuffer {
  291. references: number;
  292. capacity: number;
  293. is32Bits: boolean;
  294. }
  295. interface MouseEvent {
  296. movementX: number;
  297. movementY: number;
  298. mozMovementX: number;
  299. mozMovementY: number;
  300. webkitMovementX: number;
  301. webkitMovementY: number;
  302. msMovementX: number;
  303. msMovementY: number;
  304. }
  305. interface MSStyleCSSProperties {
  306. webkitTransform: string;
  307. webkitTransition: string;
  308. }
  309. interface Navigator {
  310. getVRDevices: () => any;
  311. mozGetVRDevices: (any: any) => any;
  312. isCocoonJS: boolean;
  313. }
  314. declare module BABYLON {
  315. class Node {
  316. public parent: Node;
  317. public name: string;
  318. public id: string;
  319. public state: string;
  320. public animations: Animation[];
  321. public onReady: (node: Node) => void;
  322. private _childrenFlag;
  323. private _isEnabled;
  324. private _isReady;
  325. public _currentRenderId: number;
  326. public _waitingParentId: string;
  327. private _scene;
  328. public _cache: any;
  329. constructor(name: string, scene: any);
  330. public getScene(): Scene;
  331. public getEngine(): Engine;
  332. public getWorldMatrix(): Matrix;
  333. public _initCache(): void;
  334. public updateCache(force?: boolean): void;
  335. public _updateCache(ignoreParentClass?: boolean): void;
  336. public _isSynchronized(): boolean;
  337. public isSynchronizedWithParent(): boolean;
  338. public isSynchronized(updateCache?: boolean): boolean;
  339. public hasNewParent(update?: boolean): boolean;
  340. public isReady(): boolean;
  341. public isEnabled(): boolean;
  342. public setEnabled(value: boolean): void;
  343. public isDescendantOf(ancestor: Node): boolean;
  344. public _getDescendants(list: Node[], results: Node[]): void;
  345. public getDescendants(): Node[];
  346. public _setReady(state: boolean): void;
  347. }
  348. }
  349. declare module BABYLON {
  350. interface IDisposable {
  351. dispose(): void;
  352. }
  353. class Scene {
  354. static FOGMODE_NONE: number;
  355. static FOGMODE_EXP: number;
  356. static FOGMODE_EXP2: number;
  357. static FOGMODE_LINEAR: number;
  358. static MinDeltaTime: number;
  359. static MaxDeltaTime: number;
  360. public autoClear: boolean;
  361. public clearColor: any;
  362. public ambientColor: Color3;
  363. public beforeRender: () => void;
  364. public afterRender: () => void;
  365. public onDispose: () => void;
  366. public beforeCameraRender: (camera: Camera) => void;
  367. public afterCameraRender: (camera: Camera) => void;
  368. public forceWireframe: boolean;
  369. public forcePointsCloud: boolean;
  370. public forceShowBoundingBoxes: boolean;
  371. public clipPlane: Plane;
  372. public animationsEnabled: boolean;
  373. private _onPointerMove;
  374. private _onPointerDown;
  375. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  376. public cameraToUseForPointers: Camera;
  377. private _pointerX;
  378. private _pointerY;
  379. private _meshUnderPointer;
  380. private _onKeyDown;
  381. private _onKeyUp;
  382. public fogEnabled: boolean;
  383. public fogMode: number;
  384. public fogColor: Color3;
  385. public fogDensity: number;
  386. public fogStart: number;
  387. public fogEnd: number;
  388. public shadowsEnabled: boolean;
  389. public lightsEnabled: boolean;
  390. public lights: Light[];
  391. public cameras: Camera[];
  392. public activeCameras: Camera[];
  393. public activeCamera: Camera;
  394. public meshes: AbstractMesh[];
  395. private _geometries;
  396. public materials: Material[];
  397. public multiMaterials: MultiMaterial[];
  398. public defaultMaterial: StandardMaterial;
  399. public texturesEnabled: boolean;
  400. public textures: BaseTexture[];
  401. public particlesEnabled: boolean;
  402. public particleSystems: ParticleSystem[];
  403. public spriteManagers: SpriteManager[];
  404. public layers: Layer[];
  405. public skeletonsEnabled: boolean;
  406. public skeletons: Skeleton[];
  407. public lensFlaresEnabled: boolean;
  408. public lensFlareSystems: LensFlareSystem[];
  409. public collisionsEnabled: boolean;
  410. public gravity: Vector3;
  411. public postProcessesEnabled: boolean;
  412. public postProcessManager: PostProcessManager;
  413. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  414. public renderTargetsEnabled: boolean;
  415. public customRenderTargets: RenderTargetTexture[];
  416. public useDelayedTextureLoading: boolean;
  417. public importedMeshesFiles: String[];
  418. public database: any;
  419. public actionManager: ActionManager;
  420. public _actionManagers: ActionManager[];
  421. private _meshesForIntersections;
  422. public proceduralTexturesEnabled: boolean;
  423. public _proceduralTextures: ProceduralTexture[];
  424. public mainSoundTrack: SoundTrack;
  425. public soundTracks: SoundTrack[];
  426. private _engine;
  427. private _totalVertices;
  428. public _activeVertices: number;
  429. public _activeParticles: number;
  430. private _lastFrameDuration;
  431. private _evaluateActiveMeshesDuration;
  432. private _renderTargetsDuration;
  433. public _particlesDuration: number;
  434. private _renderDuration;
  435. public _spritesDuration: number;
  436. private _animationRatio;
  437. private _animationStartDate;
  438. public _cachedMaterial: Material;
  439. private _renderId;
  440. private _executeWhenReadyTimeoutId;
  441. public _toBeDisposed: SmartArray<IDisposable>;
  442. private _onReadyCallbacks;
  443. private _pendingData;
  444. private _onBeforeRenderCallbacks;
  445. private _onAfterRenderCallbacks;
  446. private _activeMeshes;
  447. private _processedMaterials;
  448. private _renderTargets;
  449. public _activeParticleSystems: SmartArray<ParticleSystem>;
  450. private _activeSkeletons;
  451. private _activeBones;
  452. private _renderingManager;
  453. private _physicsEngine;
  454. public _activeAnimatables: Animatable[];
  455. private _transformMatrix;
  456. private _pickWithRayInverseMatrix;
  457. private _scaledPosition;
  458. private _scaledVelocity;
  459. private _boundingBoxRenderer;
  460. private _outlineRenderer;
  461. private _viewMatrix;
  462. private _projectionMatrix;
  463. private _frustumPlanes;
  464. private _selectionOctree;
  465. private _pointerOverMesh;
  466. private _debugLayer;
  467. constructor(engine: Engine);
  468. public debugLayer : DebugLayer;
  469. public meshUnderPointer : AbstractMesh;
  470. public pointerX : number;
  471. public pointerY : number;
  472. public getCachedMaterial(): Material;
  473. public getBoundingBoxRenderer(): BoundingBoxRenderer;
  474. public getOutlineRenderer(): OutlineRenderer;
  475. public getEngine(): Engine;
  476. public getTotalVertices(): number;
  477. public getActiveVertices(): number;
  478. public getActiveParticles(): number;
  479. public getActiveBones(): number;
  480. public getLastFrameDuration(): number;
  481. public getEvaluateActiveMeshesDuration(): number;
  482. public getActiveMeshes(): SmartArray<Mesh>;
  483. public getRenderTargetsDuration(): number;
  484. public getRenderDuration(): number;
  485. public getParticlesDuration(): number;
  486. public getSpritesDuration(): number;
  487. public getAnimationRatio(): number;
  488. public getRenderId(): number;
  489. private _updatePointerPosition(evt);
  490. public attachControl(): void;
  491. public detachControl(): void;
  492. public isReady(): boolean;
  493. public resetCachedMaterial(): void;
  494. public registerBeforeRender(func: () => void): void;
  495. public unregisterBeforeRender(func: () => void): void;
  496. public registerAfterRender(func: () => void): void;
  497. public unregisterAfterRender(func: () => void): void;
  498. public _addPendingData(data: any): void;
  499. public _removePendingData(data: any): void;
  500. public getWaitingItemsCount(): number;
  501. public executeWhenReady(func: () => void): void;
  502. public _checkIsReady(): void;
  503. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
  504. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
  505. public getAnimatableByTarget(target: any): Animatable;
  506. public stopAnimation(target: any): void;
  507. private _animate();
  508. public getViewMatrix(): Matrix;
  509. public getProjectionMatrix(): Matrix;
  510. public getTransformMatrix(): Matrix;
  511. public setTransformMatrix(view: Matrix, projection: Matrix): void;
  512. public setActiveCameraByID(id: string): Camera;
  513. public setActiveCameraByName(name: string): Camera;
  514. public getMaterialByID(id: string): Material;
  515. public getMaterialByName(name: string): Material;
  516. public getCameraByID(id: string): Camera;
  517. public getCameraByName(name: string): Camera;
  518. public getLightByName(name: string): Light;
  519. public getLightByID(id: string): Light;
  520. public getGeometryByID(id: string): Geometry;
  521. public pushGeometry(geometry: Geometry, force?: boolean): boolean;
  522. public getGeometries(): Geometry[];
  523. public getMeshByID(id: string): AbstractMesh;
  524. public getLastMeshByID(id: string): AbstractMesh;
  525. public getLastEntryByID(id: string): Node;
  526. public getMeshByName(name: string): AbstractMesh;
  527. public getLastSkeletonByID(id: string): Skeleton;
  528. public getSkeletonById(id: string): Skeleton;
  529. public getSkeletonByName(name: string): Skeleton;
  530. public isActiveMesh(mesh: Mesh): boolean;
  531. private _evaluateSubMesh(subMesh, mesh);
  532. private _evaluateActiveMeshes();
  533. private _activeMesh(mesh);
  534. public updateTransformMatrix(force?: boolean): void;
  535. private _renderForCamera(camera);
  536. private _processSubCameras(camera);
  537. private _checkIntersections();
  538. public render(): void;
  539. private _updateAudioParameters();
  540. public dispose(): void;
  541. public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh?: AbstractMesh): void;
  542. private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
  543. public createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  544. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
  545. private _internalPick(rayFunction, predicate, fastCheck?);
  546. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
  547. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
  548. public setPointerOverMesh(mesh: AbstractMesh): void;
  549. public getPointerOverMesh(): AbstractMesh;
  550. public getPhysicsEngine(): PhysicsEngine;
  551. public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
  552. public disablePhysicsEngine(): void;
  553. public isPhysicsEnabled(): boolean;
  554. public setGravity(gravity: Vector3): void;
  555. public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
  556. public deleteCompoundImpostor(compound: any): void;
  557. private _getByTags(list, tagsQuery);
  558. public getMeshesByTags(tagsQuery: string): Mesh[];
  559. public getCamerasByTags(tagsQuery: string): Camera[];
  560. public getLightsByTags(tagsQuery: string): Light[];
  561. public getMaterialByTags(tagsQuery: string): Material[];
  562. }
  563. }
  564. declare module BABYLON {
  565. class Action {
  566. public triggerOptions: any;
  567. public trigger: number;
  568. public _actionManager: ActionManager;
  569. private _nextActiveAction;
  570. private _child;
  571. private _condition;
  572. private _triggerParameter;
  573. constructor(triggerOptions: any, condition?: Condition);
  574. public _prepare(): void;
  575. public getTriggerParameter(): any;
  576. public _executeCurrent(evt: ActionEvent): void;
  577. public execute(evt: ActionEvent): void;
  578. public then(action: Action): Action;
  579. public _getProperty(propertyPath: string): string;
  580. public _getEffectiveTarget(target: any, propertyPath: string): any;
  581. }
  582. }
  583. declare module BABYLON {
  584. class ActionEvent {
  585. public source: AbstractMesh;
  586. public pointerX: number;
  587. public pointerY: number;
  588. public meshUnderPointer: AbstractMesh;
  589. public sourceEvent: any;
  590. constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any);
  591. static CreateNew(source: AbstractMesh, evt?: Event): ActionEvent;
  592. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  593. }
  594. class ActionManager {
  595. private static _NothingTrigger;
  596. private static _OnPickTrigger;
  597. private static _OnLeftPickTrigger;
  598. private static _OnRightPickTrigger;
  599. private static _OnCenterPickTrigger;
  600. private static _OnPointerOverTrigger;
  601. private static _OnPointerOutTrigger;
  602. private static _OnEveryFrameTrigger;
  603. private static _OnIntersectionEnterTrigger;
  604. private static _OnIntersectionExitTrigger;
  605. private static _OnKeyDownTrigger;
  606. private static _OnKeyUpTrigger;
  607. static NothingTrigger : number;
  608. static OnPickTrigger : number;
  609. static OnLeftPickTrigger : number;
  610. static OnRightPickTrigger : number;
  611. static OnCenterPickTrigger : number;
  612. static OnPointerOverTrigger : number;
  613. static OnPointerOutTrigger : number;
  614. static OnEveryFrameTrigger : number;
  615. static OnIntersectionEnterTrigger : number;
  616. static OnIntersectionExitTrigger : number;
  617. static OnKeyDownTrigger : number;
  618. static OnKeyUpTrigger : number;
  619. public actions: Action[];
  620. private _scene;
  621. constructor(scene: Scene);
  622. public dispose(): void;
  623. public getScene(): Scene;
  624. public hasSpecificTriggers(triggers: number[]): boolean;
  625. public hasPointerTriggers : boolean;
  626. public hasPickTriggers : boolean;
  627. public registerAction(action: Action): Action;
  628. public processTrigger(trigger: number, evt: ActionEvent): void;
  629. public _getEffectiveTarget(target: any, propertyPath: string): any;
  630. public _getProperty(propertyPath: string): string;
  631. }
  632. }
  633. declare module BABYLON {
  634. class Condition {
  635. public _actionManager: ActionManager;
  636. public _evaluationId: number;
  637. public _currentResult: boolean;
  638. constructor(actionManager: ActionManager);
  639. public isValid(): boolean;
  640. public _getProperty(propertyPath: string): string;
  641. public _getEffectiveTarget(target: any, propertyPath: string): any;
  642. }
  643. class ValueCondition extends Condition {
  644. public propertyPath: string;
  645. public value: any;
  646. public operator: number;
  647. private static _IsEqual;
  648. private static _IsDifferent;
  649. private static _IsGreater;
  650. private static _IsLesser;
  651. static IsEqual : number;
  652. static IsDifferent : number;
  653. static IsGreater : number;
  654. static IsLesser : number;
  655. public _actionManager: ActionManager;
  656. private _target;
  657. private _property;
  658. constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
  659. public isValid(): boolean;
  660. }
  661. class PredicateCondition extends Condition {
  662. public predicate: () => boolean;
  663. public _actionManager: ActionManager;
  664. constructor(actionManager: ActionManager, predicate: () => boolean);
  665. public isValid(): boolean;
  666. }
  667. class StateCondition extends Condition {
  668. public value: string;
  669. public _actionManager: ActionManager;
  670. private _target;
  671. constructor(actionManager: ActionManager, target: any, value: string);
  672. public isValid(): boolean;
  673. }
  674. }
  675. declare module BABYLON {
  676. class SwitchBooleanAction extends Action {
  677. public propertyPath: string;
  678. private _target;
  679. private _property;
  680. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  681. public _prepare(): void;
  682. public execute(): void;
  683. }
  684. class SetStateAction extends Action {
  685. public value: string;
  686. private _target;
  687. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  688. public execute(): void;
  689. }
  690. class SetValueAction extends Action {
  691. public propertyPath: string;
  692. public value: any;
  693. private _target;
  694. private _property;
  695. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  696. public _prepare(): void;
  697. public execute(): void;
  698. }
  699. class IncrementValueAction extends Action {
  700. public propertyPath: string;
  701. public value: any;
  702. private _target;
  703. private _property;
  704. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  705. public _prepare(): void;
  706. public execute(): void;
  707. }
  708. class PlayAnimationAction extends Action {
  709. public from: number;
  710. public to: number;
  711. public loop: boolean;
  712. private _target;
  713. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  714. public _prepare(): void;
  715. public execute(): void;
  716. }
  717. class StopAnimationAction extends Action {
  718. private _target;
  719. constructor(triggerOptions: any, target: any, condition?: Condition);
  720. public _prepare(): void;
  721. public execute(): void;
  722. }
  723. class DoNothingAction extends Action {
  724. constructor(triggerOptions?: any, condition?: Condition);
  725. public execute(): void;
  726. }
  727. class CombineAction extends Action {
  728. public children: Action[];
  729. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  730. public _prepare(): void;
  731. public execute(evt: ActionEvent): void;
  732. }
  733. class ExecuteCodeAction extends Action {
  734. public func: (evt: ActionEvent) => void;
  735. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  736. public execute(evt: ActionEvent): void;
  737. }
  738. class SetParentAction extends Action {
  739. private _parent;
  740. private _target;
  741. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  742. public _prepare(): void;
  743. public execute(): void;
  744. }
  745. }
  746. declare module BABYLON {
  747. class InterpolateValueAction extends Action {
  748. public propertyPath: string;
  749. public value: any;
  750. public duration: number;
  751. public stopOtherAnimations: boolean;
  752. private _target;
  753. private _property;
  754. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
  755. public _prepare(): void;
  756. public execute(): void;
  757. }
  758. }
  759. declare module BABYLON {
  760. class Animatable {
  761. public target: any;
  762. public fromFrame: number;
  763. public toFrame: number;
  764. public loopAnimation: boolean;
  765. public speedRatio: number;
  766. public onAnimationEnd: any;
  767. private _localDelayOffset;
  768. private _pausedDelay;
  769. private _animations;
  770. private _paused;
  771. private _scene;
  772. public animationStarted: boolean;
  773. constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
  774. public appendAnimations(target: any, animations: Animation[]): void;
  775. public getAnimationByTargetProperty(property: string): Animation;
  776. public pause(): void;
  777. public restart(): void;
  778. public stop(): void;
  779. public _animate(delay: number): boolean;
  780. }
  781. }
  782. declare module BABYLON {
  783. class Animation {
  784. public name: string;
  785. public targetProperty: string;
  786. public framePerSecond: number;
  787. public dataType: number;
  788. public loopMode: number;
  789. private _keys;
  790. private _offsetsCache;
  791. private _highLimitsCache;
  792. private _stopped;
  793. public _target: any;
  794. private _easingFunction;
  795. public targetPropertyPath: string[];
  796. public currentFrame: number;
  797. static CreateAndStartAnimation(name: string, mesh: AbstractMesh, tartgetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number): void;
  798. constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
  799. public isStopped(): boolean;
  800. public getKeys(): any[];
  801. public getEasingFunction(): IEasingFunction;
  802. public setEasingFunction(easingFunction: EasingFunction): void;
  803. public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  804. public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  805. public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  806. public vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  807. public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  808. public clone(): Animation;
  809. public setKeys(values: any[]): void;
  810. private _getKeyValue(value);
  811. private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
  812. public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
  813. private static _ANIMATIONTYPE_FLOAT;
  814. private static _ANIMATIONTYPE_VECTOR3;
  815. private static _ANIMATIONTYPE_QUATERNION;
  816. private static _ANIMATIONTYPE_MATRIX;
  817. private static _ANIMATIONTYPE_COLOR3;
  818. private static _ANIMATIONTYPE_VECTOR2;
  819. private static _ANIMATIONLOOPMODE_RELATIVE;
  820. private static _ANIMATIONLOOPMODE_CYCLE;
  821. private static _ANIMATIONLOOPMODE_CONSTANT;
  822. static ANIMATIONTYPE_FLOAT : number;
  823. static ANIMATIONTYPE_VECTOR3 : number;
  824. static ANIMATIONTYPE_VECTOR2 : number;
  825. static ANIMATIONTYPE_QUATERNION : number;
  826. static ANIMATIONTYPE_MATRIX : number;
  827. static ANIMATIONTYPE_COLOR3 : number;
  828. static ANIMATIONLOOPMODE_RELATIVE : number;
  829. static ANIMATIONLOOPMODE_CYCLE : number;
  830. static ANIMATIONLOOPMODE_CONSTANT : number;
  831. }
  832. }
  833. declare module BABYLON {
  834. interface IEasingFunction {
  835. ease(gradient: number): number;
  836. }
  837. class EasingFunction implements IEasingFunction {
  838. private static _EASINGMODE_EASEIN;
  839. private static _EASINGMODE_EASEOUT;
  840. private static _EASINGMODE_EASEINOUT;
  841. static EASINGMODE_EASEIN : number;
  842. static EASINGMODE_EASEOUT : number;
  843. static EASINGMODE_EASEINOUT : number;
  844. private _easingMode;
  845. public setEasingMode(easingMode: number): void;
  846. public getEasingMode(): number;
  847. public easeInCore(gradient: number): number;
  848. public ease(gradient: number): number;
  849. }
  850. class CircleEase extends EasingFunction implements IEasingFunction {
  851. public easeInCore(gradient: number): number;
  852. }
  853. class BackEase extends EasingFunction implements IEasingFunction {
  854. public amplitude: number;
  855. constructor(amplitude?: number);
  856. public easeInCore(gradient: number): number;
  857. }
  858. class BounceEase extends EasingFunction implements IEasingFunction {
  859. public bounces: number;
  860. public bounciness: number;
  861. constructor(bounces?: number, bounciness?: number);
  862. public easeInCore(gradient: number): number;
  863. }
  864. class CubicEase extends EasingFunction implements IEasingFunction {
  865. public easeInCore(gradient: number): number;
  866. }
  867. class ElasticEase extends EasingFunction implements IEasingFunction {
  868. public oscillations: number;
  869. public springiness: number;
  870. constructor(oscillations?: number, springiness?: number);
  871. public easeInCore(gradient: number): number;
  872. }
  873. class ExponentialEase extends EasingFunction implements IEasingFunction {
  874. public exponent: number;
  875. constructor(exponent?: number);
  876. public easeInCore(gradient: number): number;
  877. }
  878. class PowerEase extends EasingFunction implements IEasingFunction {
  879. public power: number;
  880. constructor(power?: number);
  881. public easeInCore(gradient: number): number;
  882. }
  883. class QuadraticEase extends EasingFunction implements IEasingFunction {
  884. public easeInCore(gradient: number): number;
  885. }
  886. class QuarticEase extends EasingFunction implements IEasingFunction {
  887. public easeInCore(gradient: number): number;
  888. }
  889. class QuinticEase extends EasingFunction implements IEasingFunction {
  890. public easeInCore(gradient: number): number;
  891. }
  892. class SineEase extends EasingFunction implements IEasingFunction {
  893. public easeInCore(gradient: number): number;
  894. }
  895. class BezierCurveEase extends EasingFunction implements IEasingFunction {
  896. public x1: number;
  897. public y1: number;
  898. public x2: number;
  899. public y2: number;
  900. constructor(x1?: number, y1?: number, x2?: number, y2?: number);
  901. public easeInCore(gradient: number): number;
  902. }
  903. }
  904. declare module BABYLON {
  905. class AudioEngine {
  906. public audioContext: AudioContext;
  907. public canUseWebAudio: boolean;
  908. public masterGain: GainNode;
  909. constructor();
  910. public getGlobalVolume(): number;
  911. public setGlobalVolume(newVolume: number): void;
  912. }
  913. }
  914. declare module BABYLON {
  915. class Sound {
  916. public autoplay: boolean;
  917. public loop: boolean;
  918. public useCustomAttenuation: boolean;
  919. public soundTrackId: number;
  920. public spatialSound: boolean;
  921. public refDistance: number;
  922. public rolloffFactor: number;
  923. public maxDistance: number;
  924. public distanceModel: string;
  925. public panningModel: string;
  926. private startTime;
  927. private startOffset;
  928. private _position;
  929. private _localDirection;
  930. private _volume;
  931. private _isLoaded;
  932. private _isReadyToPlay;
  933. private _isPlaying;
  934. private _isDirectional;
  935. private _audioEngine;
  936. private _readyToPlayCallback;
  937. private _audioBuffer;
  938. private _soundSource;
  939. private _soundPanner;
  940. private _soundGain;
  941. private _audioNode;
  942. private _coneInnerAngle;
  943. private _coneOuterAngle;
  944. private _coneOuterGain;
  945. private _scene;
  946. private _name;
  947. private _connectedMesh;
  948. private _customAttenuationFunction;
  949. /**
  950. * Create a sound and attach it to a scene
  951. * @param name Name of your sound
  952. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
  953. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  954. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
  955. */
  956. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
  957. public updateOptions(options: any): void;
  958. private _createSpatialParameters();
  959. public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  960. /**
  961. * Transform this sound into a directional source
  962. * @param coneInnerAngle Size of the inner cone in degree
  963. * @param coneOuterAngle Size of the outer cone in degree
  964. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  965. */
  966. public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  967. public setPosition(newPosition: Vector3): void;
  968. public setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  969. private _updateDirection();
  970. public updateDistanceFromListener(): void;
  971. public setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  972. /**
  973. * Play the sound
  974. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  975. */
  976. public play(time?: number): void;
  977. /**
  978. * Stop the sound
  979. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  980. */
  981. public stop(time?: number): void;
  982. public pause(): void;
  983. public setVolume(newVolume: number): void;
  984. public getVolume(): number;
  985. public attachToMesh(meshToConnectTo: AbstractMesh): void;
  986. private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
  987. private _soundLoaded(audioData);
  988. }
  989. }
  990. declare module BABYLON {
  991. class SoundTrack {
  992. private _audioEngine;
  993. private _trackGain;
  994. private _trackConvolver;
  995. private _scene;
  996. public id: number;
  997. public soundCollection: Sound[];
  998. private _isMainTrack;
  999. constructor(scene: Scene, options?: any);
  1000. public AddSound(sound: Sound): void;
  1001. public RemoveSound(sound: Sound): void;
  1002. public setVolume(newVolume: number): void;
  1003. }
  1004. }
  1005. declare module BABYLON {
  1006. class Bone {
  1007. public name: string;
  1008. public children: Bone[];
  1009. public animations: Animation[];
  1010. private _skeleton;
  1011. private _matrix;
  1012. private _baseMatrix;
  1013. private _worldTransform;
  1014. private _absoluteTransform;
  1015. private _invertedAbsoluteTransform;
  1016. private _parent;
  1017. constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
  1018. public getParent(): Bone;
  1019. public getLocalMatrix(): Matrix;
  1020. public getBaseMatrix(): Matrix;
  1021. public getWorldMatrix(): Matrix;
  1022. public getInvertedAbsoluteTransform(): Matrix;
  1023. public getAbsoluteMatrix(): Matrix;
  1024. public updateMatrix(matrix: Matrix): void;
  1025. private _updateDifferenceMatrix();
  1026. public markAsDirty(): void;
  1027. }
  1028. }
  1029. declare module BABYLON {
  1030. class Skeleton {
  1031. public name: string;
  1032. public id: string;
  1033. public bones: Bone[];
  1034. private _scene;
  1035. private _isDirty;
  1036. private _transformMatrices;
  1037. private _animatables;
  1038. private _identity;
  1039. constructor(name: string, id: string, scene: Scene);
  1040. public getTransformMatrices(): Float32Array;
  1041. public _markAsDirty(): void;
  1042. public prepare(): void;
  1043. public getAnimatables(): IAnimatable[];
  1044. public clone(name: string, id: string): Skeleton;
  1045. }
  1046. }
  1047. declare module BABYLON {
  1048. class AnaglyphArcRotateCamera extends ArcRotateCamera {
  1049. private _eyeSpace;
  1050. private _leftCamera;
  1051. private _rightCamera;
  1052. constructor(name: string, alpha: number, beta: number, radius: number, target: any, eyeSpace: number, scene: any);
  1053. public _update(): void;
  1054. public _updateCamera(camera: ArcRotateCamera): void;
  1055. }
  1056. class AnaglyphFreeCamera extends FreeCamera {
  1057. private _eyeSpace;
  1058. private _leftCamera;
  1059. private _rightCamera;
  1060. private _transformMatrix;
  1061. constructor(name: string, position: Vector3, eyeSpace: number, scene: Scene);
  1062. public _getSubCameraPosition(eyeSpace: any, result: any): void;
  1063. public _update(): void;
  1064. public _updateCamera(camera: FreeCamera): void;
  1065. }
  1066. }
  1067. declare module BABYLON {
  1068. class ArcRotateCamera extends Camera {
  1069. public alpha: number;
  1070. public beta: number;
  1071. public radius: number;
  1072. public target: any;
  1073. public inertialAlphaOffset: number;
  1074. public inertialBetaOffset: number;
  1075. public inertialRadiusOffset: number;
  1076. public lowerAlphaLimit: any;
  1077. public upperAlphaLimit: any;
  1078. public lowerBetaLimit: number;
  1079. public upperBetaLimit: number;
  1080. public lowerRadiusLimit: any;
  1081. public upperRadiusLimit: any;
  1082. public angularSensibility: number;
  1083. public wheelPrecision: number;
  1084. public keysUp: number[];
  1085. public keysDown: number[];
  1086. public keysLeft: number[];
  1087. public keysRight: number[];
  1088. public zoomOnFactor: number;
  1089. public targetScreenOffset: Vector2;
  1090. private _keys;
  1091. private _viewMatrix;
  1092. private _attachedElement;
  1093. private _onPointerDown;
  1094. private _onPointerUp;
  1095. private _onPointerMove;
  1096. private _wheel;
  1097. private _onMouseMove;
  1098. private _onKeyDown;
  1099. private _onKeyUp;
  1100. private _onLostFocus;
  1101. private _reset;
  1102. private _onGestureStart;
  1103. private _onGesture;
  1104. private _MSGestureHandler;
  1105. public onCollide: (collidedMesh: AbstractMesh) => void;
  1106. public checkCollisions: boolean;
  1107. public collisionRadius: Vector3;
  1108. private _collider;
  1109. private _previousPosition;
  1110. private _collisionVelocity;
  1111. private _newPosition;
  1112. private _previousAlpha;
  1113. private _previousBeta;
  1114. private _previousRadius;
  1115. public pinchPrecision: number;
  1116. private _touchStart;
  1117. private _touchMove;
  1118. private _touchEnd;
  1119. private _pinchStart;
  1120. private _pinchMove;
  1121. private _pinchEnd;
  1122. constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
  1123. public _getTargetPosition(): Vector3;
  1124. public _initCache(): void;
  1125. public _updateCache(ignoreParentClass?: boolean): void;
  1126. public _isSynchronizedViewMatrix(): boolean;
  1127. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1128. public detachControl(element: HTMLElement): void;
  1129. public _update(): void;
  1130. public setPosition(position: Vector3): void;
  1131. public _getViewMatrix(): Matrix;
  1132. public zoomOn(meshes?: AbstractMesh[]): void;
  1133. public focusOn(meshesOrMinMaxVectorAndDistance: any): void;
  1134. }
  1135. }
  1136. declare module BABYLON {
  1137. class Camera extends Node {
  1138. public position: Vector3;
  1139. static PERSPECTIVE_CAMERA: number;
  1140. static ORTHOGRAPHIC_CAMERA: number;
  1141. public upVector: Vector3;
  1142. public orthoLeft: any;
  1143. public orthoRight: any;
  1144. public orthoBottom: any;
  1145. public orthoTop: any;
  1146. public fov: number;
  1147. public minZ: number;
  1148. public maxZ: number;
  1149. public inertia: number;
  1150. public mode: number;
  1151. public isIntermediate: boolean;
  1152. public viewport: Viewport;
  1153. public subCameras: any[];
  1154. public layerMask: number;
  1155. private _computedViewMatrix;
  1156. public _projectionMatrix: Matrix;
  1157. private _worldMatrix;
  1158. public _postProcesses: PostProcess[];
  1159. public _postProcessesTakenIndices: any[];
  1160. constructor(name: string, position: Vector3, scene: Scene);
  1161. public _initCache(): void;
  1162. public _updateCache(ignoreParentClass?: boolean): void;
  1163. public _updateFromScene(): void;
  1164. public _isSynchronized(): boolean;
  1165. public _isSynchronizedViewMatrix(): boolean;
  1166. public _isSynchronizedProjectionMatrix(): boolean;
  1167. public attachControl(element: HTMLElement): void;
  1168. public detachControl(element: HTMLElement): void;
  1169. public _update(): void;
  1170. public attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
  1171. public detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
  1172. public getWorldMatrix(): Matrix;
  1173. public _getViewMatrix(): Matrix;
  1174. public getViewMatrix(): Matrix;
  1175. public _computeViewMatrix(force?: boolean): Matrix;
  1176. public getProjectionMatrix(force?: boolean): Matrix;
  1177. public dispose(): void;
  1178. }
  1179. }
  1180. declare module BABYLON {
  1181. class DeviceOrientationCamera extends FreeCamera {
  1182. private _offsetX;
  1183. private _offsetY;
  1184. private _orientationGamma;
  1185. private _orientationBeta;
  1186. private _initialOrientationGamma;
  1187. private _initialOrientationBeta;
  1188. private _attachedCanvas;
  1189. private _orientationChanged;
  1190. public angularSensibility: number;
  1191. public moveSensibility: number;
  1192. constructor(name: string, position: Vector3, scene: Scene);
  1193. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1194. public detachControl(canvas: HTMLCanvasElement): void;
  1195. public _checkInputs(): void;
  1196. }
  1197. }
  1198. declare module BABYLON {
  1199. class FollowCamera extends TargetCamera {
  1200. public radius: number;
  1201. public rotationOffset: number;
  1202. public heightOffset: number;
  1203. public cameraAcceleration: number;
  1204. public maxCameraSpeed: number;
  1205. public target: AbstractMesh;
  1206. constructor(name: string, position: Vector3, scene: Scene);
  1207. private getRadians(degrees);
  1208. private follow(cameraTarget);
  1209. public _update(): void;
  1210. }
  1211. }
  1212. declare module BABYLON {
  1213. class FreeCamera extends TargetCamera {
  1214. public ellipsoid: Vector3;
  1215. public keysUp: number[];
  1216. public keysDown: number[];
  1217. public keysLeft: number[];
  1218. public keysRight: number[];
  1219. public checkCollisions: boolean;
  1220. public applyGravity: boolean;
  1221. public angularSensibility: number;
  1222. public onCollide: (collidedMesh: AbstractMesh) => void;
  1223. private _keys;
  1224. private _collider;
  1225. private _needMoveForGravity;
  1226. private _oldPosition;
  1227. private _diffPosition;
  1228. private _newPosition;
  1229. private _attachedElement;
  1230. private _localDirection;
  1231. private _transformedDirection;
  1232. private _onMouseDown;
  1233. private _onMouseUp;
  1234. private _onMouseOut;
  1235. private _onMouseMove;
  1236. private _onKeyDown;
  1237. private _onKeyUp;
  1238. public _onLostFocus: (e: FocusEvent) => any;
  1239. public _waitingLockedTargetId: string;
  1240. constructor(name: string, position: Vector3, scene: Scene);
  1241. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1242. public detachControl(element: HTMLElement): void;
  1243. public _collideWithWorld(velocity: Vector3): void;
  1244. public _checkInputs(): void;
  1245. public _decideIfNeedsToMove(): boolean;
  1246. public _updatePosition(): void;
  1247. public _update(): void;
  1248. }
  1249. }
  1250. declare module BABYLON {
  1251. class GamepadCamera extends FreeCamera {
  1252. private _gamepad;
  1253. private _gamepads;
  1254. public angularSensibility: number;
  1255. public moveSensibility: number;
  1256. constructor(name: string, position: Vector3, scene: Scene);
  1257. private _onNewGameConnected(gamepad);
  1258. public _checkInputs(): void;
  1259. public dispose(): void;
  1260. }
  1261. }
  1262. declare module BABYLON {
  1263. class TargetCamera extends Camera {
  1264. public cameraDirection: Vector3;
  1265. public cameraRotation: Vector2;
  1266. public rotation: Vector3;
  1267. public speed: number;
  1268. public noRotationConstraint: boolean;
  1269. public lockedTarget: any;
  1270. public _currentTarget: Vector3;
  1271. public _viewMatrix: Matrix;
  1272. public _camMatrix: Matrix;
  1273. public _cameraTransformMatrix: Matrix;
  1274. public _cameraRotationMatrix: Matrix;
  1275. public _referencePoint: Vector3;
  1276. public _transformedReferencePoint: Vector3;
  1277. public _lookAtTemp: Matrix;
  1278. public _tempMatrix: Matrix;
  1279. public _reset: () => void;
  1280. public _waitingLockedTargetId: string;
  1281. constructor(name: string, position: Vector3, scene: Scene);
  1282. public _getLockedTargetPosition(): Vector3;
  1283. public _initCache(): void;
  1284. public _updateCache(ignoreParentClass?: boolean): void;
  1285. public _isSynchronizedViewMatrix(): boolean;
  1286. public _computeLocalCameraSpeed(): number;
  1287. public setTarget(target: Vector3): void;
  1288. public getTarget(): Vector3;
  1289. public _decideIfNeedsToMove(): boolean;
  1290. public _updatePosition(): void;
  1291. public _update(): void;
  1292. public _getViewMatrix(): Matrix;
  1293. }
  1294. }
  1295. declare module BABYLON {
  1296. class TouchCamera extends FreeCamera {
  1297. private _offsetX;
  1298. private _offsetY;
  1299. private _pointerCount;
  1300. private _pointerPressed;
  1301. private _attachedCanvas;
  1302. private _onPointerDown;
  1303. private _onPointerUp;
  1304. private _onPointerMove;
  1305. public angularSensibility: number;
  1306. public moveSensibility: number;
  1307. constructor(name: string, position: Vector3, scene: Scene);
  1308. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1309. public detachControl(canvas: HTMLCanvasElement): void;
  1310. public _checkInputs(): void;
  1311. }
  1312. }
  1313. declare module BABYLON {
  1314. class VirtualJoysticksCamera extends FreeCamera {
  1315. private _leftjoystick;
  1316. private _rightjoystick;
  1317. constructor(name: string, position: Vector3, scene: Scene);
  1318. public _checkInputs(): void;
  1319. public dispose(): void;
  1320. }
  1321. }
  1322. declare module BABYLON {
  1323. class OculusCamera extends FreeCamera {
  1324. private _leftCamera;
  1325. private _rightCamera;
  1326. private _offsetOrientation;
  1327. private _deviceOrientationHandler;
  1328. constructor(name: string, position: Vector3, scene: Scene);
  1329. public _update(): void;
  1330. public _updateCamera(camera: FreeCamera): void;
  1331. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1332. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1333. public detachControl(element: HTMLElement): void;
  1334. }
  1335. }
  1336. declare module BABYLON {
  1337. class OculusGamepadCamera extends FreeCamera {
  1338. private _leftCamera;
  1339. private _rightCamera;
  1340. private _offsetOrientation;
  1341. private _deviceOrientationHandler;
  1342. private _gamepad;
  1343. private _gamepads;
  1344. public angularSensibility: number;
  1345. public moveSensibility: number;
  1346. constructor(name: string, position: Vector3, scene: Scene);
  1347. private _onNewGameConnected(gamepad);
  1348. public _update(): void;
  1349. public _checkInputs(): void;
  1350. public _updateCamera(camera: FreeCamera): void;
  1351. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1352. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1353. public detachControl(element: HTMLElement): void;
  1354. public dispose(): void;
  1355. }
  1356. }
  1357. declare module BABYLON {
  1358. class VRDeviceOrientationCamera extends OculusCamera {
  1359. public _alpha: number;
  1360. public _beta: number;
  1361. public _gamma: number;
  1362. constructor(name: string, position: Vector3, scene: Scene);
  1363. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1364. }
  1365. }
  1366. declare var HMDVRDevice: any;
  1367. declare var PositionSensorVRDevice: any;
  1368. declare module BABYLON {
  1369. class WebVRCamera extends OculusCamera {
  1370. public _hmdDevice: any;
  1371. public _sensorDevice: any;
  1372. public _cacheState: any;
  1373. public _cacheQuaternion: Quaternion;
  1374. public _cacheRotation: Vector3;
  1375. public _vrEnabled: boolean;
  1376. constructor(name: string, position: Vector3, scene: Scene);
  1377. private _getWebVRDevices(devices);
  1378. public _update(): void;
  1379. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1380. public detachControl(element: HTMLElement): void;
  1381. }
  1382. }
  1383. declare module BABYLON {
  1384. class Collider {
  1385. public radius: Vector3;
  1386. public retry: number;
  1387. public velocity: Vector3;
  1388. public basePoint: Vector3;
  1389. public epsilon: number;
  1390. public collisionFound: boolean;
  1391. public velocityWorldLength: number;
  1392. public basePointWorld: Vector3;
  1393. public velocityWorld: Vector3;
  1394. public normalizedVelocity: Vector3;
  1395. public initialVelocity: Vector3;
  1396. public initialPosition: Vector3;
  1397. public nearestDistance: number;
  1398. public intersectionPoint: Vector3;
  1399. public collidedMesh: AbstractMesh;
  1400. private _collisionPoint;
  1401. private _planeIntersectionPoint;
  1402. private _tempVector;
  1403. private _tempVector2;
  1404. private _tempVector3;
  1405. private _tempVector4;
  1406. private _edge;
  1407. private _baseToVertex;
  1408. private _destinationPoint;
  1409. private _slidePlaneNormal;
  1410. private _displacementVector;
  1411. public _initialize(source: Vector3, dir: Vector3, e: number): void;
  1412. public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  1413. public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  1414. public _testTriangle(faceIndex: number, subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
  1415. public _collide(subMesh: any, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number): void;
  1416. public _getResponse(pos: Vector3, vel: Vector3): void;
  1417. }
  1418. }
  1419. declare module BABYLON {
  1420. class IntersectionInfo {
  1421. public bu: number;
  1422. public bv: number;
  1423. public distance: number;
  1424. public faceId: number;
  1425. constructor(bu: number, bv: number, distance: number);
  1426. }
  1427. class PickingInfo {
  1428. public hit: boolean;
  1429. public distance: number;
  1430. public pickedPoint: Vector3;
  1431. public pickedMesh: AbstractMesh;
  1432. public bu: number;
  1433. public bv: number;
  1434. public faceId: number;
  1435. public getNormal(): Vector3;
  1436. public getTextureCoordinates(): Vector2;
  1437. }
  1438. }
  1439. declare module BABYLON {
  1440. class BoundingBox {
  1441. public minimum: Vector3;
  1442. public maximum: Vector3;
  1443. public vectors: Vector3[];
  1444. public center: Vector3;
  1445. public extendSize: Vector3;
  1446. public directions: Vector3[];
  1447. public vectorsWorld: Vector3[];
  1448. public minimumWorld: Vector3;
  1449. public maximumWorld: Vector3;
  1450. private _worldMatrix;
  1451. constructor(minimum: Vector3, maximum: Vector3);
  1452. public getWorldMatrix(): Matrix;
  1453. public _update(world: Matrix): void;
  1454. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1455. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1456. public intersectsPoint(point: Vector3): boolean;
  1457. public intersectsSphere(sphere: BoundingSphere): boolean;
  1458. public intersectsMinMax(min: Vector3, max: Vector3): boolean;
  1459. static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
  1460. static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
  1461. static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1462. static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1463. }
  1464. }
  1465. declare module BABYLON {
  1466. class BoundingInfo {
  1467. public minimum: Vector3;
  1468. public maximum: Vector3;
  1469. public boundingBox: BoundingBox;
  1470. public boundingSphere: BoundingSphere;
  1471. constructor(minimum: Vector3, maximum: Vector3);
  1472. public _update(world: Matrix): void;
  1473. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1474. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1475. public _checkCollision(collider: Collider): boolean;
  1476. public intersectsPoint(point: Vector3): boolean;
  1477. public intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
  1478. }
  1479. }
  1480. declare module BABYLON {
  1481. class BoundingSphere {
  1482. public minimum: Vector3;
  1483. public maximum: Vector3;
  1484. public center: Vector3;
  1485. public radius: number;
  1486. public centerWorld: Vector3;
  1487. public radiusWorld: number;
  1488. private _tempRadiusVector;
  1489. constructor(minimum: Vector3, maximum: Vector3);
  1490. public _update(world: Matrix): void;
  1491. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1492. public intersectsPoint(point: Vector3): boolean;
  1493. static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
  1494. }
  1495. }
  1496. declare module BABYLON {
  1497. interface IOctreeContainer<T> {
  1498. blocks: OctreeBlock<T>[];
  1499. }
  1500. class Octree<T> {
  1501. public maxDepth: number;
  1502. public blocks: OctreeBlock<T>[];
  1503. public dynamicContent: T[];
  1504. private _maxBlockCapacity;
  1505. private _selectionContent;
  1506. private _creationFunc;
  1507. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
  1508. public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  1509. public addMesh(entry: T): void;
  1510. public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  1511. public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  1512. public intersectsRay(ray: Ray): SmartArray<T>;
  1513. 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;
  1514. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  1515. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  1516. }
  1517. }
  1518. declare module BABYLON {
  1519. class OctreeBlock<T> {
  1520. public entries: T[];
  1521. public blocks: OctreeBlock<T>[];
  1522. private _depth;
  1523. private _maxDepth;
  1524. private _capacity;
  1525. private _minPoint;
  1526. private _maxPoint;
  1527. private _boundingVectors;
  1528. private _creationFunc;
  1529. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  1530. public capacity : number;
  1531. public minPoint : Vector3;
  1532. public maxPoint : Vector3;
  1533. public addEntry(entry: T): void;
  1534. public addEntries(entries: T[]): void;
  1535. public select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1536. public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1537. public intersectsRay(ray: Ray, selection: SmartArray<T>): void;
  1538. public createInnerBlocks(): void;
  1539. }
  1540. }
  1541. declare module BABYLON {
  1542. class DebugLayer {
  1543. private _scene;
  1544. private _enabled;
  1545. private _labelsEnabled;
  1546. private _displayStatistics;
  1547. private _displayTree;
  1548. private _displayLogs;
  1549. private _globalDiv;
  1550. private _statsDiv;
  1551. private _statsSubsetDiv;
  1552. private _optionsDiv;
  1553. private _optionsSubsetDiv;
  1554. private _logDiv;
  1555. private _logSubsetDiv;
  1556. private _treeDiv;
  1557. private _treeSubsetDiv;
  1558. private _drawingCanvas;
  1559. private _drawingContext;
  1560. private _syncPositions;
  1561. private _syncData;
  1562. private _onCanvasClick;
  1563. private _clickPosition;
  1564. private _ratio;
  1565. private _identityMatrix;
  1566. private _showUI;
  1567. private _needToRefreshMeshesTree;
  1568. public shouldDisplayLabel: (node: Node) => boolean;
  1569. public shouldDisplayAxis: (mesh: Mesh) => boolean;
  1570. public axisRatio: number;
  1571. public accentColor: string;
  1572. public customStatsFunction: () => string;
  1573. constructor(scene: Scene);
  1574. private _refreshMeshesTreeContent();
  1575. private _renderSingleAxis(zero, unit, unitText, label, color);
  1576. private _renderAxis(projectedPosition, mesh, globalViewport);
  1577. private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
  1578. private _isClickInsideRect(x, y, width, height);
  1579. public isVisible(): boolean;
  1580. public hide(): void;
  1581. public show(showUI?: boolean): void;
  1582. private _clearLabels();
  1583. private _generateheader(root, text);
  1584. private _generateTexBox(root, title, color);
  1585. private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
  1586. private _generateCheckBox(root, title, initialState, task, tag?);
  1587. private _generateRadio(root, title, name, initialState, task, tag?);
  1588. private _generateDOMelements();
  1589. private _displayStats();
  1590. }
  1591. }
  1592. declare module BABYLON {
  1593. class Layer {
  1594. public name: string;
  1595. public texture: Texture;
  1596. public isBackground: boolean;
  1597. public color: Color4;
  1598. public onDispose: () => void;
  1599. private _scene;
  1600. private _vertexDeclaration;
  1601. private _vertexStrideSize;
  1602. private _vertexBuffer;
  1603. private _indexBuffer;
  1604. private _effect;
  1605. constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
  1606. public render(): void;
  1607. public dispose(): void;
  1608. }
  1609. }
  1610. declare module BABYLON {
  1611. class LensFlare {
  1612. public size: number;
  1613. public position: number;
  1614. public color: Color3;
  1615. public texture: Texture;
  1616. private _system;
  1617. constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
  1618. public dispose: () => void;
  1619. }
  1620. }
  1621. declare module BABYLON {
  1622. class LensFlareSystem {
  1623. public name: string;
  1624. public lensFlares: LensFlare[];
  1625. public borderLimit: number;
  1626. public meshesSelectionPredicate: (mesh: Mesh) => boolean;
  1627. private _scene;
  1628. private _emitter;
  1629. private _vertexDeclaration;
  1630. private _vertexStrideSize;
  1631. private _vertexBuffer;
  1632. private _indexBuffer;
  1633. private _effect;
  1634. private _positionX;
  1635. private _positionY;
  1636. private _isEnabled;
  1637. constructor(name: string, emitter: any, scene: Scene);
  1638. public isEnabled : boolean;
  1639. public getScene(): Scene;
  1640. public getEmitter(): any;
  1641. public getEmitterPosition(): Vector3;
  1642. public computeEffectivePosition(globalViewport: Viewport): boolean;
  1643. public _isVisible(): boolean;
  1644. public render(): boolean;
  1645. public dispose(): void;
  1646. }
  1647. }
  1648. declare module BABYLON {
  1649. class DirectionalLight extends Light implements IShadowLight {
  1650. public direction: Vector3;
  1651. public position: Vector3;
  1652. private _transformedDirection;
  1653. public transformedPosition: Vector3;
  1654. private _worldMatrix;
  1655. constructor(name: string, direction: Vector3, scene: Scene);
  1656. public getAbsolutePosition(): Vector3;
  1657. public setDirectionToTarget(target: Vector3): Vector3;
  1658. public computeTransformedPosition(): boolean;
  1659. public transferToEffect(effect: Effect, directionUniformName: string): void;
  1660. public _getWorldMatrix(): Matrix;
  1661. }
  1662. }
  1663. declare module BABYLON {
  1664. class HemisphericLight extends Light {
  1665. public direction: Vector3;
  1666. public groundColor: Color3;
  1667. private _worldMatrix;
  1668. constructor(name: string, direction: Vector3, scene: Scene);
  1669. public setDirectionToTarget(target: Vector3): Vector3;
  1670. public getShadowGenerator(): ShadowGenerator;
  1671. public transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
  1672. public _getWorldMatrix(): Matrix;
  1673. }
  1674. }
  1675. declare module BABYLON {
  1676. interface IShadowLight {
  1677. position: Vector3;
  1678. direction: Vector3;
  1679. transformedPosition: Vector3;
  1680. name: string;
  1681. computeTransformedPosition(): boolean;
  1682. getScene(): Scene;
  1683. _shadowGenerator: ShadowGenerator;
  1684. }
  1685. class Light extends Node {
  1686. public diffuse: Color3;
  1687. public specular: Color3;
  1688. public intensity: number;
  1689. public range: number;
  1690. public includedOnlyMeshes: AbstractMesh[];
  1691. public excludedMeshes: AbstractMesh[];
  1692. public _shadowGenerator: ShadowGenerator;
  1693. private _parentedWorldMatrix;
  1694. public _excludedMeshesIds: string[];
  1695. public _includedOnlyMeshesIds: string[];
  1696. constructor(name: string, scene: Scene);
  1697. public getShadowGenerator(): ShadowGenerator;
  1698. public getAbsolutePosition(): Vector3;
  1699. public transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
  1700. public _getWorldMatrix(): Matrix;
  1701. public canAffectMesh(mesh: AbstractMesh): boolean;
  1702. public getWorldMatrix(): Matrix;
  1703. public dispose(): void;
  1704. }
  1705. }
  1706. declare module BABYLON {
  1707. class PointLight extends Light {
  1708. public position: Vector3;
  1709. private _worldMatrix;
  1710. private _transformedPosition;
  1711. constructor(name: string, position: Vector3, scene: Scene);
  1712. public getAbsolutePosition(): Vector3;
  1713. public transferToEffect(effect: Effect, positionUniformName: string): void;
  1714. public getShadowGenerator(): ShadowGenerator;
  1715. public _getWorldMatrix(): Matrix;
  1716. }
  1717. }
  1718. declare module BABYLON {
  1719. class SpotLight extends Light implements IShadowLight {
  1720. public position: Vector3;
  1721. public direction: Vector3;
  1722. public angle: number;
  1723. public exponent: number;
  1724. public transformedPosition: Vector3;
  1725. private _transformedDirection;
  1726. private _worldMatrix;
  1727. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  1728. public getAbsolutePosition(): Vector3;
  1729. public setDirectionToTarget(target: Vector3): Vector3;
  1730. public computeTransformedPosition(): boolean;
  1731. public transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
  1732. public _getWorldMatrix(): Matrix;
  1733. }
  1734. }
  1735. declare module BABYLON {
  1736. class ShadowGenerator {
  1737. private static _FILTER_NONE;
  1738. private static _FILTER_VARIANCESHADOWMAP;
  1739. private static _FILTER_POISSONSAMPLING;
  1740. static FILTER_NONE : number;
  1741. static FILTER_VARIANCESHADOWMAP : number;
  1742. static FILTER_POISSONSAMPLING : number;
  1743. public filter: number;
  1744. public useVarianceShadowMap : boolean;
  1745. public usePoissonSampling : boolean;
  1746. private _light;
  1747. private _scene;
  1748. private _shadowMap;
  1749. private _darkness;
  1750. private _transparencyShadow;
  1751. private _effect;
  1752. private _viewMatrix;
  1753. private _projectionMatrix;
  1754. private _transformMatrix;
  1755. private _worldViewProjection;
  1756. private _cachedPosition;
  1757. private _cachedDirection;
  1758. private _cachedDefines;
  1759. constructor(mapSize: number, light: IShadowLight);
  1760. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  1761. public getShadowMap(): RenderTargetTexture;
  1762. public getLight(): IShadowLight;
  1763. public getTransformMatrix(): Matrix;
  1764. public getDarkness(): number;
  1765. public setDarkness(darkness: number): void;
  1766. public setTransparencyShadow(hasShadow: boolean): void;
  1767. public dispose(): void;
  1768. }
  1769. }
  1770. declare module BABYLON {
  1771. interface ISceneLoaderPlugin {
  1772. extensions: string;
  1773. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
  1774. load: (scene: Scene, data: string, rootUrl: string) => boolean;
  1775. }
  1776. class SceneLoader {
  1777. private static _ForceFullSceneLoadingForIncremental;
  1778. private static _ShowLoadingScreen;
  1779. static ForceFullSceneLoadingForIncremental : boolean;
  1780. static ShowLoadingScreen : boolean;
  1781. private static _registeredPlugins;
  1782. private static _getPluginForFilename(sceneFilename);
  1783. static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
  1784. 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;
  1785. /**
  1786. * Load a scene
  1787. * @param rootUrl a string that defines the root url for scene and resources
  1788. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1789. * @param engine is the instance of BABYLON.Engine to use to create the scene
  1790. */
  1791. static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1792. /**
  1793. * Append a scene
  1794. * @param rootUrl a string that defines the root url for scene and resources
  1795. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1796. * @param scene is the instance of BABYLON.Scene to append to
  1797. */
  1798. static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1799. }
  1800. }
  1801. declare module BABYLON.Internals {
  1802. }
  1803. declare module BABYLON {
  1804. class EffectFallbacks {
  1805. private _defines;
  1806. private _currentRank;
  1807. private _maxRank;
  1808. public addFallback(rank: number, define: string): void;
  1809. public isMoreFallbacks : boolean;
  1810. public reduce(currentDefines: string): string;
  1811. }
  1812. class Effect {
  1813. public name: any;
  1814. public defines: string;
  1815. public onCompiled: (effect: Effect) => void;
  1816. public onError: (effect: Effect, errors: string) => void;
  1817. public onBind: (effect: Effect) => void;
  1818. private _engine;
  1819. private _uniformsNames;
  1820. private _samplers;
  1821. private _isReady;
  1822. private _compilationError;
  1823. private _attributesNames;
  1824. private _attributes;
  1825. private _uniforms;
  1826. public _key: string;
  1827. private _program;
  1828. private _valueCache;
  1829. 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);
  1830. public isReady(): boolean;
  1831. public getProgram(): WebGLProgram;
  1832. public getAttributesNames(): string[];
  1833. public getAttributeLocation(index: number): number;
  1834. public getAttributeLocationByName(name: string): number;
  1835. public getAttributesCount(): number;
  1836. public getUniformIndex(uniformName: string): number;
  1837. public getUniform(uniformName: string): WebGLUniformLocation;
  1838. public getSamplers(): string[];
  1839. public getCompilationError(): string;
  1840. public _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  1841. public _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  1842. private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
  1843. public _bindTexture(channel: string, texture: WebGLTexture): void;
  1844. public setTexture(channel: string, texture: BaseTexture): void;
  1845. public setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
  1846. public _cacheFloat2(uniformName: string, x: number, y: number): void;
  1847. public _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
  1848. public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
  1849. public setArray(uniformName: string, array: number[]): Effect;
  1850. public setMatrices(uniformName: string, matrices: Float32Array): Effect;
  1851. public setMatrix(uniformName: string, matrix: Matrix): Effect;
  1852. public setFloat(uniformName: string, value: number): Effect;
  1853. public setBool(uniformName: string, bool: boolean): Effect;
  1854. public setVector2(uniformName: string, vector2: Vector2): Effect;
  1855. public setFloat2(uniformName: string, x: number, y: number): Effect;
  1856. public setVector3(uniformName: string, vector3: Vector3): Effect;
  1857. public setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  1858. public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  1859. public setColor3(uniformName: string, color3: Color3): Effect;
  1860. public setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
  1861. static ShadersStore: {};
  1862. }
  1863. }
  1864. declare module BABYLON {
  1865. class Material {
  1866. public name: string;
  1867. private static _TriangleFillMode;
  1868. private static _WireFrameFillMode;
  1869. private static _PointFillMode;
  1870. static TriangleFillMode : number;
  1871. static WireFrameFillMode : number;
  1872. static PointFillMode : number;
  1873. public id: string;
  1874. public checkReadyOnEveryCall: boolean;
  1875. public checkReadyOnlyOnce: boolean;
  1876. public state: string;
  1877. public alpha: number;
  1878. public backFaceCulling: boolean;
  1879. public onCompiled: (effect: Effect) => void;
  1880. public onError: (effect: Effect, errors: string) => void;
  1881. public onDispose: () => void;
  1882. public onBind: (material: Material) => void;
  1883. public getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
  1884. public _effect: Effect;
  1885. public _wasPreviouslyReady: boolean;
  1886. private _scene;
  1887. private _fillMode;
  1888. public pointSize: number;
  1889. public wireframe : boolean;
  1890. public pointsCloud : boolean;
  1891. public fillMode : number;
  1892. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  1893. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1894. public getEffect(): Effect;
  1895. public getScene(): Scene;
  1896. public needAlphaBlending(): boolean;
  1897. public needAlphaTesting(): boolean;
  1898. public getAlphaTestTexture(): BaseTexture;
  1899. public trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
  1900. public _preBind(): void;
  1901. public bind(world: Matrix, mesh: Mesh): void;
  1902. public bindOnlyWorldMatrix(world: Matrix): void;
  1903. public unbind(): void;
  1904. public dispose(forceDisposeEffect?: boolean): void;
  1905. }
  1906. }
  1907. declare module BABYLON {
  1908. class MultiMaterial extends Material {
  1909. public subMaterials: Material[];
  1910. constructor(name: string, scene: Scene);
  1911. public getSubMaterial(index: any): Material;
  1912. public isReady(mesh?: AbstractMesh): boolean;
  1913. }
  1914. }
  1915. declare module BABYLON {
  1916. class ShaderMaterial extends Material {
  1917. private _shaderPath;
  1918. private _options;
  1919. private _textures;
  1920. private _floats;
  1921. private _floatsArrays;
  1922. private _colors3;
  1923. private _colors4;
  1924. private _vectors2;
  1925. private _vectors3;
  1926. private _matrices;
  1927. private _cachedWorldViewMatrix;
  1928. private _renderId;
  1929. constructor(name: string, scene: Scene, shaderPath: any, options: any);
  1930. public needAlphaBlending(): boolean;
  1931. public needAlphaTesting(): boolean;
  1932. private _checkUniform(uniformName);
  1933. public setTexture(name: string, texture: Texture): ShaderMaterial;
  1934. public setFloat(name: string, value: number): ShaderMaterial;
  1935. public setFloats(name: string, value: number[]): ShaderMaterial;
  1936. public setColor3(name: string, value: Color3): ShaderMaterial;
  1937. public setColor4(name: string, value: Color4): ShaderMaterial;
  1938. public setVector2(name: string, value: Vector2): ShaderMaterial;
  1939. public setVector3(name: string, value: Vector3): ShaderMaterial;
  1940. public setMatrix(name: string, value: Matrix): ShaderMaterial;
  1941. public isReady(): boolean;
  1942. public bindOnlyWorldMatrix(world: Matrix): void;
  1943. public bind(world: Matrix): void;
  1944. public dispose(forceDisposeEffect?: boolean): void;
  1945. }
  1946. }
  1947. declare module BABYLON {
  1948. class FresnelParameters {
  1949. public isEnabled: boolean;
  1950. public leftColor: Color3;
  1951. public rightColor: Color3;
  1952. public bias: number;
  1953. public power: number;
  1954. }
  1955. class StandardMaterial extends Material {
  1956. public diffuseTexture: BaseTexture;
  1957. public ambientTexture: BaseTexture;
  1958. public opacityTexture: BaseTexture;
  1959. public reflectionTexture: BaseTexture;
  1960. public emissiveTexture: BaseTexture;
  1961. public specularTexture: BaseTexture;
  1962. public bumpTexture: BaseTexture;
  1963. public ambientColor: Color3;
  1964. public diffuseColor: Color3;
  1965. public specularColor: Color3;
  1966. public specularPower: number;
  1967. public emissiveColor: Color3;
  1968. public useAlphaFromDiffuseTexture: boolean;
  1969. public useSpecularOverAlpha: boolean;
  1970. public fogEnabled: boolean;
  1971. public diffuseFresnelParameters: FresnelParameters;
  1972. public opacityFresnelParameters: FresnelParameters;
  1973. public reflectionFresnelParameters: FresnelParameters;
  1974. public emissiveFresnelParameters: FresnelParameters;
  1975. private _cachedDefines;
  1976. private _renderTargets;
  1977. private _worldViewProjectionMatrix;
  1978. private _globalAmbientColor;
  1979. private _scaledDiffuse;
  1980. private _scaledSpecular;
  1981. private _renderId;
  1982. constructor(name: string, scene: Scene);
  1983. public needAlphaBlending(): boolean;
  1984. public needAlphaTesting(): boolean;
  1985. private _shouldUseAlphaFromDiffuseTexture();
  1986. public getAlphaTestTexture(): BaseTexture;
  1987. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1988. public unbind(): void;
  1989. public bindOnlyWorldMatrix(world: Matrix): void;
  1990. public bind(world: Matrix, mesh: Mesh): void;
  1991. public getAnimatables(): IAnimatable[];
  1992. public dispose(forceDisposeEffect?: boolean): void;
  1993. public clone(name: string): StandardMaterial;
  1994. static DiffuseTextureEnabled: boolean;
  1995. static AmbientTextureEnabled: boolean;
  1996. static OpacityTextureEnabled: boolean;
  1997. static ReflectionTextureEnabled: boolean;
  1998. static EmissiveTextureEnabled: boolean;
  1999. static SpecularTextureEnabled: boolean;
  2000. static BumpTextureEnabled: boolean;
  2001. static FresnelEnabled: boolean;
  2002. }
  2003. }
  2004. declare module BABYLON {
  2005. class BaseTexture {
  2006. public name: string;
  2007. public delayLoadState: number;
  2008. public hasAlpha: boolean;
  2009. public getAlphaFromRGB: boolean;
  2010. public level: number;
  2011. public isCube: boolean;
  2012. public isRenderTarget: boolean;
  2013. public animations: Animation[];
  2014. public onDispose: () => void;
  2015. public coordinatesIndex: number;
  2016. public coordinatesMode: number;
  2017. public wrapU: number;
  2018. public wrapV: number;
  2019. public anisotropicFilteringLevel: number;
  2020. public _cachedAnisotropicFilteringLevel: number;
  2021. private _scene;
  2022. public _texture: WebGLTexture;
  2023. constructor(scene: Scene);
  2024. public getScene(): Scene;
  2025. public getTextureMatrix(): Matrix;
  2026. public getReflectionTextureMatrix(): Matrix;
  2027. public getInternalTexture(): WebGLTexture;
  2028. public isReady(): boolean;
  2029. public getSize(): ISize;
  2030. public getBaseSize(): ISize;
  2031. public scale(ratio: number): void;
  2032. public canRescale : boolean;
  2033. public _removeFromCache(url: string, noMipmap: boolean): void;
  2034. public _getFromCache(url: string, noMipmap: boolean, sampling?: number): WebGLTexture;
  2035. public delayLoad(): void;
  2036. public releaseInternalTexture(): void;
  2037. public clone(): BaseTexture;
  2038. public dispose(): void;
  2039. }
  2040. }
  2041. declare module BABYLON {
  2042. class CubeTexture extends BaseTexture {
  2043. public url: string;
  2044. public coordinatesMode: number;
  2045. private _noMipmap;
  2046. private _extensions;
  2047. private _textureMatrix;
  2048. constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
  2049. public clone(): CubeTexture;
  2050. public delayLoad(): void;
  2051. public getReflectionTextureMatrix(): Matrix;
  2052. }
  2053. }
  2054. declare module BABYLON {
  2055. class DynamicTexture extends Texture {
  2056. private _generateMipMaps;
  2057. private _canvas;
  2058. private _context;
  2059. constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
  2060. public canRescale : boolean;
  2061. public scale(ratio: number): void;
  2062. public getContext(): CanvasRenderingContext2D;
  2063. public clear(): void;
  2064. public update(invertY?: boolean): void;
  2065. public drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  2066. public clone(): DynamicTexture;
  2067. }
  2068. }
  2069. declare module BABYLON {
  2070. class MirrorTexture extends RenderTargetTexture {
  2071. public mirrorPlane: Plane;
  2072. private _transformMatrix;
  2073. private _mirrorMatrix;
  2074. private _savedViewMatrix;
  2075. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  2076. public clone(): MirrorTexture;
  2077. }
  2078. }
  2079. declare module BABYLON {
  2080. class RawTexture extends Texture {
  2081. constructor(data: ArrayBufferView, width: number, height: number, format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number);
  2082. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2083. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2084. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2085. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2086. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2087. }
  2088. }
  2089. declare module BABYLON {
  2090. class RenderTargetTexture extends Texture {
  2091. public renderList: AbstractMesh[];
  2092. public renderParticles: boolean;
  2093. public renderSprites: boolean;
  2094. public coordinatesMode: number;
  2095. public onBeforeRender: () => void;
  2096. public onAfterRender: () => void;
  2097. public activeCamera: Camera;
  2098. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  2099. private _size;
  2100. public _generateMipMaps: boolean;
  2101. private _renderingManager;
  2102. public _waitingRenderList: string[];
  2103. private _doNotChangeAspectRatio;
  2104. private _currentRefreshId;
  2105. private _refreshRate;
  2106. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean);
  2107. public resetRefreshCounter(): void;
  2108. public refreshRate : number;
  2109. public _shouldRender(): boolean;
  2110. public isReady(): boolean;
  2111. public getRenderSize(): number;
  2112. public canRescale : boolean;
  2113. public scale(ratio: number): void;
  2114. public resize(size: any, generateMipMaps?: boolean): void;
  2115. public render(useCameraPostProcess?: boolean): void;
  2116. public clone(): RenderTargetTexture;
  2117. }
  2118. }
  2119. declare module BABYLON {
  2120. class Texture extends BaseTexture {
  2121. static NEAREST_SAMPLINGMODE: number;
  2122. static BILINEAR_SAMPLINGMODE: number;
  2123. static TRILINEAR_SAMPLINGMODE: number;
  2124. static EXPLICIT_MODE: number;
  2125. static SPHERICAL_MODE: number;
  2126. static PLANAR_MODE: number;
  2127. static CUBIC_MODE: number;
  2128. static PROJECTION_MODE: number;
  2129. static SKYBOX_MODE: number;
  2130. static CLAMP_ADDRESSMODE: number;
  2131. static WRAP_ADDRESSMODE: number;
  2132. static MIRROR_ADDRESSMODE: number;
  2133. public url: string;
  2134. public uOffset: number;
  2135. public vOffset: number;
  2136. public uScale: number;
  2137. public vScale: number;
  2138. public uAng: number;
  2139. public vAng: number;
  2140. public wAng: number;
  2141. private _noMipmap;
  2142. public _invertY: boolean;
  2143. private _rowGenerationMatrix;
  2144. private _cachedTextureMatrix;
  2145. private _projectionModeMatrix;
  2146. private _t0;
  2147. private _t1;
  2148. private _t2;
  2149. private _cachedUOffset;
  2150. private _cachedVOffset;
  2151. private _cachedUScale;
  2152. private _cachedVScale;
  2153. private _cachedUAng;
  2154. private _cachedVAng;
  2155. private _cachedWAng;
  2156. private _cachedCoordinatesMode;
  2157. public _samplingMode: number;
  2158. private _buffer;
  2159. private _deleteBuffer;
  2160. constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any, deleteBuffer?: boolean);
  2161. public delayLoad(): void;
  2162. private _prepareRowForTextureGeneration(x, y, z, t);
  2163. public getTextureMatrix(): Matrix;
  2164. public getReflectionTextureMatrix(): Matrix;
  2165. public clone(): Texture;
  2166. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
  2167. }
  2168. }
  2169. declare module BABYLON {
  2170. class VideoTexture extends Texture {
  2171. public video: HTMLVideoElement;
  2172. private _autoLaunch;
  2173. private _lastUpdate;
  2174. constructor(name: string, urls: string[], size: any, scene: Scene, generateMipMaps: boolean, invertY: boolean, samplingMode?: number);
  2175. public update(): boolean;
  2176. }
  2177. }
  2178. declare module BABYLON {
  2179. class CustomProceduralTexture extends ProceduralTexture {
  2180. private _animate;
  2181. private _time;
  2182. private _config;
  2183. private _texturePath;
  2184. constructor(name: string, texturePath: any, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2185. private loadJson(jsonUrl);
  2186. public isReady(): boolean;
  2187. public render(useCameraPostProcess?: boolean): void;
  2188. public updateTextures(): void;
  2189. public updateShaderUniforms(): void;
  2190. public animate : boolean;
  2191. }
  2192. }
  2193. declare module BABYLON {
  2194. class ProceduralTexture extends Texture {
  2195. private _size;
  2196. public _generateMipMaps: boolean;
  2197. private _doNotChangeAspectRatio;
  2198. private _currentRefreshId;
  2199. private _refreshRate;
  2200. private _vertexBuffer;
  2201. private _indexBuffer;
  2202. private _effect;
  2203. private _vertexDeclaration;
  2204. private _vertexStrideSize;
  2205. private _uniforms;
  2206. private _samplers;
  2207. private _fragment;
  2208. public _textures: Texture[];
  2209. private _floats;
  2210. private _floatsArrays;
  2211. private _colors3;
  2212. private _colors4;
  2213. private _vectors2;
  2214. private _vectors3;
  2215. private _matrices;
  2216. private _fallbackTexture;
  2217. private _fallbackTextureUsed;
  2218. constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2219. public reset(): void;
  2220. public isReady(): boolean;
  2221. public resetRefreshCounter(): void;
  2222. public setFragment(fragment: any): void;
  2223. public refreshRate : number;
  2224. public _shouldRender(): boolean;
  2225. public getRenderSize(): number;
  2226. public resize(size: any, generateMipMaps: any): void;
  2227. private _checkUniform(uniformName);
  2228. public setTexture(name: string, texture: Texture): ProceduralTexture;
  2229. public setFloat(name: string, value: number): ProceduralTexture;
  2230. public setFloats(name: string, value: number[]): ProceduralTexture;
  2231. public setColor3(name: string, value: Color3): ProceduralTexture;
  2232. public setColor4(name: string, value: Color4): ProceduralTexture;
  2233. public setVector2(name: string, value: Vector2): ProceduralTexture;
  2234. public setVector3(name: string, value: Vector3): ProceduralTexture;
  2235. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  2236. public render(useCameraPostProcess?: boolean): void;
  2237. public clone(): ProceduralTexture;
  2238. public dispose(): void;
  2239. }
  2240. }
  2241. declare module BABYLON {
  2242. class WoodProceduralTexture extends ProceduralTexture {
  2243. private _ampScale;
  2244. private _woodColor;
  2245. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2246. public updateShaderUniforms(): void;
  2247. public ampScale : number;
  2248. public woodColor : Color3;
  2249. }
  2250. class FireProceduralTexture extends ProceduralTexture {
  2251. private _time;
  2252. private _speed;
  2253. private _shift;
  2254. private _autoGenerateTime;
  2255. private _fireColors;
  2256. private _alphaThreshold;
  2257. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2258. public updateShaderUniforms(): void;
  2259. public render(useCameraPostProcess?: boolean): void;
  2260. static PurpleFireColors : Color3[];
  2261. static GreenFireColors : Color3[];
  2262. static RedFireColors : Color3[];
  2263. static BlueFireColors : Color3[];
  2264. public fireColors : Color3[];
  2265. public time : number;
  2266. public speed : Vector2;
  2267. public shift : number;
  2268. public alphaThreshold : number;
  2269. }
  2270. class CloudProceduralTexture extends ProceduralTexture {
  2271. private _skyColor;
  2272. private _cloudColor;
  2273. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2274. public updateShaderUniforms(): void;
  2275. public skyColor : Color3;
  2276. public cloudColor : Color3;
  2277. }
  2278. class GrassProceduralTexture extends ProceduralTexture {
  2279. private _grassColors;
  2280. private _herb1;
  2281. private _herb2;
  2282. private _herb3;
  2283. private _groundColor;
  2284. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2285. public updateShaderUniforms(): void;
  2286. public grassColors : Color3[];
  2287. public groundColor : Color3;
  2288. }
  2289. class RoadProceduralTexture extends ProceduralTexture {
  2290. private _roadColor;
  2291. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2292. public updateShaderUniforms(): void;
  2293. public roadColor : Color3;
  2294. }
  2295. class BrickProceduralTexture extends ProceduralTexture {
  2296. private _numberOfBricksHeight;
  2297. private _numberOfBricksWidth;
  2298. private _jointColor;
  2299. private _brickColor;
  2300. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2301. public updateShaderUniforms(): void;
  2302. public numberOfBricksHeight : number;
  2303. public cloudColor : number;
  2304. public numberOfBricksWidth : number;
  2305. public jointColor : Color3;
  2306. public brickColor : Color3;
  2307. }
  2308. class MarbleProceduralTexture extends ProceduralTexture {
  2309. private _numberOfTilesHeight;
  2310. private _numberOfTilesWidth;
  2311. private _amplitude;
  2312. private _marbleColor;
  2313. private _jointColor;
  2314. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2315. public updateShaderUniforms(): void;
  2316. public numberOfTilesHeight : number;
  2317. public numberOfTilesWidth : number;
  2318. public jointColor : Color3;
  2319. public marbleColor : Color3;
  2320. }
  2321. }
  2322. declare module BABYLON {
  2323. class Color3 {
  2324. public r: number;
  2325. public g: number;
  2326. public b: number;
  2327. constructor(r?: number, g?: number, b?: number);
  2328. public toString(): string;
  2329. public toArray(array: number[], index?: number): void;
  2330. public toColor4(alpha?: number): Color4;
  2331. public asArray(): number[];
  2332. public toLuminance(): number;
  2333. public multiply(otherColor: Color3): Color3;
  2334. public multiplyToRef(otherColor: Color3, result: Color3): void;
  2335. public equals(otherColor: Color3): boolean;
  2336. public scale(scale: number): Color3;
  2337. public scaleToRef(scale: number, result: Color3): void;
  2338. public add(otherColor: Color3): Color3;
  2339. public addToRef(otherColor: Color3, result: Color3): void;
  2340. public subtract(otherColor: Color3): Color3;
  2341. public subtractToRef(otherColor: Color3, result: Color3): void;
  2342. public clone(): Color3;
  2343. public copyFrom(source: Color3): void;
  2344. public copyFromFloats(r: number, g: number, b: number): void;
  2345. static FromArray(array: number[]): Color3;
  2346. static FromInts(r: number, g: number, b: number): Color3;
  2347. static Lerp(start: Color3, end: Color3, amount: number): Color3;
  2348. static Red(): Color3;
  2349. static Green(): Color3;
  2350. static Blue(): Color3;
  2351. static Black(): Color3;
  2352. static White(): Color3;
  2353. static Purple(): Color3;
  2354. static Magenta(): Color3;
  2355. static Yellow(): Color3;
  2356. static Gray(): Color3;
  2357. }
  2358. class Color4 {
  2359. public r: number;
  2360. public g: number;
  2361. public b: number;
  2362. public a: number;
  2363. constructor(r: number, g: number, b: number, a: number);
  2364. public addInPlace(right: any): void;
  2365. public asArray(): number[];
  2366. public toArray(array: number[], index?: number): void;
  2367. public add(right: Color4): Color4;
  2368. public subtract(right: Color4): Color4;
  2369. public subtractToRef(right: Color4, result: Color4): void;
  2370. public scale(scale: number): Color4;
  2371. public scaleToRef(scale: number, result: Color4): void;
  2372. public toString(): string;
  2373. public clone(): Color4;
  2374. static Lerp(left: Color4, right: Color4, amount: number): Color4;
  2375. static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
  2376. static FromArray(array: number[], offset?: number): Color4;
  2377. static FromInts(r: number, g: number, b: number, a: number): Color4;
  2378. }
  2379. class Vector2 {
  2380. public x: number;
  2381. public y: number;
  2382. constructor(x: number, y: number);
  2383. public toString(): string;
  2384. public toArray(array: number[], index?: number): void;
  2385. public asArray(): number[];
  2386. public copyFrom(source: Vector2): void;
  2387. public copyFromFloats(x: number, y: number): void;
  2388. public add(otherVector: Vector2): Vector2;
  2389. public addVector3(otherVector: Vector3): Vector2;
  2390. public subtract(otherVector: Vector2): Vector2;
  2391. public subtractInPlace(otherVector: Vector2): void;
  2392. public multiplyInPlace(otherVector: Vector2): void;
  2393. public multiply(otherVector: Vector2): Vector2;
  2394. public multiplyToRef(otherVector: Vector2, result: Vector2): void;
  2395. public multiplyByFloats(x: number, y: number): Vector2;
  2396. public divide(otherVector: Vector2): Vector2;
  2397. public divideToRef(otherVector: Vector2, result: Vector2): void;
  2398. public negate(): Vector2;
  2399. public scaleInPlace(scale: number): Vector2;
  2400. public scale(scale: number): Vector2;
  2401. public equals(otherVector: Vector2): boolean;
  2402. public length(): number;
  2403. public lengthSquared(): number;
  2404. public normalize(): Vector2;
  2405. public clone(): Vector2;
  2406. static Zero(): Vector2;
  2407. static FromArray(array: number[], offset?: number): Vector2;
  2408. static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
  2409. static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
  2410. static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
  2411. static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
  2412. static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
  2413. static Dot(left: Vector2, right: Vector2): number;
  2414. static Normalize(vector: Vector2): Vector2;
  2415. static Minimize(left: Vector2, right: Vector2): Vector2;
  2416. static Maximize(left: Vector2, right: Vector2): Vector2;
  2417. static Transform(vector: Vector2, transformation: Matrix): Vector2;
  2418. static Distance(value1: Vector2, value2: Vector2): number;
  2419. static DistanceSquared(value1: Vector2, value2: Vector2): number;
  2420. }
  2421. class Vector3 {
  2422. public x: number;
  2423. public y: number;
  2424. public z: number;
  2425. constructor(x: number, y: number, z: number);
  2426. public toString(): string;
  2427. public asArray(): number[];
  2428. public toArray(array: number[], index?: number): void;
  2429. public addInPlace(otherVector: Vector3): void;
  2430. public add(otherVector: Vector3): Vector3;
  2431. public addToRef(otherVector: Vector3, result: Vector3): void;
  2432. public subtractInPlace(otherVector: Vector3): void;
  2433. public subtract(otherVector: Vector3): Vector3;
  2434. public subtractToRef(otherVector: Vector3, result: Vector3): void;
  2435. public subtractFromFloats(x: number, y: number, z: number): Vector3;
  2436. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2437. public negate(): Vector3;
  2438. public scaleInPlace(scale: number): Vector3;
  2439. public scale(scale: number): Vector3;
  2440. public scaleToRef(scale: number, result: Vector3): void;
  2441. public equals(otherVector: Vector3): boolean;
  2442. public equalsWithEpsilon(otherVector: Vector3): boolean;
  2443. public equalsToFloats(x: number, y: number, z: number): boolean;
  2444. public multiplyInPlace(otherVector: Vector3): void;
  2445. public multiply(otherVector: Vector3): Vector3;
  2446. public multiplyToRef(otherVector: Vector3, result: Vector3): void;
  2447. public multiplyByFloats(x: number, y: number, z: number): Vector3;
  2448. public divide(otherVector: Vector3): Vector3;
  2449. public divideToRef(otherVector: Vector3, result: Vector3): void;
  2450. public MinimizeInPlace(other: Vector3): void;
  2451. public MaximizeInPlace(other: Vector3): void;
  2452. public length(): number;
  2453. public lengthSquared(): number;
  2454. public normalize(): Vector3;
  2455. public clone(): Vector3;
  2456. public copyFrom(source: Vector3): void;
  2457. public copyFromFloats(x: number, y: number, z: number): void;
  2458. static FromArray(array: number[], offset?: number): Vector3;
  2459. static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
  2460. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
  2461. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2462. static Zero(): Vector3;
  2463. static Up(): Vector3;
  2464. static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
  2465. static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2466. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2467. static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
  2468. static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2469. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2470. static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
  2471. static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
  2472. static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
  2473. static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
  2474. static Dot(left: Vector3, right: Vector3): number;
  2475. static Cross(left: Vector3, right: Vector3): Vector3;
  2476. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2477. static Normalize(vector: Vector3): Vector3;
  2478. static NormalizeToRef(vector: Vector3, result: Vector3): void;
  2479. static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
  2480. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, transform: Matrix): Vector3;
  2481. static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
  2482. static Minimize(left: Vector3, right: Vector3): Vector3;
  2483. static Maximize(left: Vector3, right: Vector3): Vector3;
  2484. static Distance(value1: Vector3, value2: Vector3): number;
  2485. static DistanceSquared(value1: Vector3, value2: Vector3): number;
  2486. static Center(value1: Vector3, value2: Vector3): Vector3;
  2487. }
  2488. class Vector4 {
  2489. public x: number;
  2490. public y: number;
  2491. public z: number;
  2492. public w: number;
  2493. constructor(x: number, y: number, z: number, w: number);
  2494. public toString(): string;
  2495. public asArray(): number[];
  2496. public toArray(array: number[], index?: number): void;
  2497. public addInPlace(otherVector: Vector4): void;
  2498. public add(otherVector: Vector4): Vector4;
  2499. public addToRef(otherVector: Vector4, result: Vector4): void;
  2500. public subtractInPlace(otherVector: Vector4): void;
  2501. public subtract(otherVector: Vector4): Vector4;
  2502. public subtractToRef(otherVector: Vector4, result: Vector4): void;
  2503. public subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2504. public subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2505. public negate(): Vector4;
  2506. public scaleInPlace(scale: number): Vector4;
  2507. public scale(scale: number): Vector4;
  2508. public scaleToRef(scale: number, result: Vector4): void;
  2509. public equals(otherVector: Vector4): boolean;
  2510. public equalsWithEpsilon(otherVector: Vector4): boolean;
  2511. public equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2512. public multiplyInPlace(otherVector: Vector4): void;
  2513. public multiply(otherVector: Vector4): Vector4;
  2514. public multiplyToRef(otherVector: Vector4, result: Vector4): void;
  2515. public multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2516. public divide(otherVector: Vector4): Vector4;
  2517. public divideToRef(otherVector: Vector4, result: Vector4): void;
  2518. public MinimizeInPlace(other: Vector4): void;
  2519. public MaximizeInPlace(other: Vector4): void;
  2520. public length(): number;
  2521. public lengthSquared(): number;
  2522. public normalize(): Vector4;
  2523. public clone(): Vector4;
  2524. public copyFrom(source: Vector4): void;
  2525. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2526. static FromArray(array: number[], offset?: number): Vector4;
  2527. static FromArrayToRef(array: number[], offset: number, result: Vector4): void;
  2528. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void;
  2529. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2530. static Zero(): Vector4;
  2531. static Normalize(vector: Vector4): Vector4;
  2532. static NormalizeToRef(vector: Vector4, result: Vector4): void;
  2533. static Minimize(left: Vector4, right: Vector4): Vector4;
  2534. static Maximize(left: Vector4, right: Vector4): Vector4;
  2535. static Distance(value1: Vector4, value2: Vector4): number;
  2536. static DistanceSquared(value1: Vector4, value2: Vector4): number;
  2537. static Center(value1: Vector4, value2: Vector4): Vector4;
  2538. }
  2539. class Quaternion {
  2540. public x: number;
  2541. public y: number;
  2542. public z: number;
  2543. public w: number;
  2544. constructor(x?: number, y?: number, z?: number, w?: number);
  2545. public toString(): string;
  2546. public asArray(): number[];
  2547. public equals(otherQuaternion: Quaternion): boolean;
  2548. public clone(): Quaternion;
  2549. public copyFrom(other: Quaternion): void;
  2550. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2551. public add(other: Quaternion): Quaternion;
  2552. public subtract(other: Quaternion): Quaternion;
  2553. public scale(value: number): Quaternion;
  2554. public multiply(q1: Quaternion): Quaternion;
  2555. public multiplyToRef(q1: Quaternion, result: Quaternion): void;
  2556. public length(): number;
  2557. public normalize(): void;
  2558. public toEulerAngles(): Vector3;
  2559. public toEulerAnglesToRef(result: Vector3): void;
  2560. public toRotationMatrix(result: Matrix): void;
  2561. public fromRotationMatrix(matrix: Matrix): void;
  2562. static Inverse(q: Quaternion): Quaternion;
  2563. static RotationAxis(axis: Vector3, angle: number): Quaternion;
  2564. static FromArray(array: number[], offset?: number): Quaternion;
  2565. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  2566. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  2567. static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
  2568. }
  2569. class Matrix {
  2570. private static _tempQuaternion;
  2571. private static _xAxis;
  2572. private static _yAxis;
  2573. private static _zAxis;
  2574. public m: Float32Array;
  2575. public isIdentity(): boolean;
  2576. public determinant(): number;
  2577. public toArray(): Float32Array;
  2578. public asArray(): Float32Array;
  2579. public invert(): void;
  2580. public invertToRef(other: Matrix): void;
  2581. public setTranslation(vector3: Vector3): void;
  2582. public multiply(other: Matrix): Matrix;
  2583. public copyFrom(other: Matrix): void;
  2584. public copyToArray(array: Float32Array, offset?: number): void;
  2585. public multiplyToRef(other: Matrix, result: Matrix): void;
  2586. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void;
  2587. public equals(value: Matrix): boolean;
  2588. public clone(): Matrix;
  2589. static FromArray(array: number[], offset?: number): Matrix;
  2590. static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
  2591. 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;
  2592. 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;
  2593. static Identity(): Matrix;
  2594. static IdentityToRef(result: Matrix): void;
  2595. static Zero(): Matrix;
  2596. static RotationX(angle: number): Matrix;
  2597. static Invert(source: Matrix): Matrix;
  2598. static RotationXToRef(angle: number, result: Matrix): void;
  2599. static RotationY(angle: number): Matrix;
  2600. static RotationYToRef(angle: number, result: Matrix): void;
  2601. static RotationZ(angle: number): Matrix;
  2602. static RotationZToRef(angle: number, result: Matrix): void;
  2603. static RotationAxis(axis: Vector3, angle: number): Matrix;
  2604. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  2605. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  2606. static Scaling(x: number, y: number, z: number): Matrix;
  2607. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  2608. static Translation(x: number, y: number, z: number): Matrix;
  2609. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  2610. static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
  2611. static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
  2612. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2613. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  2614. static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  2615. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2616. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  2617. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void;
  2618. static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
  2619. static Transpose(matrix: Matrix): Matrix;
  2620. static Reflection(plane: Plane): Matrix;
  2621. static ReflectionToRef(plane: Plane, result: Matrix): void;
  2622. }
  2623. class Plane {
  2624. public normal: Vector3;
  2625. public d: number;
  2626. constructor(a: number, b: number, c: number, d: number);
  2627. public asArray(): number[];
  2628. public clone(): Plane;
  2629. public normalize(): void;
  2630. public transform(transformation: Matrix): Plane;
  2631. public dotCoordinate(point: any): number;
  2632. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void;
  2633. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
  2634. public signedDistanceTo(point: Vector3): number;
  2635. static FromArray(array: number[]): Plane;
  2636. static FromPoints(point1: any, point2: any, point3: any): Plane;
  2637. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
  2638. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
  2639. }
  2640. class Viewport {
  2641. public x: number;
  2642. public y: number;
  2643. public width: number;
  2644. public height: number;
  2645. constructor(x: number, y: number, width: number, height: number);
  2646. public toGlobal(engine: any): Viewport;
  2647. }
  2648. class Frustum {
  2649. static GetPlanes(transform: Matrix): Plane[];
  2650. static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
  2651. }
  2652. class Ray {
  2653. public origin: Vector3;
  2654. public direction: Vector3;
  2655. public length: number;
  2656. private _edge1;
  2657. private _edge2;
  2658. private _pvec;
  2659. private _tvec;
  2660. private _qvec;
  2661. constructor(origin: Vector3, direction: Vector3, length?: number);
  2662. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
  2663. public intersectsBox(box: BoundingBox): boolean;
  2664. public intersectsSphere(sphere: any): boolean;
  2665. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
  2666. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
  2667. /**
  2668. * 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
  2669. * transformed to the given world matrix.
  2670. * @param origin The origin point
  2671. * @param end The end point
  2672. * @param world a matrix to transform the ray to. Default is the identity matrix.
  2673. */
  2674. static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
  2675. static Transform(ray: Ray, matrix: Matrix): Ray;
  2676. }
  2677. enum Space {
  2678. LOCAL = 0,
  2679. WORLD = 1,
  2680. }
  2681. class Axis {
  2682. static X: Vector3;
  2683. static Y: Vector3;
  2684. static Z: Vector3;
  2685. }
  2686. class BezierCurve {
  2687. static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  2688. }
  2689. enum Orientation {
  2690. CW = 0,
  2691. CCW = 1,
  2692. }
  2693. class Angle {
  2694. private _radians;
  2695. constructor(radians: number);
  2696. public degrees: () => number;
  2697. public radians: () => number;
  2698. static BetweenTwoPoints(a: Vector2, b: Vector2): Angle;
  2699. static FromRadians(radians: number): Angle;
  2700. static FromDegrees(degrees: number): Angle;
  2701. }
  2702. class Arc2 {
  2703. public startPoint: Vector2;
  2704. public midPoint: Vector2;
  2705. public endPoint: Vector2;
  2706. public centerPoint: Vector2;
  2707. public radius: number;
  2708. public angle: Angle;
  2709. public startAngle: Angle;
  2710. public orientation: Orientation;
  2711. constructor(startPoint: Vector2, midPoint: Vector2, endPoint: Vector2);
  2712. }
  2713. class PathCursor {
  2714. private path;
  2715. private _onchange;
  2716. public value: number;
  2717. public animations: Animation[];
  2718. constructor(path: Path2);
  2719. public getPoint(): Vector3;
  2720. public moveAhead(step?: number): void;
  2721. public moveBack(step?: number): void;
  2722. public move(step: number): void;
  2723. private ensureLimits();
  2724. private markAsDirty(propertyName);
  2725. private raiseOnChange();
  2726. public onchange(f: (cursor: PathCursor) => void): void;
  2727. }
  2728. class Path2 {
  2729. private _points;
  2730. private _length;
  2731. public closed: boolean;
  2732. constructor(x: number, y: number);
  2733. public addLineTo(x: number, y: number): Path2;
  2734. public addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  2735. public close(): Path2;
  2736. public length(): number;
  2737. public getPoints(): Vector2[];
  2738. public getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  2739. static StartingAt(x: number, y: number): Path2;
  2740. }
  2741. }
  2742. declare module BABYLON {
  2743. class AbstractMesh extends Node implements IDisposable {
  2744. private static _BILLBOARDMODE_NONE;
  2745. private static _BILLBOARDMODE_X;
  2746. private static _BILLBOARDMODE_Y;
  2747. private static _BILLBOARDMODE_Z;
  2748. private static _BILLBOARDMODE_ALL;
  2749. static BILLBOARDMODE_NONE : number;
  2750. static BILLBOARDMODE_X : number;
  2751. static BILLBOARDMODE_Y : number;
  2752. static BILLBOARDMODE_Z : number;
  2753. static BILLBOARDMODE_ALL : number;
  2754. public position: Vector3;
  2755. public rotation: Vector3;
  2756. public rotationQuaternion: Quaternion;
  2757. public scaling: Vector3;
  2758. public billboardMode: number;
  2759. public visibility: number;
  2760. public alphaIndex: number;
  2761. public infiniteDistance: boolean;
  2762. public isVisible: boolean;
  2763. public isPickable: boolean;
  2764. public showBoundingBox: boolean;
  2765. public showSubMeshesBoundingBox: boolean;
  2766. public onDispose: any;
  2767. public checkCollisions: boolean;
  2768. public isBlocker: boolean;
  2769. public skeleton: Skeleton;
  2770. public renderingGroupId: number;
  2771. public material: Material;
  2772. public receiveShadows: boolean;
  2773. public actionManager: ActionManager;
  2774. public renderOutline: boolean;
  2775. public outlineColor: Color3;
  2776. public outlineWidth: number;
  2777. public renderOverlay: boolean;
  2778. public overlayColor: Color3;
  2779. public overlayAlpha: number;
  2780. public hasVertexAlpha: boolean;
  2781. public useVertexColors: boolean;
  2782. public applyFog: boolean;
  2783. public useOctreeForRenderingSelection: boolean;
  2784. public useOctreeForPicking: boolean;
  2785. public useOctreeForCollisions: boolean;
  2786. public layerMask: number;
  2787. public _physicImpostor: number;
  2788. public _physicsMass: number;
  2789. public _physicsFriction: number;
  2790. public _physicRestitution: number;
  2791. public ellipsoid: Vector3;
  2792. public ellipsoidOffset: Vector3;
  2793. private _collider;
  2794. private _oldPositionForCollisions;
  2795. private _diffPositionForCollisions;
  2796. private _newPositionForCollisions;
  2797. private _localScaling;
  2798. private _localRotation;
  2799. private _localTranslation;
  2800. private _localBillboard;
  2801. private _localPivotScaling;
  2802. private _localPivotScalingRotation;
  2803. private _localWorld;
  2804. public _worldMatrix: Matrix;
  2805. private _rotateYByPI;
  2806. private _absolutePosition;
  2807. private _collisionsTransformMatrix;
  2808. private _collisionsScalingMatrix;
  2809. public _positions: Vector3[];
  2810. private _isDirty;
  2811. public _masterMesh: AbstractMesh;
  2812. public _boundingInfo: BoundingInfo;
  2813. private _pivotMatrix;
  2814. public _isDisposed: boolean;
  2815. public _renderId: number;
  2816. public subMeshes: SubMesh[];
  2817. public _submeshesOctree: Octree<SubMesh>;
  2818. public _intersectionsInProgress: AbstractMesh[];
  2819. private _onAfterWorldMatrixUpdate;
  2820. constructor(name: string, scene: Scene);
  2821. public isBlocked : boolean;
  2822. public getLOD(camera: Camera): AbstractMesh;
  2823. public getTotalVertices(): number;
  2824. public getIndices(): number[];
  2825. public getVerticesData(kind: string): number[];
  2826. public isVerticesDataPresent(kind: string): boolean;
  2827. public getBoundingInfo(): BoundingInfo;
  2828. public _preActivate(): void;
  2829. public _activate(renderId: number): void;
  2830. public getWorldMatrix(): Matrix;
  2831. public worldMatrixFromCache : Matrix;
  2832. public absolutePosition : Vector3;
  2833. public rotate(axis: Vector3, amount: number, space: Space): void;
  2834. public translate(axis: Vector3, distance: number, space: Space): void;
  2835. public getAbsolutePosition(): Vector3;
  2836. public setAbsolutePosition(absolutePosition: Vector3): void;
  2837. public setPivotMatrix(matrix: Matrix): void;
  2838. public getPivotMatrix(): Matrix;
  2839. public _isSynchronized(): boolean;
  2840. public _initCache(): void;
  2841. public markAsDirty(property: string): void;
  2842. public _updateBoundingInfo(): void;
  2843. public _updateSubMeshesBoundingInfo(matrix: Matrix): void;
  2844. public computeWorldMatrix(force?: boolean): Matrix;
  2845. /**
  2846. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  2847. * @param func: callback function to add
  2848. */
  2849. public registerAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
  2850. public unregisterAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
  2851. public setPositionWithLocalVector(vector3: Vector3): void;
  2852. public getPositionExpressedInLocalSpace(): Vector3;
  2853. public locallyTranslate(vector3: Vector3): void;
  2854. public lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
  2855. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2856. public isCompletelyInFrustum(camera?: Camera): boolean;
  2857. public intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
  2858. public intersectsPoint(point: Vector3): boolean;
  2859. public setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): any;
  2860. public getPhysicsImpostor(): number;
  2861. public getPhysicsMass(): number;
  2862. public getPhysicsFriction(): number;
  2863. public getPhysicsRestitution(): number;
  2864. public getPositionInCameraSpace(camera?: Camera): Vector3;
  2865. public getDistanceToCamera(camera?: Camera): number;
  2866. public applyImpulse(force: Vector3, contactPoint: Vector3): void;
  2867. public setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
  2868. public updatePhysicsBodyPosition(): void;
  2869. public moveWithCollisions(velocity: Vector3): void;
  2870. /**
  2871. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  2872. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  2873. */
  2874. public createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  2875. public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
  2876. public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
  2877. public _checkCollision(collider: Collider): void;
  2878. public _generatePointsArray(): boolean;
  2879. public intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
  2880. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
  2881. public releaseSubMeshes(): void;
  2882. public dispose(doNotRecurse?: boolean): void;
  2883. }
  2884. }
  2885. declare module BABYLON {
  2886. class CSG {
  2887. private polygons;
  2888. public matrix: Matrix;
  2889. public position: Vector3;
  2890. public rotation: Vector3;
  2891. public scaling: Vector3;
  2892. static FromMesh(mesh: Mesh): CSG;
  2893. private static FromPolygons(polygons);
  2894. public clone(): CSG;
  2895. private toPolygons();
  2896. public union(csg: CSG): CSG;
  2897. public unionInPlace(csg: CSG): void;
  2898. public subtract(csg: CSG): CSG;
  2899. public subtractInPlace(csg: CSG): void;
  2900. public intersect(csg: CSG): CSG;
  2901. public intersectInPlace(csg: CSG): void;
  2902. public inverse(): CSG;
  2903. public inverseInPlace(): void;
  2904. public copyTransformAttributes(csg: CSG): CSG;
  2905. public buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  2906. public toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
  2907. }
  2908. }
  2909. declare module BABYLON {
  2910. class Geometry implements IGetSetVerticesData {
  2911. public id: string;
  2912. public delayLoadState: number;
  2913. public delayLoadingFile: string;
  2914. private _scene;
  2915. private _engine;
  2916. private _meshes;
  2917. private _totalVertices;
  2918. private _indices;
  2919. private _vertexBuffers;
  2920. public _delayInfo: any;
  2921. private _indexBuffer;
  2922. public _boundingInfo: BoundingInfo;
  2923. public _delayLoadingFunction: (any: any, Geometry: any) => void;
  2924. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
  2925. public getScene(): Scene;
  2926. public getEngine(): Engine;
  2927. public isReady(): boolean;
  2928. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2929. public setVerticesData(kind: string, data: number[], updatable?: boolean, stride?: number): void;
  2930. public updateVerticesDataDirectly(kind: string, data: Float32Array, offset: number): void;
  2931. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
  2932. public getTotalVertices(): number;
  2933. public getVerticesData(kind: string): number[];
  2934. public getVertexBuffer(kind: string): VertexBuffer;
  2935. public getVertexBuffers(): VertexBuffer[];
  2936. public isVerticesDataPresent(kind: string): boolean;
  2937. public getVerticesDataKinds(): string[];
  2938. public setIndices(indices: number[], totalVertices?: number): void;
  2939. public getTotalIndices(): number;
  2940. public getIndices(): number[];
  2941. public getIndexBuffer(): any;
  2942. public releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  2943. public applyToMesh(mesh: Mesh): void;
  2944. private _applyToMesh(mesh);
  2945. public load(scene: Scene, onLoaded?: () => void): void;
  2946. public dispose(): void;
  2947. public copy(id: string): Geometry;
  2948. static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
  2949. static RandomId(): string;
  2950. }
  2951. module Geometry.Primitives {
  2952. class _Primitive extends Geometry {
  2953. private _beingRegenerated;
  2954. private _canBeRegenerated;
  2955. constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
  2956. public canBeRegenerated(): boolean;
  2957. public regenerate(): void;
  2958. public asNewGeometry(id: string): Geometry;
  2959. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2960. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2961. public _regenerateVertexData(): VertexData;
  2962. public copy(id: string): Geometry;
  2963. }
  2964. class Box extends _Primitive {
  2965. public size: number;
  2966. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2967. public _regenerateVertexData(): VertexData;
  2968. public copy(id: string): Geometry;
  2969. }
  2970. class Sphere extends _Primitive {
  2971. public segments: number;
  2972. public diameter: number;
  2973. constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2974. public _regenerateVertexData(): VertexData;
  2975. public copy(id: string): Geometry;
  2976. }
  2977. class Cylinder extends _Primitive {
  2978. public height: number;
  2979. public diameterTop: number;
  2980. public diameterBottom: number;
  2981. public tessellation: number;
  2982. public subdivisions: number;
  2983. constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2984. public _regenerateVertexData(): VertexData;
  2985. public copy(id: string): Geometry;
  2986. }
  2987. class Torus extends _Primitive {
  2988. public diameter: number;
  2989. public thickness: number;
  2990. public tessellation: number;
  2991. constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2992. public _regenerateVertexData(): VertexData;
  2993. public copy(id: string): Geometry;
  2994. }
  2995. class Ground extends _Primitive {
  2996. public width: number;
  2997. public height: number;
  2998. public subdivisions: number;
  2999. constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3000. public _regenerateVertexData(): VertexData;
  3001. public copy(id: string): Geometry;
  3002. }
  3003. class TiledGround extends _Primitive {
  3004. public xmin: number;
  3005. public zmin: number;
  3006. public xmax: number;
  3007. public zmax: number;
  3008. public subdivisions: {
  3009. w: number;
  3010. h: number;
  3011. };
  3012. public precision: {
  3013. w: number;
  3014. h: number;
  3015. };
  3016. constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  3017. w: number;
  3018. h: number;
  3019. }, precision: {
  3020. w: number;
  3021. h: number;
  3022. }, canBeRegenerated?: boolean, mesh?: Mesh);
  3023. public _regenerateVertexData(): VertexData;
  3024. public copy(id: string): Geometry;
  3025. }
  3026. class Plane extends _Primitive {
  3027. public size: number;
  3028. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3029. public _regenerateVertexData(): VertexData;
  3030. public copy(id: string): Geometry;
  3031. }
  3032. class TorusKnot extends _Primitive {
  3033. public radius: number;
  3034. public tube: number;
  3035. public radialSegments: number;
  3036. public tubularSegments: number;
  3037. public p: number;
  3038. public q: number;
  3039. constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3040. public _regenerateVertexData(): VertexData;
  3041. public copy(id: string): Geometry;
  3042. }
  3043. }
  3044. }
  3045. declare module BABYLON {
  3046. class GroundMesh extends Mesh {
  3047. public generateOctree: boolean;
  3048. private _worldInverse;
  3049. public _subdivisions: number;
  3050. constructor(name: string, scene: Scene);
  3051. public subdivisions : number;
  3052. public optimize(chunksCount: number): void;
  3053. public getHeightAtCoordinates(x: number, z: number): number;
  3054. }
  3055. }
  3056. declare module BABYLON {
  3057. class InstancedMesh extends AbstractMesh {
  3058. private _sourceMesh;
  3059. private _currentLOD;
  3060. constructor(name: string, source: Mesh);
  3061. public receiveShadows : boolean;
  3062. public material : Material;
  3063. public visibility : number;
  3064. public skeleton : Skeleton;
  3065. public getTotalVertices(): number;
  3066. public sourceMesh : Mesh;
  3067. public getVerticesData(kind: string): number[];
  3068. public isVerticesDataPresent(kind: string): boolean;
  3069. public getIndices(): number[];
  3070. public _positions : Vector3[];
  3071. public refreshBoundingInfo(): void;
  3072. public _preActivate(): void;
  3073. public _activate(renderId: number): void;
  3074. public getLOD(camera: Camera): AbstractMesh;
  3075. public _syncSubMeshes(): void;
  3076. public _generatePointsArray(): boolean;
  3077. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  3078. public dispose(doNotRecurse?: boolean): void;
  3079. }
  3080. }
  3081. declare module BABYLON {
  3082. class LinesMesh extends Mesh {
  3083. public color: Color3;
  3084. public alpha: number;
  3085. private _colorShader;
  3086. private _ib;
  3087. private _indicesLength;
  3088. private _indices;
  3089. constructor(name: string, scene: Scene, updatable?: boolean);
  3090. public material : Material;
  3091. public isPickable : boolean;
  3092. public checkCollisions : boolean;
  3093. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  3094. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  3095. public intersects(ray: Ray, fastCheck?: boolean): any;
  3096. public dispose(doNotRecurse?: boolean): void;
  3097. }
  3098. }
  3099. declare module BABYLON {
  3100. class _InstancesBatch {
  3101. public mustReturn: boolean;
  3102. public visibleInstances: InstancedMesh[][];
  3103. public renderSelf: boolean[];
  3104. }
  3105. class Mesh extends AbstractMesh implements IGetSetVerticesData {
  3106. public delayLoadState: number;
  3107. public instances: InstancedMesh[];
  3108. public delayLoadingFile: string;
  3109. public _binaryInfo: any;
  3110. private _LODLevels;
  3111. public _geometry: Geometry;
  3112. private _onBeforeRenderCallbacks;
  3113. private _onAfterRenderCallbacks;
  3114. public _delayInfo: any;
  3115. public _delayLoadingFunction: (any: any, Mesh: any) => void;
  3116. public _visibleInstances: any;
  3117. private _renderIdForInstances;
  3118. private _batchCache;
  3119. private _worldMatricesInstancesBuffer;
  3120. private _worldMatricesInstancesArray;
  3121. private _instancesBufferSize;
  3122. public _shouldGenerateFlatShading: boolean;
  3123. private _preActivateId;
  3124. /**
  3125. * @param {string} name - The value used by scene.getMeshByName() to do a lookup.
  3126. * @param {BABYLON.Scene} scene - The scene to add this mesh to.
  3127. * @param {BABYLON.Node} parent - The parent of this mesh, if it has one
  3128. * @param {BABYLON.Mesh} source - An optional Mesh from which geometry is shared, cloned.
  3129. * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
  3130. * When false, achieved by calling a clone(), also passing False.
  3131. * This will make creation of children, recursive.
  3132. */
  3133. constructor(name: string, scene: Scene, parent?: Node, source?: Mesh, doNotCloneChildren?: boolean);
  3134. private _clone();
  3135. public hasLODLevels : boolean;
  3136. private _sortLODLevels();
  3137. public addLODLevel(distance: number, mesh: Mesh): Mesh;
  3138. public removeLODLevel(mesh: Mesh): Mesh;
  3139. public getLOD(camera: Camera, boundingSphere?: BoundingSphere): AbstractMesh;
  3140. public geometry : Geometry;
  3141. public getTotalVertices(): number;
  3142. public getVerticesData(kind: string): number[];
  3143. public getVertexBuffer(kind: any): VertexBuffer;
  3144. public isVerticesDataPresent(kind: string): boolean;
  3145. public getVerticesDataKinds(): string[];
  3146. public getTotalIndices(): number;
  3147. public getIndices(): number[];
  3148. public isBlocked : boolean;
  3149. public isReady(): boolean;
  3150. public isDisposed(): boolean;
  3151. public _preActivate(): void;
  3152. public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
  3153. public refreshBoundingInfo(): void;
  3154. public _createGlobalSubMesh(): SubMesh;
  3155. public subdivide(count: number): void;
  3156. public setVerticesData(kind: any, data: any, updatable?: boolean, stride?: number): void;
  3157. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3158. public updateVerticesDataDirectly(kind: string, data: Float32Array, offset?: number, makeItUnique?: boolean): void;
  3159. public makeGeometryUnique(): void;
  3160. public setIndices(indices: number[], totalVertices?: number): void;
  3161. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  3162. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  3163. public registerBeforeRender(func: () => void): void;
  3164. public unregisterBeforeRender(func: () => void): void;
  3165. public registerAfterRender(func: () => void): void;
  3166. public unregisterAfterRender(func: () => void): void;
  3167. public _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  3168. public _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
  3169. public render(subMesh: SubMesh): void;
  3170. public getEmittedParticleSystems(): ParticleSystem[];
  3171. public getHierarchyEmittedParticleSystems(): ParticleSystem[];
  3172. public getChildren(): Node[];
  3173. public _checkDelayState(): void;
  3174. public isInFrustum(frustumPlanes: Plane[]): boolean;
  3175. public setMaterialByID(id: string): void;
  3176. public getAnimatables(): IAnimatable[];
  3177. public bakeTransformIntoVertices(transform: Matrix): void;
  3178. public _resetPointsArrayCache(): void;
  3179. public _generatePointsArray(): boolean;
  3180. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Mesh;
  3181. public dispose(doNotRecurse?: boolean): void;
  3182. public applyDisplacementMap(url: string, minHeight: number, maxHeight: number): void;
  3183. public applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
  3184. public convertToFlatShadedMesh(): void;
  3185. public createInstance(name: string): InstancedMesh;
  3186. public synchronizeInstances(): void;
  3187. static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3188. static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh;
  3189. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any): Mesh;
  3190. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh;
  3191. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh;
  3192. static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean): LinesMesh;
  3193. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3194. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
  3195. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  3196. w: number;
  3197. h: number;
  3198. }, precision: {
  3199. w: number;
  3200. h: number;
  3201. }, scene: Scene, updatable?: boolean): Mesh;
  3202. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean): GroundMesh;
  3203. static MinMax(meshes: AbstractMesh[]): {
  3204. min: Vector3;
  3205. max: Vector3;
  3206. };
  3207. static Center(meshesOrMinMaxVector: any): Vector3;
  3208. static MergeMeshes(meshes: Mesh[], disposeSource?: boolean, allow32BitsIndices?: boolean): Mesh;
  3209. }
  3210. }
  3211. declare module BABYLON {
  3212. interface IGetSetVerticesData {
  3213. isVerticesDataPresent(kind: string): boolean;
  3214. getVerticesData(kind: string): number[];
  3215. getIndices(): number[];
  3216. setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  3217. updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3218. setIndices(indices: number[]): void;
  3219. }
  3220. class VertexData {
  3221. public positions: number[];
  3222. public normals: number[];
  3223. public uvs: number[];
  3224. public uv2s: number[];
  3225. public colors: number[];
  3226. public matricesIndices: number[];
  3227. public matricesWeights: number[];
  3228. public indices: number[];
  3229. public set(data: number[], kind: string): void;
  3230. public applyToMesh(mesh: Mesh, updatable?: boolean): void;
  3231. public applyToGeometry(geometry: Geometry, updatable?: boolean): void;
  3232. public updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
  3233. public updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
  3234. private _applyTo(meshOrGeometry, updatable?);
  3235. private _update(meshOrGeometry, updateExtends?, makeItUnique?);
  3236. public transform(matrix: Matrix): void;
  3237. public merge(other: VertexData): void;
  3238. static ExtractFromMesh(mesh: Mesh): VertexData;
  3239. static ExtractFromGeometry(geometry: Geometry): VertexData;
  3240. private static _ExtractFrom(meshOrGeometry);
  3241. static CreateBox(size: number): VertexData;
  3242. static CreateSphere(segments: number, diameter: number): VertexData;
  3243. static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number): VertexData;
  3244. static CreateTorus(diameter: any, thickness: any, tessellation: any): VertexData;
  3245. static CreateLines(points: Vector3[]): VertexData;
  3246. static CreateGround(width: number, height: number, subdivisions: number): VertexData;
  3247. static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
  3248. w: number;
  3249. h: number;
  3250. }, precision?: {
  3251. w: number;
  3252. h: number;
  3253. }): VertexData;
  3254. static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
  3255. static CreatePlane(size: number): VertexData;
  3256. static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData;
  3257. static ComputeNormals(positions: number[], indices: number[], normals: number[]): void;
  3258. }
  3259. }
  3260. declare module BABYLON.Internals {
  3261. class MeshLODLevel {
  3262. public distance: number;
  3263. public mesh: Mesh;
  3264. constructor(distance: number, mesh: Mesh);
  3265. }
  3266. }
  3267. declare module BABYLON {
  3268. class Polygon {
  3269. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  3270. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  3271. static Parse(input: string): Vector2[];
  3272. static StartingAt(x: number, y: number): Path2;
  3273. }
  3274. class PolygonMeshBuilder {
  3275. private _swctx;
  3276. private _points;
  3277. private _name;
  3278. private _scene;
  3279. constructor(name: string, contours: Path2, scene: Scene);
  3280. constructor(name: string, contours: Vector2[], scene: Scene);
  3281. public addHole(hole: Vector2[]): PolygonMeshBuilder;
  3282. public build(updatable?: boolean): Mesh;
  3283. }
  3284. }
  3285. declare module BABYLON {
  3286. class SubMesh {
  3287. public materialIndex: number;
  3288. public verticesStart: number;
  3289. public verticesCount: number;
  3290. public indexStart: any;
  3291. public indexCount: number;
  3292. public linesIndexCount: number;
  3293. private _mesh;
  3294. private _renderingMesh;
  3295. private _boundingInfo;
  3296. private _linesIndexBuffer;
  3297. public _lastColliderWorldVertices: Vector3[];
  3298. public _trianglePlanes: Plane[];
  3299. public _lastColliderTransformMatrix: Matrix;
  3300. public _renderId: number;
  3301. public _alphaIndex: number;
  3302. public _distanceToCamera: number;
  3303. public _id: number;
  3304. constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  3305. public getBoundingInfo(): BoundingInfo;
  3306. public getMesh(): AbstractMesh;
  3307. public getRenderingMesh(): Mesh;
  3308. public getMaterial(): Material;
  3309. public refreshBoundingInfo(): void;
  3310. public _checkCollision(collider: Collider): boolean;
  3311. public updateBoundingInfo(world: Matrix): void;
  3312. public isInFrustum(frustumPlanes: Plane[]): boolean;
  3313. public render(): void;
  3314. public getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
  3315. public canIntersects(ray: Ray): boolean;
  3316. public intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
  3317. public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  3318. public dispose(): void;
  3319. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  3320. }
  3321. }
  3322. declare module BABYLON {
  3323. class VertexBuffer {
  3324. private _mesh;
  3325. private _engine;
  3326. private _buffer;
  3327. private _data;
  3328. private _updatable;
  3329. private _kind;
  3330. private _strideSize;
  3331. constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number);
  3332. public isUpdatable(): boolean;
  3333. public getData(): number[];
  3334. public getBuffer(): WebGLBuffer;
  3335. public getStrideSize(): number;
  3336. public create(data?: number[]): void;
  3337. public update(data: number[]): void;
  3338. public updateDirectly(data: Float32Array, offset: number): void;
  3339. public dispose(): void;
  3340. private static _PositionKind;
  3341. private static _NormalKind;
  3342. private static _UVKind;
  3343. private static _UV2Kind;
  3344. private static _ColorKind;
  3345. private static _MatricesIndicesKind;
  3346. private static _MatricesWeightsKind;
  3347. static PositionKind : string;
  3348. static NormalKind : string;
  3349. static UVKind : string;
  3350. static UV2Kind : string;
  3351. static ColorKind : string;
  3352. static MatricesIndicesKind : string;
  3353. static MatricesWeightsKind : string;
  3354. }
  3355. }
  3356. declare module BABYLON {
  3357. class Particle {
  3358. public position: Vector3;
  3359. public direction: Vector3;
  3360. public color: Color4;
  3361. public colorStep: Color4;
  3362. public lifeTime: number;
  3363. public age: number;
  3364. public size: number;
  3365. public angle: number;
  3366. public angularSpeed: number;
  3367. }
  3368. }
  3369. declare module BABYLON {
  3370. class ParticleSystem implements IDisposable {
  3371. public name: string;
  3372. static BLENDMODE_ONEONE: number;
  3373. static BLENDMODE_STANDARD: number;
  3374. public id: string;
  3375. public renderingGroupId: number;
  3376. public emitter: any;
  3377. public emitRate: number;
  3378. public manualEmitCount: number;
  3379. public updateSpeed: number;
  3380. public targetStopDuration: number;
  3381. public disposeOnStop: boolean;
  3382. public minEmitPower: number;
  3383. public maxEmitPower: number;
  3384. public minLifeTime: number;
  3385. public maxLifeTime: number;
  3386. public minSize: number;
  3387. public maxSize: number;
  3388. public minAngularSpeed: number;
  3389. public maxAngularSpeed: number;
  3390. public particleTexture: Texture;
  3391. public onDispose: () => void;
  3392. public updateFunction: (particles: Particle[]) => void;
  3393. public blendMode: number;
  3394. public forceDepthWrite: boolean;
  3395. public gravity: Vector3;
  3396. public direction1: Vector3;
  3397. public direction2: Vector3;
  3398. public minEmitBox: Vector3;
  3399. public maxEmitBox: Vector3;
  3400. public color1: Color4;
  3401. public color2: Color4;
  3402. public colorDead: Color4;
  3403. public textureMask: Color4;
  3404. public startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
  3405. public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
  3406. private particles;
  3407. private _capacity;
  3408. private _scene;
  3409. private _vertexDeclaration;
  3410. private _vertexStrideSize;
  3411. private _stockParticles;
  3412. private _newPartsExcess;
  3413. private _vertexBuffer;
  3414. private _indexBuffer;
  3415. private _vertices;
  3416. private _effect;
  3417. private _customEffect;
  3418. private _cachedDefines;
  3419. private _scaledColorStep;
  3420. private _colorDiff;
  3421. private _scaledDirection;
  3422. private _scaledGravity;
  3423. private _currentRenderId;
  3424. private _alive;
  3425. private _started;
  3426. private _stopped;
  3427. private _actualFrame;
  3428. private _scaledUpdateSpeed;
  3429. constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
  3430. public getCapacity(): number;
  3431. public isAlive(): boolean;
  3432. public isStarted(): boolean;
  3433. public start(): void;
  3434. public stop(): void;
  3435. public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  3436. private _update(newParticles);
  3437. private _getEffect();
  3438. public animate(): void;
  3439. public render(): number;
  3440. public dispose(): void;
  3441. public clone(name: string, newEmitter: any): ParticleSystem;
  3442. }
  3443. }
  3444. declare module BABYLON {
  3445. interface IPhysicsEnginePlugin {
  3446. initialize(iterations?: number): any;
  3447. setGravity(gravity: Vector3): void;
  3448. runOneStep(delta: number): void;
  3449. registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3450. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3451. unregisterMesh(mesh: AbstractMesh): any;
  3452. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3453. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3454. dispose(): void;
  3455. isSupported(): boolean;
  3456. updateBodyPosition(mesh: AbstractMesh): void;
  3457. }
  3458. interface PhysicsBodyCreationOptions {
  3459. mass: number;
  3460. friction: number;
  3461. restitution: number;
  3462. }
  3463. interface PhysicsCompoundBodyPart {
  3464. mesh: Mesh;
  3465. impostor: number;
  3466. }
  3467. class PhysicsEngine {
  3468. public gravity: Vector3;
  3469. private _currentPlugin;
  3470. constructor(plugin?: IPhysicsEnginePlugin);
  3471. public _initialize(gravity?: Vector3): void;
  3472. public _runOneStep(delta: number): void;
  3473. public _setGravity(gravity: Vector3): void;
  3474. public _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3475. public _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3476. public _unregisterMesh(mesh: AbstractMesh): void;
  3477. public _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3478. public _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3479. public _updateBodyPosition(mesh: AbstractMesh): void;
  3480. public dispose(): void;
  3481. public isSupported(): boolean;
  3482. static NoImpostor: number;
  3483. static SphereImpostor: number;
  3484. static BoxImpostor: number;
  3485. static PlaneImpostor: number;
  3486. static MeshImpostor: number;
  3487. static CapsuleImpostor: number;
  3488. static ConeImpostor: number;
  3489. static CylinderImpostor: number;
  3490. static ConvexHullImpostor: number;
  3491. static Epsilon: number;
  3492. }
  3493. }
  3494. declare module BABYLON {
  3495. class CannonJSPlugin implements IPhysicsEnginePlugin {
  3496. public checkWithEpsilon: (value: number) => number;
  3497. private _world;
  3498. private _registeredMeshes;
  3499. private _physicsMaterials;
  3500. public initialize(iterations?: number): void;
  3501. private _checkWithEpsilon(value);
  3502. public runOneStep(delta: number): void;
  3503. public setGravity(gravity: Vector3): void;
  3504. public registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
  3505. private _createSphere(radius, mesh, options?);
  3506. private _createBox(x, y, z, mesh, options?);
  3507. private _createPlane(mesh, options?);
  3508. private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
  3509. private _addMaterial(friction, restitution);
  3510. private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
  3511. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3512. private _unbindBody(body);
  3513. public unregisterMesh(mesh: AbstractMesh): void;
  3514. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3515. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3516. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
  3517. public dispose(): void;
  3518. public isSupported(): boolean;
  3519. }
  3520. }
  3521. declare module BABYLON {
  3522. class OimoJSPlugin implements IPhysicsEnginePlugin {
  3523. private _world;
  3524. private _registeredMeshes;
  3525. private _checkWithEpsilon(value);
  3526. public initialize(iterations?: number): void;
  3527. public setGravity(gravity: Vector3): void;
  3528. public registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3529. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3530. private _createBodyAsCompound(part, options, initialMesh);
  3531. public unregisterMesh(mesh: AbstractMesh): void;
  3532. private _unbindBody(body);
  3533. /**
  3534. * Update the body position according to the mesh position
  3535. * @param mesh
  3536. */
  3537. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3538. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3539. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3540. public dispose(): void;
  3541. public isSupported(): boolean;
  3542. private _getLastShape(body);
  3543. public runOneStep(time: number): void;
  3544. }
  3545. }
  3546. declare module BABYLON {
  3547. class AnaglyphPostProcess extends PostProcess {
  3548. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3549. }
  3550. }
  3551. declare module BABYLON {
  3552. class BlackAndWhitePostProcess extends PostProcess {
  3553. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3554. }
  3555. }
  3556. declare module BABYLON {
  3557. class BlurPostProcess extends PostProcess {
  3558. public direction: Vector2;
  3559. public blurWidth: number;
  3560. constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3561. }
  3562. }
  3563. declare module BABYLON {
  3564. class ConvolutionPostProcess extends PostProcess {
  3565. public kernel: number[];
  3566. constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3567. static EdgeDetect0Kernel: number[];
  3568. static EdgeDetect1Kernel: number[];
  3569. static EdgeDetect2Kernel: number[];
  3570. static SharpenKernel: number[];
  3571. static EmbossKernel: number[];
  3572. static GaussianKernel: number[];
  3573. }
  3574. }
  3575. declare module BABYLON {
  3576. class DisplayPassPostProcess extends PostProcess {
  3577. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3578. }
  3579. }
  3580. declare module BABYLON {
  3581. class FilterPostProcess extends PostProcess {
  3582. public kernelMatrix: Matrix;
  3583. constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3584. }
  3585. }
  3586. declare module BABYLON {
  3587. class FxaaPostProcess extends PostProcess {
  3588. public texelWidth: number;
  3589. public texelHeight: number;
  3590. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3591. }
  3592. }
  3593. declare module BABYLON {
  3594. class OculusDistortionCorrectionPostProcess extends PostProcess {
  3595. public aspectRatio: number;
  3596. private _isRightEye;
  3597. private _distortionFactors;
  3598. private _postProcessScaleFactor;
  3599. private _lensCenterOffset;
  3600. private _scaleIn;
  3601. private _scaleFactor;
  3602. private _lensCenter;
  3603. constructor(name: string, camera: Camera, isRightEye: boolean, cameraSettings: any);
  3604. }
  3605. }
  3606. declare module BABYLON {
  3607. class PassPostProcess extends PostProcess {
  3608. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3609. }
  3610. }
  3611. declare module BABYLON {
  3612. class PostProcess {
  3613. public name: string;
  3614. public onApply: (Effect: any) => void;
  3615. public onBeforeRender: (Effect: any) => void;
  3616. public onSizeChanged: () => void;
  3617. public onActivate: (Camera: any) => void;
  3618. public width: number;
  3619. public height: number;
  3620. public renderTargetSamplingMode: number;
  3621. private _camera;
  3622. private _scene;
  3623. private _engine;
  3624. private _renderRatio;
  3625. private _reusable;
  3626. public _textures: SmartArray<WebGLTexture>;
  3627. public _currentRenderTextureInd: number;
  3628. private _effect;
  3629. constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean);
  3630. public isReusable(): boolean;
  3631. public activate(camera: Camera, sourceTexture?: WebGLTexture): void;
  3632. public apply(): Effect;
  3633. public dispose(camera: Camera): void;
  3634. }
  3635. }
  3636. declare module BABYLON {
  3637. class PostProcessManager {
  3638. private _scene;
  3639. private _indexBuffer;
  3640. private _vertexDeclaration;
  3641. private _vertexStrideSize;
  3642. private _vertexBuffer;
  3643. constructor(scene: Scene);
  3644. public _prepareFrame(sourceTexture?: WebGLTexture): boolean;
  3645. public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void;
  3646. public dispose(): void;
  3647. }
  3648. }
  3649. declare module BABYLON {
  3650. class RefractionPostProcess extends PostProcess {
  3651. public color: Color3;
  3652. public depth: number;
  3653. public colorLevel: number;
  3654. private _refRexture;
  3655. constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3656. public dispose(camera: Camera): void;
  3657. }
  3658. }
  3659. declare module BABYLON {
  3660. class PostProcessRenderEffect {
  3661. private _engine;
  3662. private _postProcesses;
  3663. private _getPostProcess;
  3664. private _singleInstance;
  3665. private _cameras;
  3666. private _indicesForCamera;
  3667. private _renderPasses;
  3668. private _renderEffectAsPasses;
  3669. public _name: string;
  3670. public applyParameters: (postProcess: PostProcess) => void;
  3671. constructor(engine: Engine, name: string, getPostProcess: () => PostProcess, singleInstance?: boolean);
  3672. public _update(): void;
  3673. public addPass(renderPass: PostProcessRenderPass): void;
  3674. public removePass(renderPass: PostProcessRenderPass): void;
  3675. public addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
  3676. public getPass(passName: string): void;
  3677. public emptyPasses(): void;
  3678. public _attachCameras(cameras: Camera): any;
  3679. public _attachCameras(cameras: Camera[]): any;
  3680. public _detachCameras(cameras: Camera): any;
  3681. public _detachCameras(cameras: Camera[]): any;
  3682. public _enable(cameras: Camera): any;
  3683. public _enable(cameras: Camera[]): any;
  3684. public _disable(cameras: Camera): any;
  3685. public _disable(cameras: Camera[]): any;
  3686. public getPostProcess(camera?: Camera): PostProcess;
  3687. private _linkParameters();
  3688. private _linkTextures(effect);
  3689. }
  3690. }
  3691. declare module BABYLON {
  3692. class PostProcessRenderPass {
  3693. private _enabled;
  3694. private _renderList;
  3695. private _renderTexture;
  3696. private _scene;
  3697. private _refCount;
  3698. public _name: string;
  3699. constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
  3700. public _incRefCount(): number;
  3701. public _decRefCount(): number;
  3702. public _update(): void;
  3703. public setRenderList(renderList: Mesh[]): void;
  3704. public getRenderTexture(): RenderTargetTexture;
  3705. }
  3706. }
  3707. declare module BABYLON {
  3708. class PostProcessRenderPipeline {
  3709. private _engine;
  3710. private _renderEffects;
  3711. private _renderEffectsForIsolatedPass;
  3712. private _cameras;
  3713. public _name: string;
  3714. private static PASS_EFFECT_NAME;
  3715. private static PASS_SAMPLER_NAME;
  3716. constructor(engine: Engine, name: string);
  3717. public addEffect(renderEffect: PostProcessRenderEffect): void;
  3718. public _enableEffect(renderEffectName: string, cameras: Camera): any;
  3719. public _enableEffect(renderEffectName: string, cameras: Camera[]): any;
  3720. public _disableEffect(renderEffectName: string, cameras: Camera): any;
  3721. public _disableEffect(renderEffectName: string, cameras: Camera[]): any;
  3722. public _attachCameras(cameras: Camera, unique: boolean): any;
  3723. public _attachCameras(cameras: Camera[], unique: boolean): any;
  3724. public _detachCameras(cameras: Camera): any;
  3725. public _detachCameras(cameras: Camera[]): any;
  3726. public _enableDisplayOnlyPass(passName: any, cameras: Camera): any;
  3727. public _enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
  3728. public _disableDisplayOnlyPass(cameras: Camera): any;
  3729. public _disableDisplayOnlyPass(cameras: Camera[]): any;
  3730. public _update(): void;
  3731. }
  3732. }
  3733. declare module BABYLON {
  3734. class PostProcessRenderPipelineManager {
  3735. private _renderPipelines;
  3736. constructor();
  3737. public addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  3738. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
  3739. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
  3740. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
  3741. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3742. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3743. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3744. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3745. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3746. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
  3747. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
  3748. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
  3749. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3750. public update(): void;
  3751. }
  3752. }
  3753. declare module BABYLON {
  3754. class BoundingBoxRenderer {
  3755. public frontColor: Color3;
  3756. public backColor: Color3;
  3757. public showBackLines: boolean;
  3758. public renderList: SmartArray<BoundingBox>;
  3759. private _scene;
  3760. private _colorShader;
  3761. private _vb;
  3762. private _ib;
  3763. constructor(scene: Scene);
  3764. public reset(): void;
  3765. public render(): void;
  3766. public dispose(): void;
  3767. }
  3768. }
  3769. declare module BABYLON {
  3770. class OutlineRenderer {
  3771. private _scene;
  3772. private _effect;
  3773. private _cachedDefines;
  3774. constructor(scene: Scene);
  3775. public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  3776. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  3777. }
  3778. }
  3779. declare module BABYLON {
  3780. class RenderingGroup {
  3781. public index: number;
  3782. private _scene;
  3783. private _opaqueSubMeshes;
  3784. private _transparentSubMeshes;
  3785. private _alphaTestSubMeshes;
  3786. private _activeVertices;
  3787. constructor(index: number, scene: Scene);
  3788. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
  3789. public prepare(): void;
  3790. public dispatch(subMesh: SubMesh): void;
  3791. }
  3792. }
  3793. declare module BABYLON {
  3794. class RenderingManager {
  3795. static MAX_RENDERINGGROUPS: number;
  3796. private _scene;
  3797. private _renderingGroups;
  3798. private _depthBufferAlreadyCleaned;
  3799. constructor(scene: Scene);
  3800. private _renderParticles(index, activeMeshes);
  3801. private _renderSprites(index);
  3802. private _clearDepthBuffer();
  3803. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
  3804. public reset(): void;
  3805. public dispatch(subMesh: SubMesh): void;
  3806. }
  3807. }
  3808. declare module BABYLON {
  3809. class Sprite {
  3810. public name: string;
  3811. public position: Vector3;
  3812. public color: Color4;
  3813. public size: number;
  3814. public angle: number;
  3815. public cellIndex: number;
  3816. public invertU: number;
  3817. public invertV: number;
  3818. public disposeWhenFinishedAnimating: boolean;
  3819. public animations: Animation[];
  3820. private _animationStarted;
  3821. private _loopAnimation;
  3822. private _fromIndex;
  3823. private _toIndex;
  3824. private _delay;
  3825. private _direction;
  3826. private _frameCount;
  3827. private _manager;
  3828. private _time;
  3829. constructor(name: string, manager: SpriteManager);
  3830. public playAnimation(from: number, to: number, loop: boolean, delay: number): void;
  3831. public stopAnimation(): void;
  3832. public _animate(deltaTime: number): void;
  3833. public dispose(): void;
  3834. }
  3835. }
  3836. declare module BABYLON {
  3837. class SpriteManager {
  3838. public name: string;
  3839. public cellSize: number;
  3840. public sprites: Sprite[];
  3841. public renderingGroupId: number;
  3842. public onDispose: () => void;
  3843. public fogEnabled: boolean;
  3844. private _capacity;
  3845. private _spriteTexture;
  3846. private _epsilon;
  3847. private _scene;
  3848. private _vertexDeclaration;
  3849. private _vertexStrideSize;
  3850. private _vertexBuffer;
  3851. private _indexBuffer;
  3852. private _vertices;
  3853. private _effectBase;
  3854. private _effectFog;
  3855. constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number);
  3856. private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
  3857. public render(): void;
  3858. public dispose(): void;
  3859. }
  3860. }
  3861. declare module BABYLON.Internals {
  3862. class AndOrNotEvaluator {
  3863. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  3864. private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
  3865. private static _SimplifyNegation(booleanString);
  3866. }
  3867. }
  3868. declare module BABYLON {
  3869. interface IAssetTask {
  3870. onSuccess: (task: IAssetTask) => void;
  3871. onError: (task: IAssetTask) => void;
  3872. isCompleted: boolean;
  3873. run(scene: Scene, onSuccess: () => void, onError: () => void): any;
  3874. }
  3875. class MeshAssetTask implements IAssetTask {
  3876. public name: string;
  3877. public meshesNames: any;
  3878. public rootUrl: string;
  3879. public sceneFilename: string;
  3880. public loadedMeshes: AbstractMesh[];
  3881. public loadedParticleSystems: ParticleSystem[];
  3882. public loadedSkeletons: Skeleton[];
  3883. public onSuccess: (task: IAssetTask) => void;
  3884. public onError: (task: IAssetTask) => void;
  3885. public isCompleted: boolean;
  3886. constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
  3887. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3888. }
  3889. class TextFileAssetTask implements IAssetTask {
  3890. public name: string;
  3891. public url: string;
  3892. public onSuccess: (task: IAssetTask) => void;
  3893. public onError: (task: IAssetTask) => void;
  3894. public isCompleted: boolean;
  3895. public text: string;
  3896. constructor(name: string, url: string);
  3897. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3898. }
  3899. class BinaryFileAssetTask implements IAssetTask {
  3900. public name: string;
  3901. public url: string;
  3902. public onSuccess: (task: IAssetTask) => void;
  3903. public onError: (task: IAssetTask) => void;
  3904. public isCompleted: boolean;
  3905. public data: ArrayBuffer;
  3906. constructor(name: string, url: string);
  3907. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3908. }
  3909. class ImageAssetTask implements IAssetTask {
  3910. public name: string;
  3911. public url: string;
  3912. public onSuccess: (task: IAssetTask) => void;
  3913. public onError: (task: IAssetTask) => void;
  3914. public isCompleted: boolean;
  3915. public image: HTMLImageElement;
  3916. constructor(name: string, url: string);
  3917. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3918. }
  3919. class TextureAssetTask implements IAssetTask {
  3920. public name: string;
  3921. public url: string;
  3922. public noMipmap: boolean;
  3923. public invertY: boolean;
  3924. public samplingMode: number;
  3925. public onSuccess: (task: IAssetTask) => void;
  3926. public onError: (task: IAssetTask) => void;
  3927. public isCompleted: boolean;
  3928. public texture: Texture;
  3929. constructor(name: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
  3930. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3931. }
  3932. class AssetsManager {
  3933. private _tasks;
  3934. private _scene;
  3935. private _waitingTasksCount;
  3936. public onFinish: (tasks: IAssetTask[]) => void;
  3937. public onTaskSuccess: (task: IAssetTask) => void;
  3938. public onTaskError: (task: IAssetTask) => void;
  3939. public useDefaultLoadingScreen: boolean;
  3940. constructor(scene: Scene);
  3941. public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
  3942. public addTextFileTask(taskName: string, url: string): IAssetTask;
  3943. public addBinaryFileTask(taskName: string, url: string): IAssetTask;
  3944. public addImageTask(taskName: string, url: string): IAssetTask;
  3945. public addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): IAssetTask;
  3946. private _decreaseWaitingTasksCount();
  3947. private _runTask(task);
  3948. public reset(): AssetsManager;
  3949. public load(): AssetsManager;
  3950. }
  3951. }
  3952. declare module BABYLON {
  3953. class Database {
  3954. private callbackManifestChecked;
  3955. private currentSceneUrl;
  3956. private db;
  3957. private enableSceneOffline;
  3958. private enableTexturesOffline;
  3959. private manifestVersionFound;
  3960. private mustUpdateRessources;
  3961. private hasReachedQuota;
  3962. private isSupported;
  3963. private idbFactory;
  3964. static isUASupportingBlobStorage: boolean;
  3965. constructor(urlToScene: string, callbackManifestChecked: (boolean: any) => any);
  3966. static parseURL: (url: string) => string;
  3967. static ReturnFullUrlLocation: (url: string) => string;
  3968. public checkManifestFile(): void;
  3969. public openAsync(successCallback: any, errorCallback: any): void;
  3970. public loadImageFromDB(url: string, image: HTMLImageElement): void;
  3971. private _loadImageFromDBAsync(url, image, notInDBCallback);
  3972. private _saveImageIntoDBAsync(url, image);
  3973. private _checkVersionFromDB(url, versionLoaded);
  3974. private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
  3975. private _saveVersionIntoDBAsync(url, callback);
  3976. private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
  3977. private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
  3978. private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
  3979. }
  3980. }
  3981. declare module BABYLON {
  3982. class FilesInput {
  3983. private engine;
  3984. private currentScene;
  3985. private canvas;
  3986. private sceneLoadedCallback;
  3987. private progressCallback;
  3988. private additionnalRenderLoopLogicCallback;
  3989. private textureLoadingCallback;
  3990. private startingProcessingFilesCallback;
  3991. private elementToMonitor;
  3992. static FilesTextures: any[];
  3993. static FilesToLoad: any[];
  3994. 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);
  3995. public monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
  3996. private renderFunction();
  3997. private drag(e);
  3998. private drop(eventDrop);
  3999. private loadFiles(event);
  4000. }
  4001. }
  4002. declare module BABYLON {
  4003. class Gamepads {
  4004. private babylonGamepads;
  4005. private oneGamepadConnected;
  4006. private isMonitoring;
  4007. private gamepadEventSupported;
  4008. private gamepadSupportAvailable;
  4009. private _callbackGamepadConnected;
  4010. private buttonADataURL;
  4011. private static gamepadDOMInfo;
  4012. constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
  4013. private _insertGamepadDOMInstructions();
  4014. private _insertGamepadDOMNotSupported();
  4015. public dispose(): void;
  4016. private _onGamepadConnected(evt);
  4017. private _addNewGamepad(gamepad);
  4018. private _onGamepadDisconnected(evt);
  4019. private _startMonitoringGamepads();
  4020. private _stopMonitoringGamepads();
  4021. private _checkGamepadsStatus();
  4022. private _updateGamepadObjects();
  4023. }
  4024. class StickValues {
  4025. public x: any;
  4026. public y: any;
  4027. constructor(x: any, y: any);
  4028. }
  4029. class Gamepad {
  4030. public id: string;
  4031. public index: number;
  4032. public browserGamepad: any;
  4033. private _leftStick;
  4034. private _rightStick;
  4035. private _onleftstickchanged;
  4036. private _onrightstickchanged;
  4037. constructor(id: string, index: number, browserGamepad: any);
  4038. public onleftstickchanged(callback: (values: StickValues) => void): void;
  4039. public onrightstickchanged(callback: (values: StickValues) => void): void;
  4040. public leftStick : StickValues;
  4041. public rightStick : StickValues;
  4042. public update(): void;
  4043. }
  4044. class GenericPad extends Gamepad {
  4045. public id: string;
  4046. public index: number;
  4047. public gamepad: any;
  4048. private _buttons;
  4049. private _onbuttondown;
  4050. private _onbuttonup;
  4051. public onbuttondown(callback: (buttonPressed: number) => void): void;
  4052. public onbuttonup(callback: (buttonReleased: number) => void): void;
  4053. constructor(id: string, index: number, gamepad: any);
  4054. private _setButtonValue(newValue, currentValue, buttonIndex);
  4055. public update(): void;
  4056. }
  4057. enum Xbox360Button {
  4058. A = 0,
  4059. B = 1,
  4060. X = 2,
  4061. Y = 3,
  4062. Start = 4,
  4063. Back = 5,
  4064. LB = 6,
  4065. RB = 7,
  4066. LeftStick = 8,
  4067. RightStick = 9,
  4068. }
  4069. enum Xbox360Dpad {
  4070. Up = 0,
  4071. Down = 1,
  4072. Left = 2,
  4073. Right = 3,
  4074. }
  4075. class Xbox360Pad extends Gamepad {
  4076. private _leftTrigger;
  4077. private _rightTrigger;
  4078. private _onlefttriggerchanged;
  4079. private _onrighttriggerchanged;
  4080. private _onbuttondown;
  4081. private _onbuttonup;
  4082. private _ondpaddown;
  4083. private _ondpadup;
  4084. private _buttonA;
  4085. private _buttonB;
  4086. private _buttonX;
  4087. private _buttonY;
  4088. private _buttonBack;
  4089. private _buttonStart;
  4090. private _buttonLB;
  4091. private _buttonRB;
  4092. private _buttonLeftStick;
  4093. private _buttonRightStick;
  4094. private _dPadUp;
  4095. private _dPadDown;
  4096. private _dPadLeft;
  4097. private _dPadRight;
  4098. public onlefttriggerchanged(callback: (value: number) => void): void;
  4099. public onrighttriggerchanged(callback: (value: number) => void): void;
  4100. public leftTrigger : number;
  4101. public rightTrigger : number;
  4102. public onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  4103. public onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  4104. public ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  4105. public ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  4106. private _setButtonValue(newValue, currentValue, buttonType);
  4107. private _setDPadValue(newValue, currentValue, buttonType);
  4108. public buttonA : number;
  4109. public buttonB : number;
  4110. public buttonX : number;
  4111. public buttonY : number;
  4112. public buttonStart : number;
  4113. public buttonBack : number;
  4114. public buttonLB : number;
  4115. public buttonRB : number;
  4116. public buttonLeftStick : number;
  4117. public buttonRightStick : number;
  4118. public dPadUp : number;
  4119. public dPadDown : number;
  4120. public dPadLeft : number;
  4121. public dPadRight : number;
  4122. public update(): void;
  4123. }
  4124. }
  4125. interface Navigator {
  4126. getGamepads(func?: any): any;
  4127. webkitGetGamepads(func?: any): any;
  4128. msGetGamepads(func?: any): any;
  4129. webkitGamepads(func?: any): any;
  4130. }
  4131. declare module BABYLON {
  4132. class SceneOptimization {
  4133. public priority: number;
  4134. public apply: (scene: Scene) => boolean;
  4135. constructor(priority?: number);
  4136. }
  4137. class TextureOptimization extends SceneOptimization {
  4138. public priority: number;
  4139. public maximumSize: number;
  4140. constructor(priority?: number, maximumSize?: number);
  4141. public apply: (scene: Scene) => boolean;
  4142. }
  4143. class HardwareScalingOptimization extends SceneOptimization {
  4144. public priority: number;
  4145. public maximumScale: number;
  4146. private _currentScale;
  4147. constructor(priority?: number, maximumScale?: number);
  4148. public apply: (scene: Scene) => boolean;
  4149. }
  4150. class ShadowsOptimization extends SceneOptimization {
  4151. public apply: (scene: Scene) => boolean;
  4152. }
  4153. class PostProcessesOptimization extends SceneOptimization {
  4154. public apply: (scene: Scene) => boolean;
  4155. }
  4156. class LensFlaresOptimization extends SceneOptimization {
  4157. public apply: (scene: Scene) => boolean;
  4158. }
  4159. class ParticlesOptimization extends SceneOptimization {
  4160. public apply: (scene: Scene) => boolean;
  4161. }
  4162. class RenderTargetsOptimization extends SceneOptimization {
  4163. public apply: (scene: Scene) => boolean;
  4164. }
  4165. class MergeMeshesOptimization extends SceneOptimization {
  4166. private _canBeMerged;
  4167. public apply: (scene: Scene) => boolean;
  4168. }
  4169. class SceneOptimizerOptions {
  4170. public targetFrameRate: number;
  4171. public trackerDuration: number;
  4172. public optimizations: SceneOptimization[];
  4173. constructor(targetFrameRate?: number, trackerDuration?: number);
  4174. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4175. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4176. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4177. }
  4178. class SceneOptimizer {
  4179. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void;
  4180. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void;
  4181. }
  4182. }
  4183. declare module BABYLON {
  4184. class SceneSerializer {
  4185. static Serialize(scene: Scene): any;
  4186. }
  4187. }
  4188. declare module BABYLON {
  4189. class SmartArray<T> {
  4190. public data: T[];
  4191. public length: number;
  4192. private _id;
  4193. private _duplicateId;
  4194. constructor(capacity: number);
  4195. public push(value: any): void;
  4196. public pushNoDuplicate(value: any): void;
  4197. public sort(compareFn: any): void;
  4198. public reset(): void;
  4199. public concat(array: any): void;
  4200. public concatWithNoDuplicate(array: any): void;
  4201. public indexOf(value: any): number;
  4202. private static _GlobalId;
  4203. }
  4204. }
  4205. declare module BABYLON {
  4206. class Tags {
  4207. static EnableFor(obj: any): void;
  4208. static DisableFor(obj: any): void;
  4209. static HasTags(obj: any): boolean;
  4210. static GetTags(obj: any): any;
  4211. static AddTagsTo(obj: any, tagsString: string): void;
  4212. static _AddTagTo(obj: any, tag: string): void;
  4213. static RemoveTagsFrom(obj: any, tagsString: string): void;
  4214. static _RemoveTagFrom(obj: any, tag: string): void;
  4215. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  4216. }
  4217. }
  4218. declare module BABYLON {
  4219. interface IAnimatable {
  4220. animations: Animation[];
  4221. }
  4222. interface ISize {
  4223. width: number;
  4224. height: number;
  4225. }
  4226. class Tools {
  4227. static BaseUrl: string;
  4228. static GetExponantOfTwo: (value: number, max: number) => number;
  4229. static GetFilename(path: string): string;
  4230. static GetDOMTextContent(element: HTMLElement): string;
  4231. static ToDegrees(angle: number): number;
  4232. static ToRadians(angle: number): number;
  4233. static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
  4234. minimum: Vector3;
  4235. maximum: Vector3;
  4236. };
  4237. static ExtractMinAndMax(positions: number[], start: number, count: number): {
  4238. minimum: Vector3;
  4239. maximum: Vector3;
  4240. };
  4241. static MakeArray(obj: any, allowsNullUndefined?: boolean): any[];
  4242. static GetPointerPrefix(): string;
  4243. static QueueNewFrame(func: any): void;
  4244. static RequestFullscreen(element: any): void;
  4245. static ExitFullscreen(): void;
  4246. static CleanUrl(url: string): string;
  4247. static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
  4248. static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
  4249. static ReadFileAsDataURL(fileToLoad: any, callback: any, progressCallback: any): void;
  4250. static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
  4251. static Clamp(value: number, min?: number, max?: number): number;
  4252. static Format(value: number, decimals?: number): string;
  4253. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  4254. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  4255. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  4256. static IsEmpty(obj: any): boolean;
  4257. static RegisterTopRootEvents(events: {
  4258. name: string;
  4259. handler: EventListener;
  4260. }[]): void;
  4261. static UnregisterTopRootEvents(events: {
  4262. name: string;
  4263. handler: EventListener;
  4264. }[]): void;
  4265. static CreateScreenshot(engine: Engine, camera: Camera, size: any): void;
  4266. static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
  4267. private static _NoneLogLevel;
  4268. private static _MessageLogLevel;
  4269. private static _WarningLogLevel;
  4270. private static _ErrorLogLevel;
  4271. private static _LogCache;
  4272. static OnNewCacheEntry: (entry: string) => void;
  4273. static NoneLogLevel : number;
  4274. static MessageLogLevel : number;
  4275. static WarningLogLevel : number;
  4276. static ErrorLogLevel : number;
  4277. static AllLogLevel : number;
  4278. private static _AddLogEntry(entry);
  4279. private static _FormatMessage(message);
  4280. static Log: (message: string) => void;
  4281. private static _LogDisabled(message);
  4282. private static _LogEnabled(message);
  4283. static Warn: (message: string) => void;
  4284. private static _WarnDisabled(message);
  4285. private static _WarnEnabled(message);
  4286. static Error: (message: string) => void;
  4287. private static _ErrorDisabled(message);
  4288. private static _ErrorEnabled(message);
  4289. static LogCache : string;
  4290. static LogLevels : number;
  4291. private static _PerformanceNoneLogLevel;
  4292. private static _PerformanceUserMarkLogLevel;
  4293. private static _PerformanceConsoleLogLevel;
  4294. private static _performance;
  4295. static PerformanceNoneLogLevel : number;
  4296. static PerformanceUserMarkLogLevel : number;
  4297. static PerformanceConsoleLogLevel : number;
  4298. static PerformanceLogLevel : number;
  4299. static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4300. static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4301. static _StartUserMark(counterName: string, condition?: boolean): void;
  4302. static _EndUserMark(counterName: string, condition?: boolean): void;
  4303. static _StartPerformanceConsole(counterName: string, condition?: boolean): void;
  4304. static _EndPerformanceConsole(counterName: string, condition?: boolean): void;
  4305. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4306. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4307. static Now : number;
  4308. static GetFps(): number;
  4309. }
  4310. }
  4311. declare module BABYLON.Internals {
  4312. interface DDSInfo {
  4313. width: number;
  4314. height: number;
  4315. mipmapCount: number;
  4316. isFourCC: boolean;
  4317. isRGB: boolean;
  4318. isLuminance: boolean;
  4319. isCube: boolean;
  4320. }
  4321. class DDSTools {
  4322. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  4323. private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4324. private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4325. private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4326. static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
  4327. }
  4328. }
  4329. /**
  4330. * Based on jsTGALoader - Javascript loader for TGA file
  4331. * By Vincent Thibault
  4332. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  4333. */
  4334. declare module BABYLON.Internals {
  4335. class TGATools {
  4336. private static _TYPE_NO_DATA;
  4337. private static _TYPE_INDEXED;
  4338. private static _TYPE_RGB;
  4339. private static _TYPE_GREY;
  4340. private static _TYPE_RLE_INDEXED;
  4341. private static _TYPE_RLE_RGB;
  4342. private static _TYPE_RLE_GREY;
  4343. private static _ORIGIN_MASK;
  4344. private static _ORIGIN_SHIFT;
  4345. private static _ORIGIN_BL;
  4346. private static _ORIGIN_BR;
  4347. private static _ORIGIN_UL;
  4348. private static _ORIGIN_UR;
  4349. static GetTGAHeader(data: Uint8Array): any;
  4350. static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
  4351. 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;
  4352. 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;
  4353. 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;
  4354. 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;
  4355. 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;
  4356. 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;
  4357. }
  4358. }
  4359. declare module BABYLON {
  4360. enum JoystickAxis {
  4361. X = 0,
  4362. Y = 1,
  4363. Z = 2,
  4364. }
  4365. class VirtualJoystick {
  4366. public reverseLeftRight: boolean;
  4367. public reverseUpDown: boolean;
  4368. public deltaPosition: Vector3;
  4369. public pressed: boolean;
  4370. private static _globalJoystickIndex;
  4371. private static vjCanvas;
  4372. private static vjCanvasContext;
  4373. private static vjCanvasWidth;
  4374. private static vjCanvasHeight;
  4375. private static halfWidth;
  4376. private static halfHeight;
  4377. private _action;
  4378. private _axisTargetedByLeftAndRight;
  4379. private _axisTargetedByUpAndDown;
  4380. private _joystickSensibility;
  4381. private _inversedSensibility;
  4382. private _rotationSpeed;
  4383. private _inverseRotationSpeed;
  4384. private _rotateOnAxisRelativeToMesh;
  4385. private _joystickPointerID;
  4386. private _joystickColor;
  4387. private _joystickPointerPos;
  4388. private _joystickPointerStartPos;
  4389. private _deltaJoystickVector;
  4390. private _leftJoystick;
  4391. private _joystickIndex;
  4392. private _touches;
  4393. constructor(leftJoystick?: boolean);
  4394. public setJoystickSensibility(newJoystickSensibility: number): void;
  4395. private _onPointerDown(e);
  4396. private _onPointerMove(e);
  4397. private _onPointerUp(e);
  4398. /**
  4399. * Change the color of the virtual joystick
  4400. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  4401. */
  4402. public setJoystickColor(newColor: string): void;
  4403. public setActionOnTouch(action: () => any): void;
  4404. public setAxisForLeftRight(axis: JoystickAxis): void;
  4405. public setAxisForUpDown(axis: JoystickAxis): void;
  4406. private _clearCanvas();
  4407. private _drawVirtualJoystick();
  4408. public releaseCanvas(): void;
  4409. }
  4410. }
  4411. declare module BABYLON.VirtualJoystick {
  4412. class Collection<T> {
  4413. private _count;
  4414. private _collection;
  4415. constructor();
  4416. public Count(): number;
  4417. public add<T>(key: string, item: T): number;
  4418. public remove(key: string): number;
  4419. public item(key: string): any;
  4420. public forEach<T>(block: (item: T) => void): void;
  4421. }
  4422. }